SAVE_FINISH_PATHS hasn't been used since 4.2.2, remove it
Since 4.2.2, assemble_dist_paths() stores a dummy path instead of the
real path to the dist center. That's possible because distribution
doesn't actually use the path, only whether it exists.
The code to store and free the real path is still around, under #ifdef
SAVE_FINISH_PATHS. Remove it.
Fix bitmap overruns when WORLD_X * WORLD_Y not a multiple of 16
World-sized bitmaps were allocated with size WORLD_SZ() / 8, which
expands to (WORLD_X * WORLD_Y / 2) / 8. The divisions truncate unless
WORLD_X * WORLD_Y is a multiple of 16. The bitmaps were one byte too
small then. Bitmap overruns happen when:
* A lookout looks at one of the last sectors of the sector file.
Besides commands look and llook, this affects navigate and march
sub-command 'l'.
* Command spy spies into one of the last sectors of the sector file.
* A map or nmap (but not a bmap) shows one of the last sectors of the
sector file, or a sector that can see one of the last sectors
(visual range is two sectors at 100% efficiency). Besides commands
lmap, map, nmap, pmap, smap, this affects move and transport
sub-command 'm'.
Diagnosed with valgrind.
Already broken in BSD Empire 1.1 (bitmaps were on the stack then).
We know player != other. Because we can have only one player in state
PS_PLAYING per country, and we know other->state == PS_PLAYING, it
follows that player->cnum != other->cnum. Thus, no functional change.
Adds another call to getnatp() hidden in relations_with(), though.
Keeping that optimized isn't worth it.
Use relations_with() for getrel(NP, THEM) where NP isn't THEM
Replacing getrel(NP, THEM), where NP is known to be getnatp(US), by
relations_with(US, THEM) makes a difference only when US equals THEM.
Replace in places where it's obvious that they're not equal.
Adds a few calls to getnatp() hidden in relations_with(). Keeping
that optimized isn't worth it.
Use relations_with() for US==THEM || getrel(NP, THEM)
Replace patterns like "US == THEM || getrel(NP, THEM)...", where NP is
known to be getnatp(US), by "relations_with(US, THEM)...". No
functional change.
Adds a few calls to getnatp() hidden in relations_with(), though.
Keeping that optimized isn't worth it.
This removes a special case for POGO (#0). Before, unoccupied sectors
were treated as "own or allied" for POGO, but not for other deities.
Impact on callers:
* BestAirPath() is not affected, because the change is only reachable
with a non-null bigmap argument.
* sorde() and nav_ship() pass a non-zero ship owner. sorde() ensures
that itself, and prod_ship() does it for nav_ship().
* unit_path() passes the player number when called with a ship
argument, i.e. in the navigate command. Player number is zero for
POGO. Since deities can't navigate foreign ships, this can happen
only when POGO navigates dead ships. Yes, that's possible, needs
fixing.
* getpath() passes the player number (zero for POGO) when called with
argument P_SAILING, i.e. by the sail command.
Thus, the change makes navigate's and sail's path finding work for
POGO exactly like it does for other deities. That's fine.
No functional change, even though this changes rel[intruder] from
NEUTRAL to ALLIED. Uses of rel[]:
* getilists() and ac_encounter() compare rel[cn] to HOSTILE. No
change, because NEUTRAL and ALLIED are both greater than HOSTILE.
* ac_encounter() compares rel[cn] to ALLIED, but only when cn !=
plane_owner. Because it passes plane_owner as argument for
getilists() parameter intruder, rel[cn] can't refer to the changed
element of rel[] here.
The new value of rel[plane_owner] permits simplifying cn ==
plane_owner || rel[cn] == ALLIED to just rel[cn] == ALLIED.
No functional change, because the change affects only
notified[victim], which isn't used in the loop around
notify_coastguard(), and gets overwritten before the interdiction fire
loop.
Use relations_with() for getrel(getnatp(US), THEM) where US!=THEM
Replacing getrel(getnatp(US), THEM) by relations_with(US, THEM) makes
a difference only when US equals THEM. Replace in places where it's
obvious that they're not equal.
Note: getsect() sets player->owner to "player is god or owns this
sector". Thus, after getsect(..., §), sect.sct_own ==
player->cnum implies player->owner. Conversely, !player->owner
implies sect.sct_own != player->cnum. Similarly for getship(),
getplane() and nxtitem().
Use relations_with() where its different value doesn't matter
Switching from getrel() to relations_with() can change the value from
NEUTRAL to ALLIED. The change doesn't matter when the value's only
compared to HOSTILE, as both old and new value are greater than
HOSTILE. Likewise for >= NEUTRAL.
