Re: [ioquake3] [quake3-commits] r2280 - in trunk/code: cgame game q3_ui ui
donotre...@icculus.org wrote: > Author: ztm > Date: 2012-06-19 10:52:22 -0400 (Tue, 19 Jun 2012) > New Revision: 2280 > > Modified: >trunk/code/cgame/cg_main.c >trunk/code/game/g_cmds.c >trunk/code/game/g_main.c >trunk/code/q3_ui/ui_atoms.c >trunk/code/ui/ui_atoms.c >trunk/code/ui/ui_main.c > Log: > remove a bunch of superfluous formatting calls > >>From /dev/humancontroller. > > Modified: trunk/code/cgame/cg_main.c > === > --- trunk/code/cgame/cg_main.c2012-06-19 14:51:02 UTC (rev 2279) > +++ trunk/code/cgame/cg_main.c2012-06-19 14:52:22 UTC (rev 2280) > @@ -446,7 +446,7 @@ > Q_vsnprintf (text, sizeof(text), error, argptr); > va_end (argptr); > > - CG_Error( "%s", text); > + trap_Error( text ); Don't do that. That's calling for format string issues ie security bugs. May not be an issue with ioq3 builtin function (I didn't check) but in general keeping the "%s" is correct. Please revert the change. cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Jeff Hawn, Jennifer Guild, Felix Imendörffer, HRB 16746 (AG Nürnberg) ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.
Re: [ioquake3] [quake3-commits] r2280 - in trunk/code: cgame game q3_ui ui
On Wednesday, 20. June 2012 09:06:36 Ludwig Nussel wrote: > Don't do that. That's calling for format string issues ie security bugs. > May not be an issue with ioq3 builtin function (I didn't check) but in > general keeping the "%s" is correct. Please revert the change. I have to agree with Ludwig. This is bad practice. -- Thilo Schulz signature.asc Description: This is a digitally signed message part. ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.
Re: [ioquake3] [quake3-commits] r2280 - in trunk/code: cgame game q3_ui ui
Ludwig Nussel wrote: > donotre...@icculus.org wrote: >> Author: ztm >> Date: 2012-06-19 10:52:22 -0400 (Tue, 19 Jun 2012) >> New Revision: 2280 >> >> Modified: >>trunk/code/cgame/cg_main.c >>trunk/code/game/g_cmds.c >>trunk/code/game/g_main.c >>trunk/code/q3_ui/ui_atoms.c >>trunk/code/ui/ui_atoms.c >>trunk/code/ui/ui_main.c >> Log: >> remove a bunch of superfluous formatting calls >> >> >From /dev/humancontroller. >> >> Modified: trunk/code/cgame/cg_main.c >> === >> --- trunk/code/cgame/cg_main.c 2012-06-19 14:51:02 UTC (rev 2279) >> +++ trunk/code/cgame/cg_main.c 2012-06-19 14:52:22 UTC (rev 2280) >> @@ -446,7 +446,7 @@ >> Q_vsnprintf (text, sizeof(text), error, argptr); >> va_end (argptr); >> >> -CG_Error( "%s", text); >> +trap_Error( text ); > > Don't do that. That's calling for format string issues ie security bugs. > May not be an issue with ioq3 builtin function (I didn't check) but in > general keeping the "%s" is correct. Please revert the change. Ah, trap_Error isn't actually varargs. It expects the expanded string already and translates to Com_Error( ERR_DROP, "%s", ... later. So it's actually ok. cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Jeff Hawn, Jennifer Guild, Felix Imendörffer, HRB 16746 (AG Nürnberg) ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.
Re: [ioquake3] r2280 - in trunk/code: cgame game q3_ui ui
On Wed, 20 Jun 2012, 08:43:08 BST, Ludwig Nussel wrote: > > > - CG_Error( "%s", text); > > > + trap_Error( text ); > > > > Don't do that. That's calling for format string issues ie security > > bugs. May not be an issue with ioq3 builtin function (I didn't check) > > but in general keeping the "%s" is correct. Please revert the change. > > Ah, trap_Error isn't actually varargs. It expects the expanded string > already and translates to Com_Error( ERR_DROP, "%s", ... later. So it's > actually ok. It does seem like change for change's sake though. There is no real benefit to this patch besides a vanishingly minor performance improvement, coupled with the risk of introducing bugs. I'm not saying revert it, but I do question the logic of applying it in the first place. ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.
