Some fixes to prevent bad table key types causing Lua panic errors for joining players in netgames:

* ArchiveTables: print an error if invalid key, to alert script author potentially
* UnArchiveTables: if the key is found to be nil after reading key and value, print an error and don't set them in the table
This commit is contained in:
Monster Iestyn 2018-01-20 21:18:16 +00:00
parent 1ab5273400
commit fa3998e942

View file

@ -767,11 +767,19 @@ static void ArchiveTables(void)
lua_pushnil(gL);
while (lua_next(gL, -2))
{
ArchiveValue(TABLESINDEX, -2); // key should be either a number or a string, ArchiveValue can handle this.
// Write key
e = ArchiveValue(TABLESINDEX, -2); // key should be either a number or a string, ArchiveValue can handle this.
if (e == 2) // invalid key type (function, thread, lightuserdata, or anything we don't recognise)
{
lua_pushvalue(gL, -2);
CONS_Alert(CONS_ERROR, "Index '%s' (%s) of table %d could not be archived!\n", lua_tostring(gL, -1), luaL_typename(gL, -1), i);
lua_pop(gL, 1);
}
// Write value
e = ArchiveValue(TABLESINDEX, -1);
if (e == 1)
n++; // the table contained a new table we'll have to archive. :(
else if (e == 2)
else if (e == 2) // invalid value type
{
lua_pushvalue(gL, -2);
CONS_Alert(CONS_ERROR, "Type of value for table %d entry '%s' (%s) could not be archived!\n", i, lua_tostring(gL, -1), luaL_typename(gL, -1));
@ -912,11 +920,17 @@ static void UnArchiveTables(void)
lua_rawgeti(gL, TABLESINDEX, i);
while (true)
{
if (UnArchiveValue(TABLESINDEX) == 1)
if (UnArchiveValue(TABLESINDEX) == 1) // read key
break;
if (UnArchiveValue(TABLESINDEX) == 2)
if (UnArchiveValue(TABLESINDEX) == 2) // read value
n++;
lua_rawset(gL, -3);
if (lua_isnil(gL, -2)) // if key is nil (if a function etc was accidentally saved)
{
CONS_Alert(CONS_ERROR, "A nil key in table %d was found! (Invalid key type or corrupted save?)\n", i);
lua_pop(gL, 2); // pop key and value instead of setting them in the table, to prevent Lua panic errors
}
else
lua_rawset(gL, -3);
}
lua_pop(gL, 1);
}