Fix scene file loading memory errors

Fixes leaks.
Also safeguards against deallocated pointers by doing
g_TokenProcessor.SetBuffer(NULL) after parsing is done - an access at
NULL should be easier to debug than at some random address, potentially
just reading in garbage data.
This commit is contained in:
Alexander 'z33ky' Hirsch 2021-06-06 16:08:39 +02:00
parent e989cf63c5
commit b41d49c639

View File

@ -3735,7 +3735,7 @@ CChoreoScene *CSceneEntity::LoadScene( const char *filename, IChoreoEventCallbac
Q_FixSlashes( loadfile );
// binary compiled vcd
void *pBuffer;
void *pBuffer = NULL;
#ifdef MAPBASE
//
// Raw scene file support
@ -3760,12 +3760,13 @@ CChoreoScene *CSceneEntity::LoadScene( const char *filename, IChoreoEventCallbac
{
g_TokenProcessor.SetBuffer((char*)pBuffer);
pScene = ChoreoLoadScene( loadfile, NULL, &g_TokenProcessor, LocalScene_Printf );
g_TokenProcessor.SetBuffer(NULL);
}
// Okay, it's definitely missing.
else
{
MissingSceneWarning( loadfile );
return NULL;
pScene = NULL;
}
if (pScene)
@ -4283,6 +4284,7 @@ CBaseEntity *CSceneEntity::FindNamedEntity( const char *name, CBaseEntity *pActo
#ifdef MAPBASE
const char *GetFirstSoundInScene(const char *pszScene)
{
const char *soundName;
SceneCachedData_t sceneData;
if ( scenefilecache->GetSceneCachedData( pszScene, &sceneData ) )
{
@ -4292,7 +4294,7 @@ const char *GetFirstSoundInScene(const char *pszScene)
short stringId = scenefilecache->GetSceneCachedSound( sceneData.sceneId, 0 );
// Trust that it's been precached
return scenefilecache->GetSceneString( stringId );
soundName = scenefilecache->GetSceneString( stringId );
}
}
else
@ -4302,6 +4304,7 @@ const char *GetFirstSoundInScene(const char *pszScene)
{
g_TokenProcessor.SetBuffer((char*)pBuffer);
CChoreoScene *pScene = ChoreoLoadScene( pszScene, NULL, &g_TokenProcessor, LocalScene_Printf );
g_TokenProcessor.SetBuffer(NULL);
if (pScene)
{
for (int i = 0; i < pScene->GetNumEvents(); i++)
@ -4309,13 +4312,17 @@ const char *GetFirstSoundInScene(const char *pszScene)
CChoreoEvent *pEvent = pScene->GetEvent(i);
if (pEvent->GetType() == CChoreoEvent::SPEAK)
return pEvent->GetParameters();
{
soundName = pEvent->GetParameters();
break;
}
}
}
}
FreeSceneFileMemory( pBuffer );
}
return NULL;
return soundName;
}
const char *GetFirstSoundInScene(CChoreoScene *scene)
@ -4483,6 +4490,8 @@ bool CSceneEntity::ScriptLoadSceneFromString(const char* pszFilename, const char
PrecacheScene(pScene);
}
g_TokenProcessor.SetBuffer(NULL);
if (pScene != NULL)
{
// release prior scene if present
@ -5284,12 +5293,12 @@ int GetSceneSpeechCount( char const *pszScene )
else
{
void *pBuffer = NULL;
int iNumSounds = 0;
if (filesystem->ReadFileEx( pszScene, "MOD", &pBuffer, true ))
{
int iNumSounds = 0;
g_TokenProcessor.SetBuffer((char*)pBuffer);
CChoreoScene *pScene = ChoreoLoadScene( pszScene, NULL, &g_TokenProcessor, LocalScene_Printf );
g_TokenProcessor.SetBuffer(NULL);
if (pScene)
{
for (int i = 0; i < pScene->GetNumEvents(); i++)
@ -5300,9 +5309,11 @@ int GetSceneSpeechCount( char const *pszScene )
iNumSounds++;
}
}
return iNumSounds;
}
FreeSceneFileMemory( pBuffer );
return iNumSounds;
}
#endif
return 0;
@ -5367,7 +5378,9 @@ void PrecacheInstancedScene( char const *pszScene )
{
PrecacheChoreoScene(pScene);
}
g_TokenProcessor.SetBuffer(NULL);
}
FreeSceneFileMemory( pBuffer );
#else
// Scenes are sloppy and don't always exist.
// A scene that is not in the pre-built cache image, but on disk, is a true error.