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Pvs studio fixes - #186

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Pvs studio fixes#186
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janisozaur:pvs-studio-fixes

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Some fixes spotted with PVS studio.

https://pvs-studio.com/en/order/open-source-license/

Fixes issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
In some cases `rootParentAsMOSR` could be accessed first and only then
checked for being empty.
Fixed issues found by PVS-Studio
`progress` was first checked for being <=0, then it is checked for >0,
which cannot occur in the same branch.
Fixed issues found by PVS-Studio
`m_pCurrentObject` is first checked for correctness, then re-assigned
and then accessed multiple times without checking for nullptr.
Fixed issues found by PVS-Studio
@janisozaurjanisozaur mentioned this pull request Feb 9, 2025

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Copilot reviewed 1 out of 16 changed files in this pull request and generated no comments.

Files not reviewed (15)
  • Source/Activities/AreaEditor.cpp: Language not supported
  • Source/Activities/AssemblyEditor.cpp: Language not supported
  • Source/Activities/GibEditor.cpp: Language not supported
  • Source/Activities/MultiplayerServerLobby.cpp: Language not supported
  • Source/Activities/SceneEditor.cpp: Language not supported
  • Source/Entities/ACRocket.cpp: Language not supported
  • Source/Entities/ACraft.cpp: Language not supported
  • Source/Entities/Attachable.cpp: Language not supported
  • Source/Entities/MOSParticle.cpp: Language not supported
  • Source/Entities/MOSprite.cpp: Language not supported
  • Source/GUI/GUIBanner.cpp: Language not supported
  • Source/GUI/GUIFont.cpp: Language not supported
  • Source/Menus/MetagameGUI.cpp: Language not supported
  • Source/Menus/MetagameGUI.h: Language not supported
  • Source/Menus/SceneEditorGUI.cpp: Language not supported

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Thanks!

@@ -269,8 +269,6 @@ bool MOSprite::HitTestAtPixel(int pixelX, int pixelY, bool validOnly) const {
}

void MOSprite::SetFrame(unsigned int newFrame) {

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pretty sure this is lua accessible so I'd rather this accept int instead, to avoid underflow issues


if (m_SpriteAnimMode == ONCOLLIDE) {
// Change angular velocity after collision.
if (hitCount >= 1) {

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this also makes hitCount unused

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Maybe we should actually return hitcount from Atom travel instead?

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pretty sure this borks delivery in some cases

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yup, those breaks seem to be actually intentional. it's what we like to call Dan ™️ code (overly verbose code from the initial oss release that works mostly by luck)

@HeliumAnt

HeliumAnt commented Feb 18, 2025

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I think some of these really deserve a full refactor, since there's a few in here that are still mostly initial release code. (doesn't have to be here. I'll post up some issues)

@Causeless

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Don't want to keep this laying around, but maybe a partial merge makes sense. We'll need to undo the changes to the DanCode™️that're breaking some stuff though.

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@janisozaur@HeliumAnt@Causeless@zomgtehderpy
, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Pvs studio fixes by janisozaur · Pull Request #186 · cortex-command-community/Cortex-Command-Community-Project · GitHub
Skip to content

Pvs studio fixes - #186

Open
janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes
Open

Pvs studio fixes#186
janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes

Conversation

@janisozaur

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Some fixes spotted with PVS studio.

https://pvs-studio.com/en/order/open-source-license/

Fixes issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
In some cases `rootParentAsMOSR` could be accessed first and only then
checked for being empty.
Fixed issues found by PVS-Studio
`progress` was first checked for being <=0, then it is checked for >0,
which cannot occur in the same branch.
Fixed issues found by PVS-Studio
`m_pCurrentObject` is first checked for correctness, then re-assigned
and then accessed multiple times without checking for nullptr.
Fixed issues found by PVS-Studio
@janisozaurjanisozaur mentioned this pull request Feb 9, 2025

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Copilot reviewed 1 out of 16 changed files in this pull request and generated no comments.

