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Goober5000andClaude Opus 4.8 bed228d264 avoid undefined behavior from UNREACHABLE on reachable code paths (#7555)
* avoid undefined behavior from UNREACHABLE on reachable code paths

UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.

Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.

A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.

Where the converted site was a simple guard of the form
    if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
    Assertion(!x, ...);
    if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>

* addendum

After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible.  UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error".  Also fix a few other sites and change a couple to Warnings.

---------

Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
2026-07-09 11:20:25 +09:00

592 lines
17 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#define POPUPDEAD_NUM_CHOICES 3 // normal
#define POPUPDEAD_NUM_CHOICES_RA 4 // red alert
#define POPUPDEAD_NUM_CHOICES_SKIP 3 // skip mission menu
#define POPUPDEAD_NUM_CHOICES_MAX 4
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "hud/hudmessage.h"
#include "io/key.h"
#include "io/timer.h"
#include "mission/missionparse.h"
#include "mission/missioncampaign.h"
#include "network/multi.h"
#include "network/multiutil.h"
#include "playerman/player.h"
#include "popup/popup.h"
#include "popup/popupdead.h"
#include "scripting/global_hooks.h"
#include "ui/ui.h"
UI_WINDOW Popupdead_window;
UI_BUTTON Popupdead_buttons[POPUPDEAD_NUM_CHOICES_MAX]; // actual lit buttons
UI_BUTTON Popupdead_button_regions[POPUPDEAD_NUM_CHOICES_MAX]; // fake buttons used for mouse detection over text
int Popupdead_region_coords[GR_NUM_RESOLUTIONS][POPUPDEAD_NUM_CHOICES_MAX][4] =
{
{ // GR_640
{464, 389, 497, 403}, // upper right pixel of text, lower right pixel of button (for tiny popup)
{464, 413, 497, 427},
{464, 435, 497, 446},
{464, 457, 497, 466},
},
{ // GR_1024
{745, 627, 809, 664},
{745, 663, 809, 700}, // upper right pixel of text, lower right pixel of button (for tiny popup)
{745, 699, 809, 736},
{745, 735, 809, 772},
},
};
int Popupdead_button_coords[GR_NUM_RESOLUTIONS][POPUPDEAD_NUM_CHOICES_MAX][2] =
{
{ // GR_640
{478, 387}, // upper left pixel (tiny popup)
{478, 410},
{478, 432},
{478, 455},
},
{ // GR_1024
{760, 620}, // upper left pixel (tiny popup)
{760, 656},
{760, 692},
{760, 728},
}
};
const char *Popupdead_background_filename[GR_NUM_RESOLUTIONS] = {
"PopDeath", // GR_640
"2_PopDeath" // GR-1024
};
int Popupdead_background_coords[GR_NUM_RESOLUTIONS][2] =
{
{ // GR_640
131, 363
},
{ // GR_1024
205, 581
}
};
const char *Popupdead_button_filenames[GR_NUM_RESOLUTIONS][POPUPDEAD_NUM_CHOICES_MAX] =
{
{ // GR_640
"PopD_00", // first choice
"PopD_01", // second choice
"PopD_02", // third choice
"PopD_03", // fourth choice
},
{ // GR_1024
"2_PopD_00", // first choice
"2_PopD_01", // second choice
"2_PopD_02", // third choice
"2_PopD_03", // fourth choice
}
};
int Popupdead_skip_message_y[GR_NUM_RESOLUTIONS] = {
96, // GR_640
160
};
static const char *Popupdead_button_text[POPUPDEAD_NUM_CHOICES_MAX];
// multiplayer specifics to help with return values since they can vary
#define POPUPDEAD_OBS_ONLY 1
#define POPUPDEAD_OBS_QUIT 2
#define POPUPDEAD_RESPAWN_ONLY 3
#define POPUPDEAD_RESPAWN_QUIT 4
int Popupdead_default_choice; // What the default choice is (ie activated when Enter pressed)
int Popupdead_active = 0; // A dead popup is active
int Popupdead_choice; // Index for choice picked (-1 if none picked)
int Popupdead_num_choices; // number of buttons
int Popupdead_multi_type; // what kind of popup is active for muliplayer
int Popupdead_skip_active = 0; // The skip-misison popup is active
int Popupdead_skip_already_shown = 0;
UI_TIMESTAMP Popupdead_timer;
extern int Cmdline_mpnoreturn;
// Initialize the dead popup data
