2f217dad56
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. |
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.. | ||
fonts | ||
lang | ||
src | ||
VVVVVV-android | ||
.dockerignore | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
Dockerfile | ||
fixupMac.sh | ||
icon.ico | ||
icon.rc | ||
README.md | ||
TRANSLATORS.txt | ||
version.cmake |
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.