[8378] Use exceptions instead of explicit size checking for each packet

CHECK_PACKET_SIZE was pretty error prone; once it was forgotten mangosd
could crash due to the asserts in ByteBuffer.h. That was exploitable by
malicious players.
Furthermore, there were duplicate checks: Additionally to
CHECK_PACKET_SIZE, the ByteBuffer assertions keept an eye
on not exceeding the packet boundaries - just to crash the server for
sure in such a case.
To prevent memory leaks or other undesirable states, please read in
every handler all variables _before_ doing any concrete handling.
This commit is contained in:
arrai 2009-08-15 22:06:35 +02:00
parent c26c7395a1
commit a24f39a36f
32 changed files with 129 additions and 741 deletions

View file

@ -32,8 +32,6 @@
void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,1);
sLog.outDebug("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
Player *player = GetPlayer();
uint64 lguid = player->GetLootGUID();
@ -240,8 +238,6 @@ void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
void WorldSession::HandleLootOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8);
sLog.outDebug("WORLD: CMSG_LOOT");
uint64 guid;
@ -256,8 +252,6 @@ void WorldSession::HandleLootOpcode( WorldPacket & recv_data )
void WorldSession::HandleLootReleaseOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8);
sLog.outDebug("WORLD: CMSG_LOOT_RELEASE");
// cheaters can modify lguid to prevent correct apply loot release code and re-loot
@ -437,8 +431,6 @@ void WorldSession::DoLootRelease( uint64 lguid )
void WorldSession::HandleLootMasterGiveOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8+1+8);
uint8 slotid;
uint64 lootguid, target_playerguid;