The tests aren't really tested though (they partially require interactive mode and they caused lag issues on one person's machine).
From: Aida Jonikienė aidas957@gmail.com
GTA San Andreas calls this function with NaN positions under certain circumstances which eventually results in dwTotalAmpFactor value being really high (and causing extremely loud audio output). --- dlls/dsound/sound3d.c | 3 +++ 1 file changed, 3 insertions(+)
diff --git a/dlls/dsound/sound3d.c b/dlls/dsound/sound3d.c index 3fa9ff6801f..2ee80a647d9 100644 --- a/dlls/dsound/sound3d.c +++ b/dlls/dsound/sound3d.c @@ -703,6 +703,9 @@ static HRESULT WINAPI IDirectSound3DBufferImpl_SetPosition(IDirectSound3DBuffer
TRACE("setting: Position vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply);
+ if (isnan(x) || isnan(y) || isnan(z)) + return DSERR_INVALIDPARAM; + AcquireSRWLockExclusive(&This->lock);
This->ds3db_ds3db.vPosition.x = x;
From: Aida Jonikienė aidas957@gmail.com
GTA San Andreas calls this function with NaN positions under certain circumstances which eventually results in dwTotalAmpFactor value being really high (and causing extremely loud audio output). --- dlls/dsound/sound3d.c | 5 +++++ 1 file changed, 5 insertions(+)
diff --git a/dlls/dsound/sound3d.c b/dlls/dsound/sound3d.c index 2ee80a647d9..faa7552cc3c 100644 --- a/dlls/dsound/sound3d.c +++ b/dlls/dsound/sound3d.c @@ -964,6 +964,11 @@ static HRESULT WINAPI IDirectSound3DListenerImpl_SetOrientation(IDirectSound3DLi
TRACE("setting: Front vector = (%f,%f,%f); Top vector = (%f,%f,%f); dwApply = %ld\n", xFront, yFront, zFront, xTop, yTop, zTop, dwApply); + + if (isnan(xFront) || isnan(yFront) || isnan(zFront) + || isnan(xTop) || isnan(yTop) || isnan(zTop)) + return DSERR_INVALIDPARAM; + This->device->ds3dl.vOrientFront.x = xFront; This->device->ds3dl.vOrientFront.y = yFront; This->device->ds3dl.vOrientFront.z = zFront;
From: Aida Jonikienė aidas957@gmail.com
--- dlls/dsound/tests/ds3d.c | 4 ++++ 1 file changed, 4 insertions(+)
diff --git a/dlls/dsound/tests/ds3d.c b/dlls/dsound/tests/ds3d.c index 9c65f674b3b..1dfa69db986 100644 --- a/dlls/dsound/tests/ds3d.c +++ b/dlls/dsound/tests/ds3d.c @@ -669,6 +669,10 @@ void test_buffer(LPDIRECTSOUND dso, LPDIRECTSOUNDBUFFER *dsbo, buffer_param.vPosition.x,buffer_param.vPosition.y, buffer_param.vPosition.z,DS3D_IMMEDIATE); ok(rc==DS_OK,"IDirectSound3dBuffer_SetPosition() failed: %08lx\n", rc); + rc=IDirectSound3DBuffer_SetPosition(buffer, + NAN,NAN,NAN,DS3D_IMMEDIATE); + ok(rc==DSERR_INVALIDPARAM,"IDirectSound3dBuffer_SetPosition() returned %08lx\n", rc); + } } /* Check the sound duration was within 10% of the expected value */
From: Aida Jonikienė aidas957@gmail.com
--- dlls/dsound/tests/ds3d.c | 2 ++ 1 file changed, 2 insertions(+)
diff --git a/dlls/dsound/tests/ds3d.c b/dlls/dsound/tests/ds3d.c index 1dfa69db986..0fda7cd524f 100644 --- a/dlls/dsound/tests/ds3d.c +++ b/dlls/dsound/tests/ds3d.c @@ -1354,6 +1354,8 @@ static void check_doppler(IDirectSound *dsound, IDirectSound3DListener *listener ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirectSound3DListener_SetVelocity(listener, 0, 0, 0, DS3D_DEFERRED); ok(hr == S_OK, "Got hr %#lx.\n", hr); + hr = IDirectSound3DListener_SetOrientation(listener, NAN, NAN, NAN, NAN, NAN, NAN, DS3D_DEFERRED); + ok(hr == DSERR_INVALIDPARAM, "Got hr %#lx.\n", hr); hr = IDirectSound3DBuffer_SetPosition(buffer_3d, 0, 1, 0, DS3D_DEFERRED); ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirectSound3DBuffer_SetVelocity(buffer_3d, 0, -60, 0, DS3D_DEFERRED);
Any updates on this MR (the CI test failures aren't relevant to these changes)?
Jinoh Kang (@iamahuman) commented about dlls/dsound/tests/ds3d.c:
buffer_param.vPosition.x,buffer_param.vPosition.y, buffer_param.vPosition.z,DS3D_IMMEDIATE); ok(rc==DS_OK,"IDirectSound3dBuffer_SetPosition() failed: %08lx\n", rc);
rc=IDirectSound3DBuffer_SetPosition(buffer,
NAN,NAN,NAN,DS3D_IMMEDIATE);
It would be nice if we tested each parameter separately:
- NAN, 0, 0 - 0, NAN, 0 - 0, 0, NAN
This matches the trend of other tests, and ensures that all of x, y, and z are checked for NAN.
Jinoh Kang (@iamahuman) commented about dlls/dsound/tests/ds3d.c:
ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirectSound3DListener_SetVelocity(listener, 0, 0, 0, DS3D_DEFERRED); ok(hr == S_OK, "Got hr %#lx.\n", hr);
- hr = IDirectSound3DListener_SetOrientation(listener, NAN, NAN, NAN, NAN, NAN, NAN, DS3D_DEFERRED);
Ditto.