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Scripts: Fix possible nullptr access (#1232)
unsure how to reproduce the actual bug, however we can see that with the following crash dump ``` Entity::GetComponent(eReplicaComponentType) const(+0x4) [0x56095665e634] BossSpiderQueenEnemyServer::OnDie(Entity*, Entity*)(+0x28d) [0x560956795d0d] Entity::Kill(Entity*)(+0xf8) [0x5609566637a8] ZoneAgProperty::BaseTimerDone(Entity*, std::string const&)(+0x89b) [0x56095683736b] Entity::Update(float)(+0x2b6) [0x560956662676] EntityManager::UpdateEntities(float)(+0x2e) [0x56095667305e] ``` that the actual crash issue starts at ``` Entity::Kill(Entity*)(+0xf8) [0x5609566637a8] ZoneAgProperty::BaseTimerDone(Entity*, std::string const&) ``` BaseTimerDone calls Kill, and there is only 1 call to Kill in the function which calls Kill no arguments, meaning the killer is a nullptr. This propogates its way to the BossSpiderQueenEnemyServer::OnDie wherein we blindly check the killer pointer without verifying that the pointer is actually valid. This patch simply checks that killer is valid before access to address the hole.
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@ -52,7 +52,7 @@ void BossSpiderQueenEnemyServer::OnStartup(Entity* self) {
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}
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void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
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if (Game::zoneManager->GetZoneID().GetMapID() == instanceZoneID) {
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if (Game::zoneManager->GetZoneID().GetMapID() == instanceZoneID && killer) {
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auto* missionComponent = killer->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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return;
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