Cleanup behavior bitstream reads (#888)

* Add failArmor server side

Address out of bounds reading in behavior

Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads.

Tested that attacking a wall anywhere with a projectile now does not crash the game.  Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met.

Add back logs and add fail handle

Remove comment block

Revert "Add back logs and add fail handle"

This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c.

Split out checks

* Cleanup Behavior streams
This commit is contained in:
David Markowitz
2022-12-16 13:23:02 -08:00
committed by GitHub
parent 1ed3af63b9
commit a2ca273370
15 changed files with 138 additions and 56 deletions

View File

@@ -13,9 +13,11 @@ void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream*
return;
}
uint32_t movementType;
bitStream->Read(movementType);
uint32_t movementType{};
if (!bitStream->Read(movementType)) {
Game::logger->Log("MovementSwitchBehavior", "Unable to read movementType from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
switch (movementType) {
case 1:
@@ -55,4 +57,3 @@ void MovementSwitchBehavior::Load() {
this->m_jumpAction = GetAction("jump_action");
}