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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-28 15:38:30 +02:00
VVVVVV/desktop_version
Misa 2f217dad56 Fix segfault: unwordwrap string w/ 2 start \ns
This fixes a segmentation fault caused by an out-of-bounds indexing
caused by an attempt to unwordwrap a string that starts with two
newlines.

The problem here is that in the branch of the function
string_unwordwrap() where `consecutive_newlines == 1`, the function does
not check that the string `result` isn't empty before attempting to
index `result.size()-1`. If `result` is empty, then `result.size()` is
0, and `result.size()-1` becomes -1, and indexing a string at position
-1 is always undefined behavior.

Funnily enough, a similar indexing happens just a few lines down, but
this time, there is a check to make sure that the string isn't empty
first. I'm unsure of how Dav999 forgot that check a few lines earlier.

This situation can happen in practice, with custom level localizations.
I made a level with a filename of testloc.vvvvvv and created a file at
lang/fr/levels/testloc/custom_cutscenes.xml with the following content:

    <?xml version="1.0" encoding="UTF-8"?>
    <cutscenes>
        <cutscene id="test" explanation="">
            <dialogue speaker="cyan" english="This is text..." translation="blarg"/>
        </cutscene>
    </cutscenes>

Then I switched to French, created a script named `test`, and created a
text box that started with two newlines (so in total, the text box must
be at least 3 lines in length). Running the script triggers the segfault
when the text box is created. (Well, technically, on my machine, it
triggers an assertion fail in libstdc++ and aborts, but that's basically
the same thing.)

To fix this while still preserving the exact amount of newlines, if
`result` is empty, we add a newline instead of attempting to index the
string.
2024-01-20 17:52:17 -08:00
..
fonts Add support for GameCube glyphs. 2024-01-18 00:10:20 -05:00
lang Clean up outdated strings 2024-01-19 16:31:39 -08:00
src Fix segfault: unwordwrap string w/ 2 start \ns 2024-01-20 17:52:17 -08:00
VVVVVV-android Android: Update README.md for Maven package 2023-11-14 17:29:34 -08:00
.dockerignore Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
.gitignore Optimize recompilation from changing commit hash 2022-08-23 00:00:38 -07:00
CMakeLists.txt Add support for internal screenshots 2024-01-09 15:48:41 -08:00
CONTRIBUTORS.txt Added SnDream to contributors 2024-01-16 12:05:45 +01:00
Dockerfile Update to SDL 2.24.0 2022-08-21 16:07:51 -07:00
fixupMac.sh Remove SDL2_mixer line from fixupMac.sh 2022-03-29 02:27:15 -04:00
icon.ico Updated .ico 2021-09-03 15:57:16 -04:00
icon.rc Embedded .ico 2021-08-28 11:21:49 -04:00
README.md README: Reword to "Viki", wordwrap line 2024-01-02 15:33:35 -08:00
TRANSLATORS.txt updated credits to include the Eternal Dream Arabization team 2024-01-04 16:29:01 +01:00
version.cmake Fix %cs showing instead of commit date on Windows (or older git?) 2023-11-13 14:42:48 -08:00

How to Build

VVVVVV's official desktop versions are built with the following environments:

  • Windows: Visual Studio 2010
  • macOS: Xcode CLT, currently targeting 10.9 SDK
  • GNU/Linux: CentOS 7

The engine depends solely on SDL2 2.24.0+. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from SDL's website, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source. (If you're on Ubuntu and your Ubuntu is too old to have this SDL version, then see here for workarounds.)

Since VVVVVV 2.4, git submodules are used for the third party libraries. After cloning, run git submodule update --init to set all of these up. You can also use this command whenever the submodules need to be updated.

Steamworks support is included and the DLL is loaded dynamically, you do not need the SDK headers and there is no special Steam or non-Steam version. The current implementation has been tested with Steamworks SDK v1.46.

To build the Make and Play edition of the game, uncomment #define MAKEANDPLAY in MakeAndPlay.h.

To generate the projects on Windows:

# Put your SDL2 folders somewhere nice!
mkdir build
cd build
cmake -A Win32 -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.24.0\include" -DSDL2_LIBRARIES="C:\SDL2-2.24.0\lib\x86\SDL2;C:\SDL2-2.24.0\lib\x86\SDL2main"

For more detailed information and troubleshooting, see the Compiling VVVVVV Guide on the Viki.

To generate everywhere else:

mkdir build
cd build
cmake ..

Including data.zip

You'll need the data.zip file from VVVVVV to actually run the game! You can grab it from your copy of the game, or you can just download it for free from the Make and Play page. Put this file next to your executable and the game should run.

This is intended for personal use only - our license doesn't allow you to actually distribute this data.zip file with your own forks without getting permission from us first. See LICENSE.md for more details.