void popupdead_start()
{
int i;
UI_BUTTON *b;
if ( Popupdead_active ) {
return;
}
// increment number of deaths
Player->failures_this_session++;
Popupdead_num_choices = 0;
Popupdead_multi_type = -1;
if ((The_mission.max_respawn_delay >= 0) && ( Game_mode & GM_MULTIPLAYER )) {
Popupdead_timer = ui_timestamp(The_mission.max_respawn_delay * 1000);
if (Game_mode & GM_MULTIPLAYER) {
if(!(Net_player->flags & NETINFO_FLAG_LIMBO)){
if (The_mission.max_respawn_delay) {
HUD_printf("Player will automatically respawn in %d seconds", The_mission.max_respawn_delay);
}
else {
HUD_printf("Player will automatically respawn now");
}
}
}
}
if ( Game_mode & GM_NORMAL ) {
// also do a campaign check here?
if (0) { //((Player->show_skip_popup) && (!Popupdead_skip_already_shown) && (Game_mode & GM_CAMPAIGN_MODE) && (Game_mode & GM_NORMAL) && (Player->failures_this_session >= PLAYER_MISSION_FAILURE_LIMIT)) {
// init the special preliminary death popup that gives the skip option
Popupdead_button_text[0] = XSTR( "Do Not Skip This Mission", 1473);
Popupdead_button_text[1] = XSTR( "Advance To The Next Mission", 1474);
Popupdead_button_text[2] = XSTR( "Don't Show Me This Again", 1475);
Popupdead_num_choices = POPUPDEAD_NUM_CHOICES_SKIP;
Popupdead_skip_active = 1;
} else if(The_mission.flags[Mission::Mission_Flags::Red_alert]) {
// We can't staticly declare these because they are externalized
Popupdead_button_text[0] = XSTR( "Quick Start Mission", 105);
Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
Popupdead_button_text[2] = XSTR( "Return To Briefing", 107);
Popupdead_button_text[3] = XSTR( "Replay previous mission", 1432);
Popupdead_num_choices = POPUPDEAD_NUM_CHOICES_RA;
} else {
Popupdead_button_text[0] = XSTR( "Quick Start Mission", 105);
Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
Popupdead_button_text[2] = XSTR( "Return To Briefing", 107);
Popupdead_num_choices = POPUPDEAD_NUM_CHOICES;
}
} else {
// in multiplayer, we have different choices depending on respawn mode, etc.
// if the player has run out of respawns and must either quit and become an observer
if(Net_player->flags & NETINFO_FLAG_LIMBO){
// the master should not be able to quit the game
if( ((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (multi_num_players() > 1)) || (Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN) ) {
Popupdead_button_text[0] = XSTR( "Observer Mode", 108);
Popupdead_num_choices = 1;
Popupdead_multi_type = POPUPDEAD_OBS_ONLY;
} else {
Popupdead_button_text[0] = XSTR( "Observer Mode", 108);
Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
Popupdead_num_choices = 2;
Popupdead_multi_type = POPUPDEAD_OBS_QUIT;
}
} else {
// the master of the game should not be allowed to quit
if ( ((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (multi_num_players() > 1)) || (Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN) ) {
Popupdead_button_text[0] = XSTR( "Respawn", 109);
Popupdead_num_choices = 1;
Popupdead_multi_type = POPUPDEAD_RESPAWN_ONLY;
} else {
Popupdead_button_text[0] = XSTR( "Respawn", 109);
if(!Cmdline_mpnoreturn)
{
Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
Popupdead_num_choices = 2;
}
else
{
Popupdead_num_choices = 1;
}
Popupdead_multi_type = POPUPDEAD_RESPAWN_QUIT;
}
}
}
io::mouse::CursorManager::get()->pushStatus();
io::mouse::CursorManager::get()->showCursor(true);
Popupdead_default_choice = 0;
Popupdead_choice = -1;
Popupdead_active = 1;
if (scripting::hooks::OnDialogInit->isActive())
{
luacpp::LuaTable buttons = luacpp::LuaTable::create(Script_system.GetLuaSession());
for (int cnt = 0; cnt < Popupdead_num_choices; cnt++) {
luacpp::LuaTable button = luacpp::LuaTable::create(Script_system.GetLuaSession());
button.addValue("Positivity", luacpp::LuaValue::createValue(Script_system.GetLuaSession(), 0));
button.addValue("Text", luacpp::LuaValue::createValue(Script_system.GetLuaSession(), Popupdead_button_text[cnt]));
