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Fix: Potential out-of-bounds reads due to uninitialised string parameters. (#13153)
If string parameters are not set correctly, FormatString can read out of bounds and crash the game. This does not fix the root cause, just a nasty symptom.
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@ -238,7 +238,11 @@ const char *GetStringPtr(StringID string)
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/* 0xD0xx and 0xD4xx IDs have been converted earlier. */
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case TEXT_TAB_OLD_NEWGRF: NOT_REACHED();
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case TEXT_TAB_NEWGRF_START: return GetGRFStringPtr(GetStringIndex(string));
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default: return _langpack.offsets[_langpack.langtab_start[GetStringTab(string)] + GetStringIndex(string)];
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default: {
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const uint offset = _langpack.langtab_start[GetStringTab(string)] + GetStringIndex(string);
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if (offset < _langpack.offsets.size()) return _langpack.offsets[offset];
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return nullptr;
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}
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}
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}
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@ -1063,13 +1067,23 @@ static void FormatString(StringBuilder &builder, const char *str_arg, StringPara
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case SCC_NEWGRF_STRINL: {
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StringID substr = Utf8Consume(&str);
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str_stack.push(GetStringPtr(substr));
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const char *ptr = GetStringPtr(substr);
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if (ptr == nullptr) {
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builder += "(invalid NewGRF string)";
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} else {
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str_stack.push(ptr);
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}
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break;
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}
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case SCC_NEWGRF_PRINT_WORD_STRING_ID: {
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StringID substr = args.GetNextParameter<StringID>();
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str_stack.push(GetStringPtr(substr));
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const char *ptr = GetStringPtr(substr);
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if (ptr == nullptr) {
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builder += "(invalid NewGRF string)";
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} else {
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str_stack.push(ptr);
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}
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case_index = next_substr_case_index;
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next_substr_case_index = 0;
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break;
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@ -1195,8 +1209,8 @@ static void FormatString(StringBuilder &builder, const char *str_arg, StringPara
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StringID string_id = args.GetNextParameter<StringID>();
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if (game_script && GetStringTab(string_id) != TEXT_TAB_GAMESCRIPT_START) break;
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uint size = b - SCC_STRING1 + 1;
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if (game_script && size > args.GetDataLeft()) {
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builder += "(too many parameters)";
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if (size > args.GetDataLeft()) {
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builder += "(consumed too many parameters)";
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} else {
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StringParameters sub_args(args, game_script ? args.GetDataLeft() : size);
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GetStringWithArgs(builder, string_id, sub_args, next_substr_case_index, game_script);
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