Fix incorrect player input processing
Changelog: - Store player dir input in LevelScene Data instead of pointer, to avoid use-after-free (non-fatal as mempool is used, but can cause unintended behaviour) - Only process player movement in system update. This is done in the movement update system - Normalise before apply acceleration, duhscene_man
parent
3a99dafcd4
commit
3e6a53b097
27
scene_impl.c
27
scene_impl.c
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@ -17,6 +17,19 @@ static void level_scene_render_func(Scene_t* scene)
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static void movement_update_system(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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float mag = Vector2Length(data->player_dir);
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mag = (mag == 0)? 1 : mag;
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Entity_t * p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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p_ctransform->accel.x = data->player_dir.x * 200 * 1.0 / mag;
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p_ctransform->accel.y = data->player_dir.y * 200 * 1.0 / mag;
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}
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data->player_dir.x = 0;
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data->player_dir.y = 0;
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float delta_time = GetFrameTime();
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CTransform_t * p_ctransform;
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sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
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@ -61,28 +74,24 @@ static void screen_bounce_system(Scene_t *scene)
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void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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CTransform_t *p_ctransform = get_component(&scene->ent_manager, data->player, CTRANSFORM_COMP_T);
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Vector2 dir = {0, 0};
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if (pressed)
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{
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switch(action)
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{
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case ACTION_UP:
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dir.y -= 1;
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data->player_dir.y = -1;
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break;
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case ACTION_DOWN:
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dir.y += 1;
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data->player_dir.y = 1;
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break;
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case ACTION_LEFT:
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dir.x -= 1;
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data->player_dir.x = -1;
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break;
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case ACTION_RIGHT:
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dir.x += 1;
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data->player_dir.x = 1;
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break;
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}
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}
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p_ctransform->accel.x = dir.x * 500;
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p_ctransform->accel.y = dir.y * 500;
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}
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@ -90,7 +99,7 @@ void init_level_scene(LevelScene_t *scene)
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{
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init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
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scene->scene.scene_data = &scene->data;
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scene->data.player = NULL;
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memset(&scene->data.player_dir, 0, sizeof(Vector2));
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// insert level scene systems
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sc_array_add(&scene->scene.systems, &movement_update_system);
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@ -20,7 +20,7 @@ typedef struct TileGrid
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typedef struct LevelSceneData
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{
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Entity_t * player;
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Vector2 player_dir;
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TileGrid_t tilemap;
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}LevelSceneData_t;
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@ -19,14 +19,14 @@ int main(void)
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LevelScene_t scene;
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init_level_scene(&scene);
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Entity_t *p_ent = add_entity(&scene.scene.ent_manager, PLAYER_ENT_TAG);
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scene.data.player = p_ent;
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CBBox_t *p_bbox = add_component(&scene.scene.ent_manager, p_ent, CBBOX_COMP_T);
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p_bbox->size.x = 30;
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p_bbox->size.y = 30;
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add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
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update_entity_manager(&scene.scene.ent_manager);
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for (size_t step = 0; step < 6000; step++)
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//for (size_t step = 0; step < 6000; step++)
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while(true)
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{
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// This entire key processing relies on the assumption that a pressed key will
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@ -68,7 +68,6 @@ int main(void)
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next_keybuf = tmp;
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}
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printf("Step %lu\n", step);
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update_scene(&scene.scene);
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// This is needed to advance time delta
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BeginDrawing();
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