buttons.addValue(cnt + 1, button);
}
auto paramList = scripting::hook_param_list(
scripting::hook_param("Choices", 't', buttons),
scripting::hook_param("IsTimeStopped", 'b', false),
scripting::hook_param("IsStateRunning", 'b', true),
scripting::hook_param("IsInputPopup", 'b', false),
scripting::hook_param("IsDeathPopup", 'b', true),
scripting::hook_param("DeathMessage", 's', Player->death_message.c_str()));
scripting::hooks::OnDialogInit->run(paramList);
if (scripting::hooks::OnDialogInit->isOverride(std::move(paramList)))
return;
}
// create base window
Popupdead_window.create(Popupdead_background_coords[gr_screen.res][0], Popupdead_background_coords[gr_screen.res][1], 1, 1, 0);
Popupdead_window.set_foreground_bmap(Popupdead_background_filename[gr_screen.res]);
// create buttons
for (i=0; i < Popupdead_num_choices; i++) {
b = &Popupdead_buttons[i];
b->create(&Popupdead_window, "", Popupdead_button_coords[gr_screen.res][i][0], Popupdead_button_coords[gr_screen.res][i][1], 30, 20, 0, 1);
b->set_bmaps(Popupdead_button_filenames[gr_screen.res][i], 3, 0);
b->set_highlight_action(common_play_highlight_sound);
// create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized
int lx, w, h;
gr_get_string_size(&w, &h, Popupdead_button_text[i]);
lx = Popupdead_region_coords[gr_screen.res][i][0] - w;
b = &Popupdead_button_regions[i];
b->create(&Popupdead_window, "", lx, Popupdead_region_coords[gr_screen.res][i][1], Popupdead_region_coords[gr_screen.res][i][2]-lx, Popupdead_region_coords[gr_screen.res][i][3]-Popupdead_region_coords[gr_screen.res][i][1], 0, 1);
b->hide();
}
}
// maybe play a sound when key up/down is pressed to switch default choice
void popupdead_play_default_change_sound()
{
int i, mouse_over=0;
UI_BUTTON *br, *b;
// only play if mouse not currently highlighting a choice
for ( i = 0; i < Popupdead_num_choices; i++ ) {
br = &Popupdead_button_regions[i];
b = &Popupdead_buttons[i];
if ( br->button_down() ) {
mouse_over=1;
break;
}
if ( br->button_hilighted() && !b->button_down() ) {
mouse_over=1;
break;
}
if ( b->button_hilighted() ) {
mouse_over=1;
}
}
if (!mouse_over) {
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
}
// do any key processing here
// exit: -1 => nothing was done
// >=0 => a choice was selected
int popupdead_process_keys(int k)
{
int masked_k;
if ( k <= 0 ) {
return -1;
}
switch(k) {
case KEY_ENTER:
return Popupdead_default_choice; // select the current default choice
break;
case KEY_ESC:
if (Popupdead_skip_active) {
return 0; // 0 mimics a "do not skip"
} else {
return 1; // do nothing here for now - 1 mimics a "return to flight deck"
}
break;
case KEY_DOWN:
case KEY_PAD2:
case KEY_TAB:
popupdead_play_default_change_sound();
Popupdead_default_choice++;
if ( Popupdead_default_choice >= Popupdead_num_choices ) {
Popupdead_default_choice=0;
}
break;
case KEY_UP:
case KEY_PAD8:
case KEY_SHIFTED+KEY_TAB:
popupdead_play_default_change_sound();
Popupdead_default_choice--;
if ( Popupdead_default_choice < 0 ) {
Popupdead_default_choice=Popupdead_num_choices-1;
}
break;
case KEY_PAUSE:
game_process_pause_key();
break;
default:
break;
} // end switch
// read the dead key set
masked_k = k & ~KEY_CTRLED; // take out CTRL modifier only
process_set_of_keys(masked_k, Dead_key_set_size, Dead_key_set);
button_info_do(&Player->bi); // call functions based on status of button_info bit vectors
return -1;
}
// see if any popup buttons have been pressed
// exit: -1 => no buttons pressed
// >=0 => button index that was pressed
int popupdead_check_buttons()
{
int i;
UI_BUTTON *b;
for ( i = 0; i < Popupdead_num_choices; i++ ) {
b = &Popupdead_button_regions[i];
if ( b->pressed() ) {
return i;
}
b = &Popupdead_buttons[i];
if ( b->pressed() ) {
return i;
}
}
return -1;
}
// See if any of the button should change appearance based on mouse position
void popupdead_force_draw_buttons()
{
int i,mouse_is_highlighting=0;
UI_BUTTON *br, *b;
