forked from Mirrorlandia_minetest/irrlicht
Avoid allocating more than 16k on stack in OCT loader.
Also avoid potential heap overwrites in there. Sadly I have no examples for OCT files and it doesn't seem like a very common format as I couldn't even find any examples online. So just assuming my changes work. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6291 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,5 +1,6 @@
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--------------------------
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Changes in 1.9 (not yet released)
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- Avoid allocating more than 16k on stack in OCT loader. Also avoid potential heap overwrites in there.
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- obj file loader now allows using mtl files with spaces in the filename.
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Note that this means it no longer handles obj files which have multiple mtl files behind the mtllib command.
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But Irrlicht ignored all but the first name anyway and this way of handling mtllib commands seems to be more common.
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@ -102,18 +102,29 @@ IAnimatedMesh* COCTLoader::createMesh(io::IReadFile* file)
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file->read(verts, sizeof(octVert) * header.numVerts);
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file->read(faces, sizeof(octFace) * header.numFaces);
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//TODO: Make sure id is in the legal range for Textures and Lightmaps
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u32 i;
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for (i = 0; i < header.numTextures; i++) {
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octTexture t;
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file->read(&t, sizeof(octTexture));
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textures[t.id] = t;
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for (i = 0; i < header.numTextures; i++)
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{
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u32 id;
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file->read(&id, sizeof(id));
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if ( id >= header.numTextures )
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{
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os::Printer::log("COCTLoader: Invalid texture id", irr::ELL_WARNING);
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id = i;
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}
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file->read(&textures[id], sizeof(octTexture));
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}
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for (i = 0; i < header.numLightmaps; i++) {
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octLightmap t;
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file->read(&t, sizeof(octLightmap));
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lightmaps[t.id] = t;
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for (i = 0; i < header.numLightmaps; i++)
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{
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u32 id;
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file->read(&id, sizeof(id));
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if ( id >= header.numLightmaps )
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{
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os::Printer::log("COCTLoader: Invalid lightmap id", irr::ELL_WARNING);
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id = i;
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}
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file->read(&lightmaps[id], sizeof(octLightmap));
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}
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file->read(lights, sizeof(octLight) * header.numLights);
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@ -115,12 +115,10 @@ namespace scene
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};
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struct octTexture {
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u32 id;
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char fileName[64];
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};
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struct octLightmap {
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u32 id;
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u8 data[128][128][3];
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};
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