| blast007 | and trying to fire a GM (even without specifying a lock target) with bz_fireServerShot results in AddressSanitizer: stack-buffer-overflow in nboPackUShort. I tried with SW and L and both of those work fine. | 01:44 |
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| tupone | Maybe the SkyFire on the last whammo server | 06:29 |
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| blast007 | I'll see about fixing the bzfs issue first. For the client-side, I was curious if just making WorldPlayer extend RemotePlayer instead of just Player would be an option to fix the issue you saw, though I didn't check if that's even possible/viable, since I got hung up on the server-side issue. :) | 14:00 |
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| BZNotify | bzflag: TheGiraffe3 opened pull request #384 "Recalculate team scores in FFA when a player leaves" (https://github.com/BZFlag-Dev/bzflag/pull/384) | 14:15 |
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| tupone | I think we need to use dynamic_cast. Those old C cast are difficult to catch | 16:08 |
| blast007 | in this case, would that result in a compilation failure instead of a runtime error/failure? | 16:14 |
| tupone | no, it will nullify the result, so still a crash | 16:30 |
| tupone | nullptr access | 16:30 |
| tupone | with the code we have we don't know what happens. Maybe calling other methods ? | 16:32 |
| blast007 | yeah, I suppose it wouldn't know for sure what's could be passed to it during compilation | 16:59 |
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