Files not reviewed (15)
  • Source/Activities/AreaEditor.cpp: Language not supported
  • Source/Activities/AssemblyEditor.cpp: Language not supported
  • Source/Activities/GibEditor.cpp: Language not supported
  • Source/Activities/MultiplayerServerLobby.cpp: Language not supported
  • Source/Activities/SceneEditor.cpp: Language not supported
  • Source/Entities/ACRocket.cpp: Language not supported
  • Source/Entities/ACraft.cpp: Language not supported
  • Source/Entities/Attachable.cpp: Language not supported
  • Source/Entities/MOSParticle.cpp: Language not supported
  • Source/Entities/MOSprite.cpp: Language not supported
  • Source/GUI/GUIBanner.cpp: Language not supported
  • Source/GUI/GUIFont.cpp: Language not supported
  • Source/Menus/MetagameGUI.cpp: Language not supported
  • Source/Menus/MetagameGUI.h: Language not supported
  • Source/Menus/SceneEditorGUI.cpp: Language not supported

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Thanks!

@@ -269,8 +269,6 @@ bool MOSprite::HitTestAtPixel(int pixelX, int pixelY, bool validOnly) const {
}

void MOSprite::SetFrame(unsigned int newFrame) {

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pretty sure this is lua accessible so I'd rather this accept int instead, to avoid underflow issues


if (m_SpriteAnimMode == ONCOLLIDE) {
// Change angular velocity after collision.
if (hitCount >= 1) {

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this also makes hitCount unused

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Maybe we should actually return hitcount from Atom travel instead?

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pretty sure this borks delivery in some cases

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yup, those breaks seem to be actually intentional. it's what we like to call Dan ™️ code (overly verbose code from the initial oss release that works mostly by luck)

@HeliumAnt

HeliumAnt commented Feb 18, 2025

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I think some of these really deserve a full refactor, since there's a few in here that are still mostly initial release code. (doesn't have to be here. I'll post up some issues)

@Causeless

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Don't want to keep this laying around, but maybe a partial merge makes sense. We'll need to undo the changes to the DanCode™️that're breaking some stuff though.

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@janisozaur@HeliumAnt@Causeless@zomgtehderpy
, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Pvs studio fixes by janisozaur · Pull Request #186 · cortex-command-community/Cortex-Command-Community-Project · GitHub
Skip to content

Pvs studio fixes - #186

Open
janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes
Open

Pvs studio fixes#186
janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes

Conversation

@janisozaur

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Some fixes spotted with PVS studio.

https://pvs-studio.com/en/order/open-source-license/

Fixes issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
In some cases `rootParentAsMOSR` could be accessed first and only then
checked for being empty.
Fixed issues found by PVS-Studio
`progress` was first checked for being <=0, then it is checked for >0,
which cannot occur in the same branch.
Fixed issues found by PVS-Studio
`m_pCurrentObject` is first checked for correctness, then re-assigned
and then accessed multiple times without checking for nullptr.
Fixed issues found by PVS-Studio
@janisozaurjanisozaur mentioned this pull request Feb 9, 2025

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Copilot reviewed 1 out of 16 changed files in this pull request and generated no comments.

Files not reviewed (15)
  • Source/Activities/AreaEditor.cpp: Language not supported
  • Source/Activities/AssemblyEditor.cpp: Language not supported
  • Source/Activities/GibEditor.cpp: Language not supported
  • Source/Activities/MultiplayerServerLobby.cpp: Language not supported
  • Source/Activities/SceneEditor.cpp: Language not supported
  • Source/Entities/ACRocket.cpp: Language not supported
  • Source/Entities/ACraft.cpp: Language not supported
  • Source/Entities/Attachable.cpp: Language not supported
  • Source/Entities/MOSParticle.cpp: Language not supported
  • Source/Entities/MOSprite.cpp: Language not supported
  • Source/GUI/GUIBanner.cpp: Language not supported
  • Source/GUI/GUIFont.cpp: Language not supported
  • Source/Menus/MetagameGUI.cpp: Language not supported
  • Source/Menus/MetagameGUI.h: Language not supported
  • Source/Menus/SceneEditorGUI.cpp: Language not supported

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Thanks!

@@ -269,8 +269,6 @@ bool MOSprite::HitTestAtPixel(int pixelX, int pixelY, bool validOnly) const {
}

void MOSprite::SetFrame(unsigned int newFrame) {

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pretty sure this is lua accessible so I'd rather this accept int instead, to avoid underflow issues


if (m_SpriteAnimMode == ONCOLLIDE) {
// Change angular velocity after collision.
if (hitCount >= 1) {

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this also makes hitCount unused

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Maybe we should actually return hitcount from Atom travel instead?

