ADDED: Multiply security checks to avoid crashes on wrongly provided string data #4751

- REVIEWED: Checking `NULL` input on functions getting `const char *text`, to avoid crashes
- REVIEWED: `strcpy()` usage, prioritize `strncpy()` with limited copy to buffer size
- REPLACED: `strlen()` by `TextLength()` on [rtext] module
- REVIEWED: Replaced some early returns (but keeping others, for easier code following)
This commit is contained in:
Ray
2025-12-11 12:59:55 +01:00
parent 71a35f661e
commit 2a566544d4
8 changed files with 289 additions and 248 deletions

View File

@@ -2060,7 +2060,7 @@ bool ExportMeshAsCode(Mesh mesh, const char *fileName)
// Get file name from path and convert variable name to uppercase
char varFileName[256] = { 0 };
strcpy(varFileName, GetFileNameWithoutExt(fileName));
strncpy(varFileName, GetFileNameWithoutExt(fileName), 256 - 1); // NOTE: Using function provided by [rcore] module
for (int i = 0; varFileName[i] != '\0'; i++) if ((varFileName[i] >= 'a') && (varFileName[i] <= 'z')) { varFileName[i] = varFileName[i] - 32; }
// Add image information
@@ -4306,8 +4306,8 @@ static Model LoadOBJ(const char *fileName)
return model;
}
char currentDir[1024] = { 0 };
strcpy(currentDir, GetWorkingDirectory()); // Save current working directory
char currentDir[MAX_FILEPATH_LENGTH] = { 0 };
strncpy(currentDir, GetWorkingDirectory(), MAX_FILEPATH_LENGTH - 1); // Save current working directory
const char *workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
if (CHDIR(workingDir) != 0) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
@@ -5025,10 +5025,8 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCou
for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
{
// If animations and skeleton are in the same file, copy bone names to anim
if (iqmHeader->num_joints > 0)
memcpy(animations[a].bones[j].name, fileDataPtr + iqmHeader->ofs_text + joints[j].name, BONE_NAME_LENGTH*sizeof(char));
else
strcpy(animations[a].bones[j].name, "ANIMJOINTNAME"); // Default bone name otherwise
if (iqmHeader->num_joints > 0) memcpy(animations[a].bones[j].name, fileDataPtr + iqmHeader->ofs_text + joints[j].name, BONE_NAME_LENGTH*sizeof(char));
else memcpy(animations[a].bones[j].name, "ANIMJOINTNAME", 13); // Default bone name otherwise
animations[a].bones[j].parent = poses[j].parent;
}
@@ -6970,7 +6968,7 @@ static Model LoadM3D(const char *fileName)
// Add a special "no bone" bone
model.bones[i].parent = -1;
strcpy(model.bones[i].name, "NO BONE");
memcpy(model.bones[i].name, "NO BONE", 7);
model.bindPose[i].translation.x = 0.0f;
model.bindPose[i].translation.y = 0.0f;
model.bindPose[i].translation.z = 0.0f;
@@ -7062,7 +7060,7 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, int *animCou
// A special, never transformed "no bone" bone, used for boneless vertices
animations[a].bones[i].parent = -1;
strcpy(animations[a].bones[i].name, "NO BONE");
memcpy(animations[a].bones[i].name, "NO BONE", 7);
// M3D stores frames at arbitrary intervals with sparse skeletons. We need full skeletons at
// regular intervals, so let the M3D SDK do the heavy lifting and calculate interpolated bones