4389: Sanitize owner data in client (fixes #4388) r=edg-l a=def-

and don't access out of scope on owner < 0

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## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: def <dennis@felsin9.de>
This commit is contained in:
bors[bot] 2021-11-26 06:55:48 +00:00 committed by GitHub
commit c74b0c8536
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 14 additions and 11 deletions

View file

@ -327,7 +327,7 @@ void CItems::OnRender()
}
for(auto *pLaser = (CLaser *)GameClient()->m_PredictedWorld.FindFirst(CGameWorld::ENTTYPE_LASER); pLaser; pLaser = (CLaser *)pLaser->NextEntity())
{
if(pLaser->GetOwner() < 0 || (pLaser->GetOwner() >= 0 && !GameClient()->m_aClients[pLaser->GetOwner()].m_IsPredictedLocal))
if(pLaser->GetOwner() < 0 || !GameClient()->m_aClients[pLaser->GetOwner()].m_IsPredictedLocal)
continue;
CNetObj_Laser Data;
pLaser->FillInfo(&Data);
@ -376,17 +376,20 @@ void CItems::OnRender()
{
if(auto *pProj = (CProjectile *)GameClient()->m_GameWorld.FindMatch(Item.m_ID, Item.m_Type, pData))
{
bool IsOtherTeam = m_pClient->IsOtherTeam(pProj->GetOwner());
if(pProj->m_LastRenderTick <= 0 && (pProj->m_Type != WEAPON_SHOTGUN || (!pProj->m_Freeze && !pProj->m_Explosive)) // skip ddrace shotgun bullets
&& (pProj->m_Type == WEAPON_SHOTGUN || fabs(length(pProj->m_Direction) - 1.f) < 0.02) // workaround to skip grenades on ball mod
&& (pProj->GetOwner() < 0 || !GameClient()->m_aClients[pProj->GetOwner()].m_IsPredictedLocal || IsOtherTeam) // skip locally predicted projectiles
&& !Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID))
if(pProj->GetOwner() >= 0)
{
ReconstructSmokeTrail(&Data, pProj->m_DestroyTick);
bool IsOtherTeam = m_pClient->IsOtherTeam(pProj->GetOwner());
if(pProj->m_LastRenderTick <= 0 && (pProj->m_Type != WEAPON_SHOTGUN || (!pProj->m_Freeze && !pProj->m_Explosive)) // skip ddrace shotgun bullets
&& (pProj->m_Type == WEAPON_SHOTGUN || fabs(length(pProj->m_Direction) - 1.f) < 0.02) // workaround to skip grenades on ball mod
&& (pProj->GetOwner() < 0 || !GameClient()->m_aClients[pProj->GetOwner()].m_IsPredictedLocal || IsOtherTeam) // skip locally predicted projectiles
&& !Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID))
{
ReconstructSmokeTrail(&Data, pProj->m_DestroyTick);
}
pProj->m_LastRenderTick = Client()->GameTick(g_Config.m_ClDummy);
if(!IsOtherTeam)
continue;
}
pProj->m_LastRenderTick = Client()->GameTick(g_Config.m_ClDummy);
if(!IsOtherTeam)
continue;
}
}
if(Inactive && (Data.m_Explosive ? BlinkingProjEx : BlinkingProj))

View file

@ -49,7 +49,7 @@ CProjectileData ExtractProjectileInfoDDNet(const CNetObj_DDNetProjectile *pProj,
Result.m_ExtraInfo = true;
Result.m_Owner = pProj->m_Data & 255;
if(pProj->m_Data & PROJECTILEFLAG_NO_OWNER)
if(pProj->m_Data & PROJECTILEFLAG_NO_OWNER || Result.m_Owner < 0 || Result.m_Owner >= MAX_CLIENTS)
{
Result.m_Owner = -1;
}