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pretty sure this borks delivery in some cases

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yup, those breaks seem to be actually intentional. it's what we like to call Dan ™️ code (overly verbose code from the initial oss release that works mostly by luck)

@HeliumAnt

HeliumAnt commented Feb 18, 2025

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I think some of these really deserve a full refactor, since there's a few in here that are still mostly initial release code. (doesn't have to be here. I'll post up some issues)

@Causeless

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Don't want to keep this laying around, but maybe a partial merge makes sense. We'll need to undo the changes to the DanCode™️that're breaking some stuff though.

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@janisozaur@HeliumAnt@Causeless@zomgtehderpy
, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Pvs studio fixes by janisozaur · Pull Request #186 · cortex-command-community/Cortex-Command-Community-Project · GitHub
Skip to content

Pvs studio fixes - #186

Open
janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes
Open

Pvs studio fixes#186
janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes

Conversation

@janisozaur

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Some fixes spotted with PVS studio.

https://pvs-studio.com/en/order/open-source-license/

Fixes issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
In some cases `rootParentAsMOSR` could be accessed first and only then
checked for being empty.
Fixed issues found by PVS-Studio
`progress` was first checked for being <=0, then it is checked for >0,
which cannot occur in the same branch.
Fixed issues found by PVS-Studio
`m_pCurrentObject` is first checked for correctness, then re-assigned
and then accessed multiple times without checking for nullptr.
Fixed issues found by PVS-Studio
@janisozaurjanisozaur mentioned this pull request Feb 9, 2025

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Copilot reviewed 1 out of 16 changed files in this pull request and generated no comments.

Files not reviewed (15)
  • Source/Activities/AreaEditor.cpp: Language not supported
  • Source/Activities/AssemblyEditor.cpp: Language not supported
  • Source/Activities/GibEditor.cpp: Language not supported
  • Source/Activities/MultiplayerServerLobby.cpp: Language not supported
  • Source/Activities/SceneEditor.cpp: Language not supported
  • Source/Entities/ACRocket.cpp: Language not supported
  • Source/Entities/ACraft.cpp: Language not supported
  • Source/Entities/Attachable.cpp: Language not supported
  • Source/Entities/MOSParticle.cpp: Language not supported
  • Source/Entities/MOSprite.cpp: Language not supported
  • Source/GUI/GUIBanner.cpp: Language not supported
  • Source/GUI/GUIFont.cpp: Language not supported
  • Source/Menus/MetagameGUI.cpp: Language not supported
  • Source/Menus/MetagameGUI.h: Language not supported
  • Source/Menus/SceneEditorGUI.cpp: Language not supported

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Thanks!

@@ -269,8 +269,6 @@ bool MOSprite::HitTestAtPixel(int pixelX, int pixelY, bool validOnly) const {
}

void MOSprite::SetFrame(unsigned int newFrame) {

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pretty sure this is lua accessible so I'd rather this accept int instead, to avoid underflow issues


if (m_SpriteAnimMode == ONCOLLIDE) {
// Change angular velocity after collision.
if (hitCount >= 1) {

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this also makes hitCount unused

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Maybe we should actually return hitcount from Atom travel instead?

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pretty sure this borks delivery in some cases

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yup, those breaks seem to be actually intentional. it's what we like to call Dan ™️ code (overly verbose code from the initial oss release that works mostly by luck)

@HeliumAnt

HeliumAnt commented Feb 18, 2025

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I think some of these really deserve a full refactor, since there's a few in here that are still mostly initial release code. (doesn't have to be here. I'll post up some issues)

@Causeless

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Don't want to keep this laying around, but maybe a partial merge makes sense. We'll need to undo the changes to the DanCode™️that're breaking some stuff though.

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5 participants

@janisozaur@HeliumAnt@Causeless@zomgtehderpy
, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Pvs studio fixes by janisozaur · Pull Request #186 · cortex-command-community/Cortex-Command-Community-Project · GitHub
Skip to content

Pvs studio fixes - #186

Open
janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes
Open

Pvs studio fixes#186
janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes

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Some fixes spotted with PVS studio.

https://pvs-studio.com/en/order/open-source-license/

Fixes issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
In some cases `rootParentAsMOSR` could be accessed first and only then
checked for being empty.
Fixed issues found by PVS-Studio
`progress` was first checked for being <=0, then it is checked for >0,
which cannot occur in the same branch.
Fixed issues found by PVS-Studio
`m_pCurrentObject` is first checked for correctness, then re-assigned
and then accessed multiple times without checking for nullptr.
Fixed issues found by PVS-Studio
@janisozaurjanisozaur mentioned this pull request Feb 9, 2025

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Copilot reviewed 1 out of 16 changed files in this pull request and generated no comments.

