gzdoom/src/playsim/a_action.cpp
alexey.lysiuk a9ad3d1fc3 - prevent appearance of dangling pointers in corpse queue
A dangling pointer in corpse queue may appear if actor is added to the queue when GC is in propagation state.
Enqueued corpse actor remains white, and if it’s destroyed and garbage collected before dequeue, a dangling pointer will be accessed during its removal from the queue.
In console, do `summon CorpseSpawner` and `gc now` with the following script loaded. Without a write barrier, it will crash in two seconds.

```
class TestCorpse : Actor
{
	States
	{
	Spawn:
		POSS U 1 A_Die;
	Death:
		POSS U 1 A_QueueCorpse;
		Stop;
	}
}

class CorpseSpawner : Actor
{
	override void Tick()
	{
		A_SpawnItem("TestCorpse");
	}
}
```

https://forum.zdoom.org/viewtopic.php?t=69842
2021-06-30 10:19:08 +03:00

126 lines
3.2 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
#include "actor.h"
#include "p_conversation.h"
#include "p_lnspec.h"
#include "d_player.h"
#include "p_local.h"
#include "p_terrain.h"
#include "p_enemy.h"
#include "serializer.h"
#include "vm.h"
#include "actorinlines.h"
EXTERN_CVAR(Int, sv_corpsequeuesize)
//----------------------------------------------------------------------------
//
// PROC A_NoBlocking
//
//----------------------------------------------------------------------------
void A_Unblock(AActor *self, bool drop)
{
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->Alpha = 1.;
self->visdir = 0;
}
self->flags &= ~MF_SOLID;
// If the actor has a conversation that sets an item to drop, drop that.
if (self->Conversation != NULL && self->Conversation->DropType != NULL)
{
P_DropItem (self, self->Conversation->DropType, -1, 256);
self->Conversation = NULL;
return;
}
self->Conversation = NULL;
// If the actor has attached metadata for items to drop, drop those.
if (drop && !self->IsKindOf(NAME_PlayerPawn)) // [GRB]
{
auto di = self->GetDropItems();
if (di != NULL)
{
while (di != NULL)
{
if (di->Name != NAME_None)
{
PClassActor *ti = PClass::FindActor(di->Name);
if (ti != NULL)
{
P_DropItem (self, ti, di->Amount, di->Probability);
}
}
di = di->Next;
}
}
}
}
//----------------------------------------------------------------------------
//
// CorpseQueue Routines (used by Hexen)
//
//----------------------------------------------------------------------------
// throw another corpse on the queue
DEFINE_ACTION_FUNCTION(AActor, A_QueueCorpse)
{
PARAM_SELF_PROLOGUE(AActor);
if (sv_corpsequeuesize > 0)
{
auto &corpsequeue = self->Level->CorpseQueue;
while (corpsequeue.Size() >= (unsigned)sv_corpsequeuesize)
{
AActor *corpse = corpsequeue[0];
if (corpse) corpse->Destroy();
corpsequeue.Delete(0);
}
corpsequeue.Push(self);
GC::WriteBarrier(self);
}
return 0;
}
// Remove an actor from the queue (for resurrection)
DEFINE_ACTION_FUNCTION(AActor, A_DeQueueCorpse)
{
PARAM_SELF_PROLOGUE(AActor);
auto &corpsequeue = self->Level->CorpseQueue;
auto index = corpsequeue.FindEx([=](auto &element) { return element == self; });
if (index < corpsequeue.Size())
{
corpsequeue.Delete(index);
}
return 0;
}