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Game::showOverlayMessage: securise function
Do wgettext call directly in the function instead of caller, as we destroy wstd inside it
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24
src/game.cpp
24
src/game.cpp
@ -1316,7 +1316,7 @@ protected:
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// Misc
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void limitFps(FpsControl *fps_timings, f32 *dtime);
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void showOverlayMessage(const wchar_t *msg, float dtime, int percent,
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void showOverlayMessage(const char *msg, float dtime, int percent,
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bool draw_clouds = true);
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static void settingChangedCallback(const std::string &setting_name, void *data);
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@ -1729,7 +1729,7 @@ void Game::shutdown()
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if (current_formspec)
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current_formspec->quitMenu();
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showOverlayMessage(wgettext("Shutting down..."), 0, 0, false);
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showOverlayMessage("Shutting down...", 0, 0, false);
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if (clouds)
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clouds->drop();
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@ -1781,7 +1781,7 @@ bool Game::init(
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{
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texture_src = createTextureSource(device);
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showOverlayMessage(wgettext("Loading..."), 0, 0);
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showOverlayMessage("Loading...", 0, 0);
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shader_src = createShaderSource(device);
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@ -1837,7 +1837,7 @@ bool Game::initSound()
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bool Game::createSingleplayerServer(const std::string &map_dir,
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const SubgameSpec &gamespec, u16 port, std::string *address)
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{
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showOverlayMessage(wgettext("Creating server..."), 0, 5);
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showOverlayMessage("Creating server...", 0, 5);
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std::string bind_str = g_settings->get("bind_address");
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Address bind_addr(0, 0, 0, 0, port);
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@ -1873,7 +1873,7 @@ bool Game::createSingleplayerServer(const std::string &map_dir,
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bool Game::createClient(const std::string &playername,
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const std::string &password, std::string *address, u16 port)
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{
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showOverlayMessage(wgettext("Creating client..."), 0, 10);
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showOverlayMessage("Creating client...", 0, 10);
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draw_control = new MapDrawControl;
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if (!draw_control)
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@ -2059,7 +2059,7 @@ bool Game::connectToServer(const std::string &playername,
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*aborted = false;
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bool local_server_mode = false;
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showOverlayMessage(wgettext("Resolving address..."), 0, 15);
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showOverlayMessage("Resolving address...", 0, 15);
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Address connect_address(0, 0, 0, 0, port);
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@ -2181,7 +2181,7 @@ bool Game::connectToServer(const std::string &playername,
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}
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// Update status
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showOverlayMessage(wgettext("Connecting to server..."), dtime, 20);
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showOverlayMessage("Connecting to server...", dtime, 20);
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}
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} catch (con::PeerNotFoundException &e) {
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// TODO: Should something be done here? At least an info/error
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@ -4466,15 +4466,13 @@ inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
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fps_timings->last_time = time;
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}
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// Note: This will free (using delete[])! \p msg. If you want to use it later,
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// pass a copy of it to this function
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// Note: \p msg must be allocated using new (not malloc())
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void Game::showOverlayMessage(const wchar_t *msg, float dtime,
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void Game::showOverlayMessage(const char *msg, float dtime,
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int percent, bool draw_clouds)
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{
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draw_load_screen(msg, device, guienv, texture_src, dtime, percent,
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const wchar_t *wmsg = wgettext(msg);
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draw_load_screen(wmsg, device, guienv, texture_src, dtime, percent,
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draw_clouds);
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delete[] msg;
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delete[] wmsg;
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}
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void Game::settingChangedCallback(const std::string &setting_name, void *data)
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