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- fixed memory leaks in network code.
ReadString allocates a buffer, so saving it in a local variable and then forgetting it will not free the buffer afterward. (This should probably be refactored to use some safer methods to read the string than this old-school method...)
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d654e02dea
commit
cea97e5cc6
1 changed files with 10 additions and 10 deletions
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@ -2487,10 +2487,10 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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case DEM_RUNNAMEDSCRIPT:
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{
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char *sname = ReadString(stream);
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s = ReadString(stream);
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int argn = ReadByte(stream);
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RunScript(stream, players[player].mo, -FName(sname), argn & 127, (argn & 128) ? ACS_ALWAYS : 0);
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RunScript(stream, players[player].mo, -FName(s), argn & 127, (argn & 128) ? ACS_ALWAYS : 0);
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}
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break;
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@ -2557,9 +2557,9 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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case DEM_KILLCLASSCHEAT:
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{
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char *classname = ReadString (stream);
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s = ReadString (stream);
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int killcount = 0;
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PClassActor *cls = PClass::FindActor(classname);
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PClassActor *cls = PClass::FindActor(s);
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if (cls != NULL)
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{
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@ -2569,20 +2569,20 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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{
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killcount += KillAll(cls_rep);
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}
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Printf ("Killed %d monsters of type %s.\n",killcount, classname);
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Printf ("Killed %d monsters of type %s.\n",killcount, s);
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}
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else
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{
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Printf ("%s is not an actor class.\n", classname);
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Printf ("%s is not an actor class.\n", s);
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}
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}
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break;
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case DEM_REMOVE:
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{
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char *classname = ReadString(stream);
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s = ReadString(stream);
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int removecount = 0;
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PClassActor *cls = PClass::FindActor(classname);
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PClassActor *cls = PClass::FindActor(s);
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if (cls != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AActor)))
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{
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removecount = RemoveClass(cls);
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@ -2591,11 +2591,11 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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{
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removecount += RemoveClass(cls_rep);
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}
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Printf("Removed %d actors of type %s.\n", removecount, classname);
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Printf("Removed %d actors of type %s.\n", removecount, s);
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}
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else
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{
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Printf("%s is not an actor class.\n", classname);
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Printf("%s is not an actor class.\n", s);
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}
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}
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break;
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