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GPL, how is this possible? #7

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zerothis opened this issue Jul 11, 2014 · 3 comments
Closed

GPL, how is this possible? #7

zerothis opened this issue Jul 11, 2014 · 3 comments

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@zerothis
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The original release of the source code by forbade commercial use. This is incompatible with GPL.

@kiplingw
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On Fri, 2014-07-11 at 08:09 -0700, zerothis wrote:

The original release of the source code by forbade commercial use.
This is incompatible with GPL.

Correct, unfortunately.

Kip Warner -- Senior Software Engineer
OpenPGP encrypted/signed mail preferred
http://www.thevertigo.com

@vLKp
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vLKp commented Jul 12, 2014

If you have not already done so, please read COPYING.txt.

Please explain exactly what you believe to be a problem and whom you believe is affected by this problem.

@zerothis
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I see, this all kosher to GPL version 3. I was unaware this could be done using the GPL 3. I am glad to have has this very educational experience. Thank you, my issue is resolved.

Personal note out loud: I don't like GPL 3 any more. I'm using GPL 2 from now on and/or I'll find some other way to prevent Tivoisation.

vLKp added a commit that referenced this issue Jun 20, 2015
Only respawn when the player presses a fire key/button (primary,
secondary, or flare).  Only clear primary, second, flare, and bomb when
respawning.  This allows dead players to use the automap or change their
camera views.

This is a necessary step to flushing only the firing inputs on respawn,
as requested by Mako88 in
<#104>.  Currently,
inputs are flushed again by the activation of the game window, so
respawn still flushes all inputs.

	#1  0x00005555555cee19 in game_flush_inputs () at similar/main/game.cpp:374
	#2  game_handler (event=...) at similar/main/game.cpp:1114
	#3  0x0000555555576113 in window_send_event (wind=..., event=...) at common/arch/sdl/window.cpp:208
	#4  0x000055555557627b in WINDOW_SEND_EVENT (file=0x5555556dc126 "common/arch/sdl/window.cpp", e=0x5555556dc141 "EVENT_WINDOW_ACTIVATED", line=179, event=..., w=...) at common/include/window.h:111
	#5  window_set_visible (w=..., visible=visible@entry=1) at common/arch/sdl/window.cpp:179
	#6  0x00005555555e90f5 in window_set_visible (visible=1, wind=<optimized out>) at common/include/window.h:90
	#7  DoPlayerDead () at similar/main/gameseq.cpp:1479
	#8  0x000055555563ed65 in dead_player_frame () at similar/main/object.cpp:1486
	#9  0x00005555555cf4df in GameProcessFrame () at similar/main/game.cpp:1329
	#10 game_handler (event=...) at similar/main/game.cpp:1157
plomari pushed a commit to plomari/dxx that referenced this issue Jun 11, 2021
I got this in Fight For Your Life, level 19:

main/wall.c:314(wall_open_door): Assert(w->type == WALL_DOOR)
=================================================================
==3862770==ERROR: AddressSanitizer: global-buffer-overflow on address
0x562dee57e448 at pc 0x562decd2169c bp 0x7ffc5d624400 sp 0x7ffc5d6243f8
READ of size 2 at 0x562dee57e448 thread T0
    #0 0x562decd2169b in find_connect_side main/gameseg.c:85
    dxx-rebirth#1 0x562ded061683 in wall_open_door main/wall.c:367
    dxx-rebirth#2 0x562decc10ccf in collide_robot_and_wall main/collide.c:115
    dxx-rebirth#3 0x562decc3d5a1 in collide_object_with_wall main/collide.c:2598
    dxx-rebirth#4 0x562decfa4ef1 in do_physics_sim main/physics.c:529
    dxx-rebirth#5 0x562decf8f1c5 in object_move_one main/object.c:1727
    dxx-rebirth#6 0x562decf92000 in object_move_all main/object.c:1858
    dxx-rebirth#7 0x562deccc8090 in GameProcessFrame main/game.c:1126
    dxx-rebirth#8 0x562deccc5ea9 in game_handler main/game.c:904
    dxx-rebirth#9 0x562decb5c486 in window_send_event arch/sdl/window.c:230
    dxx-rebirth#10 0x562decb4ed2c in event_process arch/sdl/event.c:184
    dxx-rebirth#11 0x562decb4efa2 in window_run_event_loop arch/sdl/event.c:206
    dxx-rebirth#12 0x562decdfbe8d in main main/inferno.c:341
    dxx-rebirth#13 0x7f7ec936ed09 in __libc_start_main ../csu/libc-start.c:308
(/mnt/big/doh/sandgrube/dxx-rebirth/d2x-rebirth-gl+0x7bcd69)

0x562dee57e448 is located 4 bytes to the right of global variable
'd_tick_step' defined in 'main/mglobal.c:38:5' (0x562dee57e440) of size
4
0x562dee57e448 is located 56 bytes to the left of global variable
'Segments' defined in 'main/mglobal.c:40:9' (0x562dee57e480) of size
10720000
SUMMARY: AddressSanitizer: global-buffer-overflow main/gameseg.c:85 in
find_connect_side
Shadow bytes around the buggy address:
  0x0ac63dca7c30: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  0x0ac63dca7c40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  0x0ac63dca7c50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  0x0ac63dca7c60: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  0x0ac63dca7c70: 00 00 00 00 f9 f9 f9 f9 04 f9 f9 f9 f9 f9 f9 f9
=>0x0ac63dca7c80: 04 f9 f9 f9 f9 f9 f9 f9 04[f9]f9 f9 f9 f9 f9 f9
  0x0ac63dca7c90: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  0x0ac63dca7ca0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  0x0ac63dca7cb0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  0x0ac63dca7cc0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  0x0ac63dca7cd0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Shadow byte legend (one shadow byte represents 8 application bytes):
  Addressable:           00
  Partially addressable: 01 02 03 04 05 06 07
  Heap left redzone:       fa
  Freed heap region:       fd
  Stack left redzone:      f1
  Stack mid redzone:       f2
  Stack right redzone:     f3
  Stack after return:      f5
  Stack use after scope:   f8
  Global redzone:          f9
  Global init order:       f6
  Poisoned by user:        f7
  Container overflow:      fc
  Array cookie:            ac
  Intra object redzone:    bb
  ASan internal:           fe
  Left alloca redzone:     ca
  Right alloca redzone:    cb
  Shadow gap:              cc
==3862770==ABORTING

Possibly unreproducable. Judging from collide_robot_and_wall, maybe it's
a case where a wall was marked as needing a key, but there's no door?
Unknown. Try to avoid this by returning if it makes no sense.
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