Relations checking with getrel() often needs a special case for "is
same country". If you forget, you get behavior appropriate for a
neutral foreign country, which is usually very wrong (see commit 16c68eb4 for an example).
Unlike getrel(), relations_with() considers countries allied to
themselves. Less dangerous. In fact, allied behavior is typically
just right, so the special case isn't even needed.
Make share_bmap() do nothing for sharing with oneself
Before, it overwrote '?', '.', ' ' in the bmap with the capitalized
country letter, but only for sectors the player owns. Pretty
harmless, just weird. It can't happen currently, because sharebmap
with self fails with "does not have friendly relations towards you".
The second patch hunk fixes a latent bug. Before, rejected deity
flashes led to a bogus "not logged on" message, now they lead to a
"not accepting" message. But deity flashes can't be rejected, so this
doesn't matter.
sendmessage() checked NF_FLASH on two places: when deciding whether to
send the message, and later when telling the player why it didn't send
a flash. This can race with the toggle command as follows: if a flash
could not be sent because the recipient's NF_FLASH was off, and the
recipient toggled it on before the flag was checked again, the flash
command claimed the sender wasn't logged on.
Use feels_like_helping() in dosupport(), lnd_support()
feels_like_helping() case cn == foe is missing in the code it
replaces. No difference in behavior, because:
* cn == foe && cn == friend can't happen. Because you can't get into
ground combat against yourself (assault, attack and paradrop don't
let you), friend != foe for support.
* cn == foe && cn != friend behaves the same: no support.
feels_like_helping() returns 0 because of the explicit case. The
replaced code doesn't support because cn can't be at war with
itself.
Mission execution first builds lists of eligible units, one list per
country. These lists are passed to perform_mission() one by one,
where they get freed.
Bugs:
* unit_interdict() didn't pass the list for the submarine's owner, but
build_mission_list_type() built one. Any submarine movement within
own submarine interdiction mission op areas leaked memory.
* dosupport() passed only lists for countries that actually support
(ally at war with victim), but build_mission_list_type() built lists
for all countries hostile to the victim. Ground combat within
support mission op areas countries that are hostile to one of the
party without actually supporting the other leaked memory.
* perform_mission() failed to free missiles targeting units.
Fixing the latter is straightforward.
Fix the first two by deciding whether a country acts on a mission
trigger before building any lists, in ground_interdict(),
unit_interdict(), dosupport(). Remove the code dealing with that from
build_mission_list_type() and the loops around perform_mission().
lnd_mar() and lnd_mar_one_sector() take an actor argument.
Nevertheless, they sometimes used player->cnum. Fortunately, they are
the same: all callers pass current player for actor. Normalize to
actor for consistency.
Fix land unit attack mobility cost out of allied sectors
Land units pay a mobility penalty when marching into a non-old-owned
sector without sector mobility, to slow them down in newly taken
sectors. Attacking land units pay this penalty regardless of sector
mobility.
When attacking out of an allied sector, the penalty was computed as if
the land unit was owned by that ally. Attacking sectors old-owned by
that ally was too cheap, and taking back one's own was too expensive.
Broken since attacking land units pay the "newly taken" mobility
penalty: commit 2e693275, v4.3.6.
Fix attack when attacking sector gets taken by ally
When an attacking sector got lost while the player was at a prompt,
and the new owner was allied to the player, the server got confused:
1. If the sector attacked with mil, the server let the ghost mil
attack, but not occupy.
2. If the sector was allied, the server reported the sector loss and
land units dropping out of the attack, but claimed the lost sector was
yours.
Fix 1. by dropping sectors from attack when they change owner away
from the player, regardless of relations. Side effect: also drops any
surviving land units there. Before, they dropped out only if the new
owner wasn't allied to the player. That change's okay.
* The check whether the attacker old-owns the attacked sector is
broken, because att_abort() uses sect.sct_oldown uninitialized.
Spotted by the Clang Static Analyzer.
* Its implementation in setrel() is somewhat scary. It's actually
okay, because that part of setrel() only runs within decl(). Other
callers don't reach it: update_main() because player->god != 0
there, and the rest because they never pass a rel < HOSTILE.
* Documentation is a bit vague.
SLOW_WAR hasn't been used in a public game in years. Fixing it is not
worth it, so remove it instead.
The previous commit's message claims the race can lead to duplicated
output, use after free, then double-free. That's correct only up to
the use after free. There is no double-free.
