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- added an integrity check to the SNDINFO parser to detect and eliminate recursive links. Normally these would crash the sound code later.
- allow recursive linking of $random definitions (as long as they do not link back, see above.) - fixed the sound precaching which did not handle $alias inside $random. Normally this went undetected but in cases where the random sound index was the same as a sound index in the current link chain this could hang the function.
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3ecd20c4a1
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2 changed files with 107 additions and 11 deletions
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@ -51,6 +51,7 @@
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#include "i_system.h"
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#include "d_player.h"
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#include "serializer.h"
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#include "v_text.h"
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// MACROS ------------------------------------------------------------------
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@ -326,6 +327,99 @@ void S_HashSounds ()
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}
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}
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//==========================================================================
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//
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// S_CheckIntegrity
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//
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// Scans the entire sound list and looks for recursive definitions.
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//==========================================================================
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static bool S_CheckSound(sfxinfo_t *startsfx, sfxinfo_t *sfx, TArray<sfxinfo_t *> &chain)
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{
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sfxinfo_t *me = sfx;
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bool success = true;
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unsigned siz = chain.Size();
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if (sfx->bPlayerReserve)
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{
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return true;
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}
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// There is a bad link in here, but let's report it only for the sound that contains the broken definition.
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// Once that sound has been disabled this one will work again.
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if (chain.Find(sfx) < chain.Size())
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{
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return true;
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}
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chain.Push(sfx);
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if (me->bRandomHeader)
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{
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const FRandomSoundList *list = &S_rnd[me->link];
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for (int i = 0; i < list->NumSounds; ++i)
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{
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auto rsfx = &S_sfx[list->Sounds[i]];
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if (rsfx == startsfx)
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{
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Printf(TEXTCOLOR_RED "recursive sound $random found for %s:\n", startsfx->name);
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success = false;
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for (unsigned i = 1; i<chain.Size(); i++)
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{
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Printf(TEXTCOLOR_ORANGE " -> %s\n", chain[i]->name);
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}
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}
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else
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{
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success &= S_CheckSound(startsfx, rsfx, chain);
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}
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}
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}
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else if (me->link != sfxinfo_t::NO_LINK)
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{
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me = &S_sfx[me->link];
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if (me == startsfx)
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{
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Printf(TEXTCOLOR_RED "recursive sound $alias found for %s:\n", startsfx->name);
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success = false;
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for (unsigned i = 1; i<chain.Size(); i++)
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{
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Printf(TEXTCOLOR_ORANGE " -> %s\n", chain[i]->name);
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}
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chain.Resize(siz);
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}
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else
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{
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success &= S_CheckSound(startsfx, me, chain);
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}
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}
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chain.Pop();
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return success;
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}
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void S_CheckIntegrity()
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{
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TArray<sfxinfo_t *> chain;
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TArray<bool> broken;
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broken.Resize(S_sfx.Size());
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memset(&broken[0], 0, sizeof(bool)*S_sfx.Size());
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for (unsigned i = 0; i < S_sfx.Size(); i++)
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{
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auto &sfx = S_sfx[i];
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broken[i] = !S_CheckSound(&sfx, &sfx, chain);
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}
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for (unsigned i = 0; i < S_sfx.Size(); i++)
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{
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if (broken[i])
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{
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auto &sfx = S_sfx[i];
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Printf(TEXTCOLOR_RED "Sound %s has been disabled\n", sfx.name);
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sfx.bRandomHeader = false;
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sfx.link = 0; // link to the empty sound.
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}
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}
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}
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//==========================================================================
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//
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// S_PickReplacement
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@ -334,13 +428,12 @@ void S_HashSounds ()
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// is not the head of a random list, then the sound passed is returned.
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//==========================================================================
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int S_PickReplacement (int refid)
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int S_PickReplacement(int refid)
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{
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if (S_sfx[refid].bRandomHeader)
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while (S_sfx[refid].bRandomHeader)
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{
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const FRandomSoundList *list = &S_rnd[S_sfx[refid].link];
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return list->Sounds[pr_randsound() % list->NumSounds];
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refid = list->Sounds[pr_randsound() % list->NumSounds];
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}
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return refid;
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}
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@ -941,6 +1034,7 @@ void S_ParseSndInfo (bool redefine)
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S_ShrinkPlayerSoundLists ();
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sfx_empty = Wads.CheckNumForName ("dsempty", ns_sounds);
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S_CheckIntegrity();
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}
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//==========================================================================
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@ -961,6 +1055,7 @@ void S_AddLocalSndInfo(int lump)
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}
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S_ShrinkPlayerSoundLists ();
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S_CheckIntegrity();
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}
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//==========================================================================
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@ -522,18 +522,19 @@ void S_CacheSound (sfxinfo_t *sfx)
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{
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return;
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}
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else if (sfx->bRandomHeader)
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sfxinfo_t *orig = sfx;
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while (!sfx->bRandomHeader && sfx->link != sfxinfo_t::NO_LINK)
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{
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S_CacheRandomSound (sfx);
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sfx = &S_sfx[sfx->link];
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}
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if (sfx->bRandomHeader)
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{
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S_CacheRandomSound(sfx);
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}
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else
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{
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while (sfx->link != sfxinfo_t::NO_LINK)
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{
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sfx = &S_sfx[sfx->link];
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}
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S_LoadSound(sfx);
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sfx->bUsed = true;
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S_LoadSound (sfx);
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}
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}
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}
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