(svn r1376) fixed an issue where a modified client could try to replace a vehicle to an invalid engine ID and crash the server. Now the server just rejects the request. Also added a check for vehicle ownership, so you should not be able to replace other player's vehicles

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
bjarni 20 years ago
parent 6edb21231e
commit 29d2f6ed6c

@ -1415,8 +1415,18 @@ int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
// first we make sure that it's a valid type the user requested
// check that it's an engine that is in the engine array
if (new_engine_type >= TOTAL_NUM_ENGINES ) return CMD_ERROR;
// check that the new vehicle type is the same as the original one
if (v->type != _engines[new_engine_type].type) return CMD_ERROR; if (v->type != _engines[new_engine_type].type) return CMD_ERROR;
// check that it's the vehicle's owner that requested the replace
if (!CheckOwnership(v->owner)) return CMD_ERROR;
switch (v->type) { switch (v->type) {
case VEH_Train: build_cost = EstimateTrainCost(RailVehInfo(new_engine_type)); break; case VEH_Train: build_cost = EstimateTrainCost(RailVehInfo(new_engine_type)); break;
case VEH_Road: build_cost = EstimateRoadVehCost(new_engine_type); break; case VEH_Road: build_cost = EstimateRoadVehCost(new_engine_type); break;

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