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headquarter's Issues

`list_remove` possibly not removing node completely

Compiling on Windows (can we get a label for this?)

Had a crash when subscribing/unsubscribing to an event via events_add_entry and events_rem_entry in events.c, see below

void broadcast_event(EventManager *mgr, EventType e, void *args)
{
    assert(0 <= e && e < N_EVENT);
    CallbackEntry *entry;
    struct list   *it;
    list_for_each(&mgr->callbacks[e], it) {
        entry = list_entry(it, CallbackEntry, node);
        assert(entry); // This should never happen if `events_rem_entry` is working correctly?
        if (entry->callback) {
            entry->callback(e, args, entry->param);
        }
    }
}

I've added the assertion here to flag it up; in theory entry should never be a null pointer, is this correct? Otherwise we need

        if (entry && entry->callback) {
            entry->callback(e, args, entry->param);
        }

To catch it, but this feels wrong too.

Error with SendChat

The offset of the message is wrong, because it was increased in a game update.

Outdated version

Heya I was wondering for which version of the game this tool is?

Because it seems pretty outdated, but already got the new DH Params, and created a new patcher for it (using probabilities), new packet handler (supports Lz4, and multi/split-packets), and got the packets extracted by modding the game, which hooks into the registration functions before the initialization.

We fail 2fa when the code starts with 0

We read the otp code as an integer and subsequently serialize it as an integer. This mean that if a code starts with 0(s), we loose the 0(s).

We could instead keep a string and simply forward user input.

`Agent` not initted properly

Change function definition from malloc to calloc to avoid uninitialised struct vars

static void ensure_agent_exist(GwClient *client, AgentId id)
{
    ArrayAgent *agents = &client->world.agents;
    if (array_inside(agents, id) && array_at(agents, id))
        return;

    if (!array_inside(agents, id)) {
        array_resize(agents, id + 1);
        agents->size = agents->capacity;
    }

    Agent *agent = calloc(1,sizeof(*agent));
    agent->agent_id = id;
    agent->speed_modifier = 1.f;
    array_set(agents, id, agent);
}

Save player count in world

The player array is bigger than the number of players, because the index are the player number. It's not necessarly a problem, but GetPlayers is defined as:

ArrayPlayer players = client->world.players;
if (buffer == NULL) {
    count = players.size;
    goto leave;
}

So, we could keep track of the real number of players.

[Linux] Segmentation fault inside portal

Seems to crash inside appendf via portal login

    appendf(&content, "<ConnType>400</ConnType>\n");
    appendf(&content, "<Address>%s</Address>\n", sockname); // Segmentation fault here

No issues with windows

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