Heap corruption (double-free?) has been observed in Changeling,
though. Player logged in (still in sanctuary), map #, crashed within
removecc()'s free(io->data). Partial backtrace:
raise () from /lib64/libc.so.6
abort () from /lib64/libc.so.6
__libc_message () from /lib64/libc.so.6
malloc_printerr () from /lib64/libc.so.6
removecc (ioq=0x251fd10, cc=468) at ../src/lib/gen/ioqueue.c:350
ioq_dequeue (ioq=0x251fd10, cc=468) at ../src/lib/gen/ioqueue.c:135
io_output (iop=0x251fc90, wait=1) at ../src/lib/empthread/io.c:231
recvclient (cmd=0x258d8e0 "", size=1024) at ../src/lib/player/recvclient.c:82
getcommand (combufp=0x2557068 "map #1") at ../src/lib/player/empdis.c:84
I haven't been able to reproduce.
To hopefully catch ioqueue going south earlier, make ioq_dequeue()
oops when it can't dequeue as many bytes as requested.
Fix race in io_output() that can lead to double-free
Move call of ioq_makeiov() to its use, because calling it before
empth_select() is racy, as follows.
Player thread flushes output by calling io_output(player->iop, 1).
io_output() sets up iov[] to point to queued output. empth_select()
blocks on output.
Another thread sends a C_FLASH or C_INFORM message to this player.
This calls io_output(p->iop, 0). The output file descriptor has
become writable since the player thread blocked on it, so some output
gets written and dequeued.
The player thread resumes, writes out iov[] and dequeues. Any output
already written by the other thread gets duplicated. If the other
thread's dequeue operation freed struct io buffers, there's use after
free followed by double-free.
Don't write garbage to unused trade destination in trade file
struct trdstr members trd_x, trd_y are used only for teleporting
trades. For others, trad() wrote garbage coordinates to the trade
file. They weren't used except by xdump. Fortunately, even there
they're visible only to deities.
Write invalid coordinates instead. Do that in set() as well, so that
coordinates are valid only when we have a teleport destination.
Clean up suspicious coordinate system use in unit_put()
It showed unit coordinates in unit's coordinate system instead of the
actor's. Fortunately, they're the same, since it is reachable only
for non-zero actor, only shp_nav_one_sector(), lnd_mar_one_sector()
and sail_nav_fleet() pass that, and even deities can't navigate
foreign ships or march foreign land units.
Don't limit radar command's range to fit into world map
Limited since Chainsaw 2 so that the radar map fits into a world map
without clipping, i.e. its diameter neither exceeds WORLD_X / 2 nor
WORLD_Y. Maybe range exceeding that triggered bugs then. It doesn't
now, and it makes no sense.
The limit never applied to automatic bmap update from ship radar.
radmap() is now radmap2()'s only caller. Inline radmap2() and
simplify. This cleans up a suspicious-looking use of xyas(): it
relied on the fact that owner == player->cnum if pr_flag.
shp_nav() and shp_nav_one_sector() printed both to their actor
argument and to ship owner. shp_nav_one_sector()'s use of xyas()
looked particularly suspicious: it passed actor, then printed the
result to the ship owner. Fortunately, actor and ship owner are the
same, since even deities can't navigate foreign ships. Normalize to
actor for consistency.
lnd_mar(), lnd_sweep() and lnd_mar_one_sector() printed to the current
player, their actor argument, and to land unit owner.
lnd_mar_one_sector()'s use of xyas() looked particularly suspicious:
it passed actor, then printed the result to the current player or land
unit owner. Fortunately, all three are the same: all callers pass
current player for actor, and land unit owner is the same, since even
deities can't march foreign land units. Normalize to actor for
consistency.
Clean up confusing use of def->own in move_in_land()
It passed def->own to lnd_sweep(), which looks like a bug. But it's
actually player->cnum there, because take_def() already set def->own
to player->owner: take_def() first changes the owner of the attacked
sector by calling takeover(), then updates def->own from that in
att_get_combat().
take_def() and ask_move_in() printed both to the current player and to
land unit owner. Their use of prcom() and xyas() looked particularly
suspicious: they used the current player, then printed the result to
the land unit owner. Fortunately, current player and land unit owner
are the same, since even even deities can't attack with foreign land
units. Normalize to current player for consistency.
Switch get_ototal(), get_oland(), kill_land() and move_in_land() to
current player as well.
The difference between the two is that PR() buffers partial lines, and
mpr() suppresses output to country#0. Doesn't matter when printing
complete lines to a country other than #0, e.g. the owner of a unit.