Re: [ioquake3] Programming question
I think I'm finally getting this thing working! I just wanted to say thank you all for your help! > > From: Harley Laue >To: ""Yasir I. Al-Dosary - zgzg2020™"" >Cc: Primary ioquake3 Discussion/Development list >Sent: Tuesday, June 19, 2012 10:37 PM >Subject: Re: [ioquake3] Programming question > >On 06/19/2012 02:30 AM, Yasir I. Al-Dosary - zgzg2020™ wrote: >> Thank you for kindly answering my questions! >> >> >If you need them and don't care about compatibility with ioquake why not >> >modify the exported functions to game? >> I'm exactly just that right now. I've given up on using time.h. >> So, I found trap_AAS_Time(). And, I'm moving to it. >> However, I also need to write to files. I tried to add stdio.h. But, I >> got the same problem as when I add time.h >> Does ioquake3 offer File I/O capabilities as well? >> >Pretty sure what you want is in game/g_local.h >int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); >void trap_FS_Read( void *buffer, int len, fileHandle_t f ); >void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); >void trap_FS_FCloseFile( fileHandle_t f ); >int trap_FS_GetFileList( const char *path, const char *extension, char >*listbuf, int bufsize ); >int trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t > >> Best regards! >> >> >> *From:* Harley Laue >> *To:* Yasir I. Al-Dosary - zgzg2020™ ; >> Primary ioquake3 Discussion/Development list >> >> *Sent:* Tuesday, June 19, 2012 3:46 PM >> *Subject:* Re: [ioquake3] Programming question >> >> On Monday, June 18, 2012 10:45:16 PM Yasir I. Al-Dosary - >> zgzg2020™ wrote: >> > Thanks for the reply again! >> > When I compile with "BUILD_GAME_SO=1 and BUILD_GAME_QVM=0" qvms >> don't get >> > built, which I'm guessing is the point of the second option. The >> > compilation completes without any errors. >> > >> > However when I run the Game: >> > ./ioq3ded.ppc64 +set fs_game Mod +set sv_pure 0 +set vm_game 0 >> +set vm_cgame >> > 0 +set vm_ui 0 +set dedicated 1 +exec something_112_respwn.cfg >> > >> > The Game crashes right away. I placed the log at the end of this >> email. >> > >> > I have several questions that I would really like some help with. >> > Regarding LCC compiler you kindly mentioned before: >> > * I couldn't find a version of it on linux. How is it being used >> on linux >> > when it is a Windows-only compiler? * If LCC compiler is >> available on >> > Linux, where can I download it? Because I am thinking maybe the LCC >> > compiler settings might have a problem. >> >> See code/tools/lcc >> >> > >> > Regarding the compilation of QVM files: >> > * I have noticed from the compilation log that they are compiled >> as C++ >> > files, and C files: cpp: code/game/ai_main.c:2712 Could not find >> include >> > file make[2]: *** >> > [build/release-linux-ppc64/baseq3/game/ai_main.asm] Error 1 Why >> is that? >> >> CPP == C Pre-Processor in this case if I'm not mistaken. >> >> > In qcommon/q_shared.h, I've also written in below: >> > * What does this quote mean? >> > * time.h is included inside q_shared.h, and q_shared.h is >> included inside >> > ai_main.c. Therefore, shouldn't this allow me to use the time >> library? >> > >> > ioquake3 general questions: >> > The main reason I need to solve this current problem is the >> following. I >> > need a high precision time measuring tool, such as time.h. I am sure >> > ioquake3 requires such tools as well, to regulate frames...etc. >> * Is there >> > a time tool I can use inside ioquake3 without the need to add >> something new >> > from the outside such as time.h? >> >> If you need them and don't care about compatibility with ioquake >> why not >> modify the exported functions to game? >> >> >> As for below: >> > Sys_LoadDll(./Mod/qagameppc.so) failed: >> > "./Mod/qagameppc.so: undefined symbol: Com_Quit_f" >> Would be where I would start investigating. >> >> > I really appreciate this! I really need to be able to use the >> time library >> > inside ai_main.c very badly. >> > >> > --Q_SHARED.H >> > >> /** >> > VM Considerations >> > The VM can not use the standard system headers because we >> aren't really >> > using the compiler they were meant for. We use bg_lib.h which >> contains >> > prototypes for the functions we define for our own use in bg_lib.c. >> > When writing mods, please add needed headers HERE, do not start >> including >> > stuff like in the various .c files that make up each >> of the VMs >>