Files not reviewed (15)
  • Source/Activities/AreaEditor.cpp: Language not supported
  • Source/Activities/AssemblyEditor.cpp: Language not supported
  • Source/Activities/GibEditor.cpp: Language not supported
  • Source/Activities/MultiplayerServerLobby.cpp: Language not supported
  • Source/Activities/SceneEditor.cpp: Language not supported
  • Source/Entities/ACRocket.cpp: Language not supported
  • Source/Entities/ACraft.cpp: Language not supported
  • Source/Entities/Attachable.cpp: Language not supported
  • Source/Entities/MOSParticle.cpp: Language not supported
  • Source/Entities/MOSprite.cpp: Language not supported
  • Source/GUI/GUIBanner.cpp: Language not supported
  • Source/GUI/GUIFont.cpp: Language not supported
  • Source/Menus/MetagameGUI.cpp: Language not supported
  • Source/Menus/MetagameGUI.h: Language not supported
  • Source/Menus/SceneEditorGUI.cpp: Language not supported

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Thanks!

@@ -269,8 +269,6 @@ bool MOSprite::HitTestAtPixel(int pixelX, int pixelY, bool validOnly) const {
}

void MOSprite::SetFrame(unsigned int newFrame) {

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pretty sure this is lua accessible so I'd rather this accept int instead, to avoid underflow issues


if (m_SpriteAnimMode == ONCOLLIDE) {
// Change angular velocity after collision.
if (hitCount >= 1) {

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this also makes hitCount unused

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Maybe we should actually return hitcount from Atom travel instead?

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pretty sure this borks delivery in some cases

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yup, those breaks seem to be actually intentional. it's what we like to call Dan ™️ code (overly verbose code from the initial oss release that works mostly by luck)

@HeliumAnt

HeliumAnt commented Feb 18, 2025

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I think some of these really deserve a full refactor, since there's a few in here that are still mostly initial release code. (doesn't have to be here. I'll post up some issues)

@Causeless

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Don't want to keep this laying around, but maybe a partial merge makes sense. We'll need to undo the changes to the DanCode™️that're breaking some stuff though.

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@janisozaur@HeliumAnt@Causeless@zomgtehderpy
, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Pvs studio fixes by janisozaur · Pull Request #186 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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Pvs studio fixes - #186

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janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes
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Pvs studio fixes#186
janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes

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Some fixes spotted with PVS studio.

https://pvs-studio.com/en/order/open-source-license/

Fixes issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
In some cases `rootParentAsMOSR` could be accessed first and only then
checked for being empty.
Fixed issues found by PVS-Studio
`progress` was first checked for being <=0, then it is checked for >0,
which cannot occur in the same branch.
Fixed issues found by PVS-Studio
`m_pCurrentObject` is first checked for correctness, then re-assigned
and then accessed multiple times without checking for nullptr.
Fixed issues found by PVS-Studio
@janisozaurjanisozaur mentioned this pull request Feb 9, 2025

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Copilot reviewed 1 out of 16 changed files in this pull request and generated no comments.

Files not reviewed (15)
  • Source/Activities/AreaEditor.cpp: Language not supported
  • Source/Activities/AssemblyEditor.cpp: Language not supported
  • Source/Activities/GibEditor.cpp: Language not supported
  • Source/Activities/MultiplayerServerLobby.cpp: Language not supported
  • Source/Activities/SceneEditor.cpp: Language not supported
  • Source/Entities/ACRocket.cpp: Language not supported
  • Source/Entities/ACraft.cpp: Language not supported
  • Source/Entities/Attachable.cpp: Language not supported
  • Source/Entities/MOSParticle.cpp: Language not supported
  • Source/Entities/MOSprite.cpp: Language not supported
  • Source/GUI/GUIBanner.cpp: Language not supported
  • Source/GUI/GUIFont.cpp: Language not supported
  • Source/Menus/MetagameGUI.cpp: Language not supported
  • Source/Menus/MetagameGUI.h: Language not supported
  • Source/Menus/SceneEditorGUI.cpp: Language not supported

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Thanks!

