- made setting actor TID more explicit

Now it's no longer possible to manipulate TID hash from arbitrary location
For example, this prevents linking of destroyed object into the hash
TID member is still public but writing to it is limited to a few very specific cases like serialization and player traveling between levels

https://forum.zdoom.org/viewtopic.php?t=64476

# Conflicts:
#	src/actor.h
#	src/maploader/maploader.cpp
This commit is contained in:
alexey.lysiuk 2019-05-10 11:55:46 +03:00 committed by drfrag
parent ab24128049
commit 2fb48f30ff
9 changed files with 42 additions and 38 deletions

View file

@ -1240,13 +1240,15 @@ public:
// ThingIDs
static void ClearTIDHashes ();
void SetTID (int newTID);
private:
void AddToHash ();
void RemoveFromHash ();
private:
static AActor *TIDHash[128];
static inline int TIDHASH (int key) { return key & 127; }
public:
static FSharedStringArena mStringPropertyData;
private:

View file

@ -2426,12 +2426,11 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
{
spawned->Angles.Yaw = source->Angles.Yaw - angle;
spawned->tid = tid;
spawned->special = special;
for(i = 0; i < 5; i++) {
spawned->args[i] = args[i];
}
if(tid) spawned->AddToHash();
if(tid) spawned->SetTID(tid);
}
}
}

View file

@ -1284,7 +1284,7 @@ void G_StartTravel ()
{
pawn->UnlinkFromWorld (nullptr);
int tid = pawn->tid; // Save TID
pawn->RemoveFromHash ();
pawn->SetTID(0);
pawn->tid = tid; // Restore TID (but no longer linked into the hash chain)
pawn->ChangeStatNum (STAT_TRAVELLING);
pawn->DeleteAttachedLights();
@ -1396,7 +1396,9 @@ int G_FinishTravel ()
}
pawn->LinkToWorld (nullptr);
pawn->ClearInterpolation();
pawn->AddToHash ();
const int tid = pawn->tid; // Save TID (actor isn't linked into the hash chain yet)
pawn->tid = 0; // Reset TID
pawn->SetTID(tid); // Set TID (and link actor into the hash chain)
pawn->SetState(pawn->SpawnState);
pawn->player->SendPitchLimits();

View file

@ -3885,8 +3885,7 @@ int DLevelScript::DoSpawn (int type, const DVector3 &pos, int tid, DAngle angle,
if (force || P_TestMobjLocation (actor))
{
actor->Angles.Yaw = angle;
actor->tid = tid;
actor->AddToHash ();
actor->SetTID(tid);
if (actor->flags & MF_SPECIAL)
actor->flags |= MF_DROPPED; // Don't respawn
actor->flags2 = oldFlags2;
@ -5987,8 +5986,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
AActor *puff = P_LineAttack(activator, angle, range, pitch, damage, damagetype, pufftype, fhflags);
if (puff != NULL && pufftid != 0)
{
puff->tid = pufftid;
puff->AddToHash();
puff->SetTID(pufftid);
}
}
else
@ -6001,8 +5999,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
AActor *puff = P_LineAttack(source, angle, range, pitch, damage, damagetype, pufftype, fhflags);
if (puff != NULL && pufftid != 0)
{
puff->tid = pufftid;
puff->AddToHash();
puff->SetTID(pufftid);
}
}
}
@ -6422,9 +6419,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
if ((pickedActor->tid == 0) || (flags & PICKAF_FORCETID))
{
pickedActor->RemoveFromHash();
pickedActor->tid = args[4];
pickedActor->AddToHash();
pickedActor->SetTID(args[4]);
}
if (flags & PICKAF_RETURNTID)
{

View file

@ -1306,11 +1306,9 @@ FUNC(LS_Thing_ChangeTID)
{
if (arg0 == 0)
{
if (it != NULL && !(it->ObjectFlags & OF_EuthanizeMe))
if (it != nullptr)
{
it->RemoveFromHash ();
it->tid = arg1;
it->AddToHash ();
it->SetTID(arg1);
}
}
else
@ -1324,12 +1322,7 @@ FUNC(LS_Thing_ChangeTID)
actor = next;
next = iterator.Next ();
if (!(actor->ObjectFlags & OF_EuthanizeMe))
{
actor->RemoveFromHash ();
actor->tid = arg1;
actor->AddToHash ();
}
actor->SetTID(arg1);
}
}
return true;

View file

@ -2931,6 +2931,8 @@ void AActor::ClearTIDHashes ()
//
void AActor::AddToHash ()
{
assert(!(ObjectFlags & OF_EuthanizeMe));
if (tid == 0)
{
iprev = NULL;
@ -2971,6 +2973,23 @@ void AActor::RemoveFromHash ()
tid = 0;
}
void AActor::SetTID (int newTID)
{
RemoveFromHash();
if (ObjectFlags & OF_EuthanizeMe)
{
// Do not assign TID and do not link actor into the hash
// if it was already destroyed and will be freed by GC
return;
}
tid = newTID;
AddToHash();
}
//==========================================================================
//
// P_IsTIDUsed
@ -5485,8 +5504,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
}
// [RH] Add ThingID to mobj and link it in with the others
mobj->tid = mthing->thingid;
mobj->AddToHash ();
mobj->SetTID(mthing->thingid);
mobj->PrevAngles.Yaw = mobj->Angles.Yaw = (double)mthing->angle;

View file

@ -105,8 +105,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, i
}
if (mobj->flags & MF_SPECIAL)
mobj->flags |= MF_DROPPED; // Don't respawn
mobj->tid = newtid;
mobj->AddToHash ();
mobj->SetTID(newtid);
mobj->flags2 = oldFlags2;
}
else
@ -328,8 +327,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
if (mobj)
{
mobj->tid = newtid;
mobj->AddToHash ();
mobj->SetTID(newtid);
P_PlaySpawnSound(mobj, spot);
if (gravity)
{

View file

@ -311,8 +311,7 @@ void P_TranslateTeleportThings ()
{
if (!tagManager.SectorHasTags(dest->Sector))
{
dest->tid = 1;
dest->AddToHash ();
dest->SetTID(1);
foundSomething = true;
}
}

View file

@ -906,21 +906,19 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, FindUniqueTid, P_FindUniqueTID)
static void RemoveFromHash(AActor *self)
{
self->RemoveFromHash();
self->SetTID(0);
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, RemoveFromHash, RemoveFromHash)
{
PARAM_SELF_PROLOGUE(AActor);
self->RemoveFromHash();
RemoveFromHash(self);
return 0;
}
static void ChangeTid(AActor *self, int tid)
{
self->RemoveFromHash();
self->tid = tid;
self->AddToHash();
self->SetTID(tid);
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, ChangeTid, ChangeTid)