DarkflameServer/dGame/dBehaviors/AttackDelayBehavior.cpp
David Markowitz a2ca273370
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
2022-12-16 15:23:02 -06:00

57 lines
1.7 KiB
C++

#include "AttackDelayBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "dLogger.h"
void AttackDelayBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
uint32_t handle{};
if (!bitStream->Read(handle)) {
Game::logger->Log("AttackDelayBehavior", "Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
for (auto i = 0u; i < this->m_numIntervals; ++i) {
context->RegisterSyncBehavior(handle, this, branch);
}
}
void AttackDelayBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
const auto handle = context->GetUniqueSkillId();
bitStream->Write(handle);
context->foundTarget = true;
for (auto i = 0u; i < this->m_numIntervals; ++i) {
const auto multiple = static_cast<float>(i + 1);
context->SyncCalculation(handle, this->m_delay * multiple, this, branch, m_ignoreInterrupts);
}
}
void AttackDelayBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
this->m_action->Handle(context, bitStream, branch);
}
void AttackDelayBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
PlayFx(u"cast", context->originator);
this->m_action->Calculate(context, bitStream, branch);
}
void AttackDelayBehavior::Load() {
this->m_numIntervals = GetInt("num_intervals");
this->m_action = GetAction("action");
this->m_delay = GetFloat("delay");
this->m_ignoreInterrupts = GetBoolean("ignore_interrupts");
if (this->m_numIntervals == 0) {
this->m_numIntervals = 1;
}
}