@@ -269,8 +269,6 @@ bool MOSprite::HitTestAtPixel(int pixelX, int pixelY, bool validOnly) const {
}

void MOSprite::SetFrame(unsigned int newFrame) {

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pretty sure this is lua accessible so I'd rather this accept int instead, to avoid underflow issues


if (m_SpriteAnimMode == ONCOLLIDE) {
// Change angular velocity after collision.
if (hitCount >= 1) {

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this also makes hitCount unused

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Maybe we should actually return hitcount from Atom travel instead?

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pretty sure this borks delivery in some cases

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yup, those breaks seem to be actually intentional. it's what we like to call Dan ™️ code (overly verbose code from the initial oss release that works mostly by luck)

@HeliumAnt

HeliumAnt commented Feb 18, 2025

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I think some of these really deserve a full refactor, since there's a few in here that are still mostly initial release code. (doesn't have to be here. I'll post up some issues)

@Causeless

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Don't want to keep this laying around, but maybe a partial merge makes sense. We'll need to undo the changes to the DanCode™️that're breaking some stuff though.

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@janisozaur@HeliumAnt@Causeless@zomgtehderpy
, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); })(); Pvs studio fixes by janisozaur · Pull Request #186 · cortex-command-community/Cortex-Command-Community-Project · GitHub
Skip to content

Pvs studio fixes - #186

Open
janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes
Open

Pvs studio fixes#186
janisozaur wants to merge 13 commits into
cortex-command-community:developmentfrom
janisozaur:pvs-studio-fixes

Conversation

@janisozaur

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Some fixes spotted with PVS studio.

https://pvs-studio.com/en/order/open-source-license/

Fixes issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
Fixed issues found by PVS-Studio
In some cases `rootParentAsMOSR` could be accessed first and only then
checked for being empty.
Fixed issues found by PVS-Studio
`progress` was first checked for being <=0, then it is checked for >0,
which cannot occur in the same branch.
Fixed issues found by PVS-Studio
`m_pCurrentObject` is first checked for correctness, then re-assigned
and then accessed multiple times without checking for nullptr.
Fixed issues found by PVS-Studio
@janisozaurjanisozaur mentioned this pull request Feb 9, 2025

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Copilot reviewed 1 out of 16 changed files in this pull request and generated no comments.

Files not reviewed (15)
  • Source/Activities/AreaEditor.cpp: Language not supported
  • Source/Activities/AssemblyEditor.cpp: Language not supported
  • Source/Activities/GibEditor.cpp: Language not supported
  • Source/Activities/MultiplayerServerLobby.cpp: Language not supported
  • Source/Activities/SceneEditor.cpp: Language not supported
  • Source/Entities/ACRocket.cpp: Language not supported
  • Source/Entities/ACraft.cpp: Language not supported
  • Source/Entities/Attachable.cpp: Language not supported
  • Source/Entities/MOSParticle.cpp: Language not supported
  • Source/Entities/MOSprite.cpp: Language not supported
  • Source/GUI/GUIBanner.cpp: Language not supported
  • Source/GUI/GUIFont.cpp: Language not supported
  • Source/Menus/MetagameGUI.cpp: Language not supported
  • Source/Menus/MetagameGUI.h: Language not supported
  • Source/Menus/SceneEditorGUI.cpp: Language not supported

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Thanks!

@@ -269,8 +269,6 @@ bool MOSprite::HitTestAtPixel(int pixelX, int pixelY, bool validOnly) const {
}

void MOSprite::SetFrame(unsigned int newFrame) {

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pretty sure this is lua accessible so I'd rather this accept int instead, to avoid underflow issues


if (m_SpriteAnimMode == ONCOLLIDE) {
// Change angular velocity after collision.
if (hitCount >= 1) {

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

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this also makes hitCount unused

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Maybe we should actually return hitcount from Atom travel instead?

Copy link
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pretty sure this borks delivery in some cases

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Choose a reason for hiding this comment

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yup, those breaks seem to be actually intentional. it's what we like to call Dan ™️ code (overly verbose code from the initial oss release that works mostly by luck)

@HeliumAnt

HeliumAnt commented Feb 18, 2025

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I think some of these really deserve a full refactor, since there's a few in here that are still mostly initial release code. (doesn't have to be here. I'll post up some issues)

@Causeless

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Don't want to keep this laying around, but maybe a partial merge makes sense. We'll need to undo the changes to the DanCode™️that're breaking some stuff though.

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Successfully merging this pull request may close these issues.

5 participants

@janisozaur@HeliumAnt@Causeless@zomgtehderpy