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https://github.com/ZDoom/gzdoom-gles.git
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Added validation of sound position and velocity
https://forum.zdoom.org/viewtopic.php?t=57632
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1 changed files with 58 additions and 1 deletions
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@ -811,6 +811,49 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
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}
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}
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//==========================================================================
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//
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// ValidatePosVel
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//
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//==========================================================================
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inline bool Validate(const float value)
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{
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return value >= -32768.f && value <= 32768.f;
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}
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static bool Validate(const FVector3 &value, const char *const name, const AActor *const actor)
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{
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const bool valid = Validate(value.X) && Validate(value.Y) && Validate(value.Z);
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if (!valid)
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{
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Printf(TEXTCOLOR_RED "Invalid sound %s " TEXTCOLOR_WHITE "(%f, %f, %f)", name, value.X, value.Y, value.Z);
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if (actor == nullptr)
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{
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Printf("\n");
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}
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else
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{
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Printf(TEXTCOLOR_RED " for actor of class " TEXTCOLOR_WHITE "%s\n", actor->GetClass()->TypeName.GetChars());
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}
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}
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return valid;
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}
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static bool ValidatePosVel(const AActor *actor, const FVector3 &pos, const FVector3 &vel)
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{
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const bool valid = Validate(pos, "position", actor);
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return Validate(vel, "velocity", actor) && valid;
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}
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static bool ValidatePosVel(const FSoundChan *const chan, const FVector3 &pos, const FVector3 &vel)
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{
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return ValidatePosVel(chan->SourceType == SOURCE_Actor ? chan->Actor : nullptr, pos, vel);
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}
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//==========================================================================
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//
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// CalcSectorSoundOrg
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@ -942,6 +985,11 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
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CalcPosVel(type, actor, sec, poly, &pt->X, channel, chanflags, &pos, &vel);
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if (!ValidatePosVel(type == SOURCE_Actor ? actor : nullptr, pos, vel))
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{
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return nullptr;
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}
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if (i_compatflags & COMPATF_MAGICSILENCE)
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{ // For people who just can't play without a silent BFG.
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channel = CHAN_WEAPON;
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@ -1244,6 +1292,11 @@ void S_RestartSound(FSoundChan *chan)
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CalcPosVel(chan, &pos, &vel);
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if (!ValidatePosVel(chan, pos, vel))
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{
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return;
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}
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// If this sound doesn't like playing near itself, don't play it if
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// that's what would happen.
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if (chan->NearLimit > 0 && S_CheckSoundLimit(&S_sfx[chan->SoundID], pos, chan->NearLimit, chan->LimitRange, NULL, 0))
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@ -2116,7 +2169,11 @@ void S_UpdateSounds (AActor *listenactor)
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if ((chan->ChanFlags & (CHAN_EVICTED | CHAN_IS3D)) == CHAN_IS3D)
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{
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CalcPosVel(chan, &pos, &vel);
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GSnd->UpdateSoundParams3D(&listener, chan, !!(chan->ChanFlags & CHAN_AREA), pos, vel);
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if (ValidatePosVel(chan, pos, vel))
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{
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GSnd->UpdateSoundParams3D(&listener, chan, !!(chan->ChanFlags & CHAN_AREA), pos, vel);
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}
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}
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chan->ChanFlags &= ~CHAN_JUSTSTARTED;
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}
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