Overflow safety for solidsegs; hopefully interim.

This commit is contained in:
James Haley 2016-08-26 21:09:51 -05:00
parent d0de82cad1
commit 1112fd9573
4 changed files with 48 additions and 6 deletions

View file

@ -77,8 +77,14 @@ typedef struct
} cliprange_t;
#define MAXSEGS 32
// We must expand MAXSEGS to the theoretical limit of the number of solidsegs
// that can be generated in a scene by the DOOM engine. This was determined by
// Lee Killough during BOOM development to be a function of the screensize.
// The simplest thing we can do, other than fix this bug, is to let the game
// render overage and then bomb out by detecting the overflow after the
// fact. -haleyjd
//#define MAXSEGS 32
#define MAXSEGS (SCREENWIDTH / 2 + 1)
// newend is one past the last valid seg
cliprange_t* newend;
@ -532,6 +538,10 @@ void R_Subsector (int num)
R_AddLine (line);
line++;
}
// check for solidsegs overflow - extremely unsatisfactory!
if(newend > &solidsegs[32])
I_Error("R_Subsector: solidsegs overflow (vanilla may crash here)\n");
}

View file

@ -58,7 +58,14 @@ typedef struct
int first, last;
} cliprange_t;
#define MAXSEGS 32
// We must expand MAXSEGS to the theoretical limit of the number of solidsegs
// that can be generated in a scene by the DOOM engine. This was determined by
// Lee Killough during BOOM development to be a function of the screensize.
// The simplest thing we can do, other than fix this bug, is to let the game
// render overage and then bomb out by detecting the overflow after the
// fact. -haleyjd
//#define MAXSEGS 32
#define MAXSEGS (SCREENWIDTH / 2 + 1)
cliprange_t solidsegs[MAXSEGS], *newend; // newend is one past the last valid seg
@ -437,6 +444,10 @@ void R_Subsector(int num)
R_AddLine(line);
line++;
}
// check for solidsegs overflow - extremely unsatisfactory!
if(newend > &solidsegs[32])
I_Error("R_Subsector: solidsegs overflow (vanilla may crash here)\n");
}

View file

@ -59,7 +59,14 @@ typedef struct
int first, last;
} cliprange_t;
#define MAXSEGS 32
// We must expand MAXSEGS to the theoretical limit of the number of solidsegs
// that can be generated in a scene by the DOOM engine. This was determined by
// Lee Killough during BOOM development to be a function of the screensize.
// The simplest thing we can do, other than fix this bug, is to let the game
// render overage and then bomb out by detecting the overflow after the
// fact. -haleyjd
//#define MAXSEGS 32
#define MAXSEGS (SCREENWIDTH / 2 + 1)
cliprange_t solidsegs[MAXSEGS], *newend; // newend is one past the last valid seg
@ -458,6 +465,10 @@ void R_Subsector(int num)
R_AddLine(line);
line++;
}
// check for solidsegs overflow - extremely unsatisfactory!
if(newend > &solidsegs[32])
I_Error("R_Subsector: solidsegs overflow (vanilla may crash here)\n");
}

View file

@ -77,8 +77,14 @@ typedef struct
} cliprange_t;
#define MAXSEGS 32
// We must expand MAXSEGS to the theoretical limit of the number of solidsegs
// that can be generated in a scene by the DOOM engine. This was determined by
// Lee Killough during BOOM development to be a function of the screensize.
// The simplest thing we can do, other than fix this bug, is to let the game
// render overage and then bomb out by detecting the overflow after the
// fact. -haleyjd
//#define MAXSEGS 32
#define MAXSEGS (SCREENWIDTH / 2 + 1)
// newend is one past the last valid seg
cliprange_t* newend;
@ -532,6 +538,10 @@ void R_Subsector (int num)
R_AddLine (line);
line++;
}
// check for solidsegs overflow - extremely unsatisfactory!
if(newend > &solidsegs[32])
I_Error("R_Subsector: solidsegs overflow (vanilla may crash here)\n");
}