for ( i = 0; i < Popupdead_num_choices; i++ ) {
br = &Popupdead_button_regions[i];
b = &Popupdead_buttons[i];
if ( br->button_down() ) {
b->draw_forced(2);
mouse_is_highlighting=1;
continue;
}
if ( (b->button_hilighted()) || (br->button_hilighted() && !b->button_down()) ) {
Popupdead_default_choice=i;
mouse_is_highlighting=1;
b->draw_forced(1);
}
}
// Only if mouse is not highlighting an option, let the default choice be drawn highlighted
if ( (!mouse_is_highlighting) && (Popupdead_num_choices>1) ) {
for ( i = 0; i < Popupdead_num_choices; i++ ) {
b = &Popupdead_buttons[i];
// highlight the default choice
if ( i == Popupdead_default_choice ) {
b->draw_forced(1);
}
}
}
}
// Draw the button text nicely formatted in the popup
void popupdead_draw_button_text()
{
int w,h,i,sx,sy;
gr_set_color_fast(&Color_bright_blue);
for ( i=0; i < Popupdead_num_choices; i++ ) {
gr_get_string_size(&w, &h, Popupdead_button_text[i]);
sx = Popupdead_region_coords[gr_screen.res][i][0]-w;
sy = Popupdead_region_coords[gr_screen.res][i][1]+4;
gr_string(sx, sy, Popupdead_button_text[i], GR_RESIZE_MENU);
}
}
static void popupdead_resolve_scripting(lua_State* L, int& choice, const luacpp::LuaValueList& arguments) {
if (arguments.empty() || !arguments[0].isValid()) {
LuaError(L, "Invalid type supplied to dialog submit function!");
return;
}
auto type = arguments[0].getValueType();
if (type == luacpp::ValueType::NUMBER) {
choice = arguments[0].getValue<int>();
}
else {
LuaError(L, "Invalid type supplied to dialog submit function!");
}
}
// Called once per frame to run the dead popup
int popupdead_do_frame(float /*frametime*/)
{
int k, choice = -1;
if ( !Popupdead_active ) {
return -1;
}
// maybe show skip mission popup
if ((!Popupdead_skip_already_shown) && (Player->show_skip_popup) && (Game_mode & GM_NORMAL) && (Game_mode & GM_CAMPAIGN_MODE) && (Player->failures_this_session >= PLAYER_MISSION_FAILURE_LIMIT)) {
int popup_choice = popup(0, 3, XSTR("Do Not Skip This Mission", 1473),
XSTR("Advance To The Next Mission", 1474),
XSTR("Don't Show Me This Again", 1475),
XSTR("You have failed this mission five times. If you like, you may advance to the next mission.", 1472) );
switch (popup_choice) {
case 0:
// stay on this mission, so proceed to normal death popup
// in other words, do nothing.
break;
case 1:
// skip this mission
Popupdead_active = 0;
mission_campaign_skip_to_next();
gameseq_post_event(GS_EVENT_START_GAME);
return -1;
case 2:
// don't show this again
Player->show_skip_popup = 0;
break;
}
Popupdead_skip_already_shown = 1;
}
bool isScriptingOverride = false;
if (scripting::hooks::OnDialogFrame->isActive()) {
auto paramList = scripting::hook_param_list(
scripting::hook_param("Submit", 'u', luacpp::LuaFunction::createFromStdFunction(Script_system.GetLuaSession(), [&choice](lua_State* L, const luacpp::LuaValueList& resolveVals) {
popupdead_resolve_scripting(L, choice, resolveVals);
return luacpp::LuaValueList{};
})),
scripting::hook_param("Text", 's', ""), // Don't send a nil string
scripting::hook_param("IsDeathPopup", 'b', true),
scripting::hook_param("Freeze", 'b', static_cast<bool>(popup_active())));
scripting::hooks::OnDialogFrame->run(paramList);
isScriptingOverride = scripting::hooks::OnDialogFrame->isOverride(std::move(paramList));
}
// don't process keys/buttons if another popup is active
if ( !popup_active() ) {
if (!isScriptingOverride) {
k = Popupdead_window.process();
choice = popupdead_process_keys(k);
if (choice < 0) {
choice = popupdead_check_buttons();
}
}
if ( choice >= 0 ) {
// do something different for single/multiplayer
if ( Game_mode & GM_NORMAL ) {
Popupdead_choice=choice;
} else {
Assert( Popupdead_multi_type != -1 );
switch ( Popupdead_multi_type ) {
case POPUPDEAD_OBS_ONLY:
case POPUPDEAD_OBS_QUIT:
Popupdead_choice = POPUPDEAD_DO_OBSERVER;
if ( (Popupdead_multi_type == POPUPDEAD_OBS_QUIT) && (choice == 1) )
Popupdead_choice = POPUPDEAD_DO_MAIN_HALL;
break;
case POPUPDEAD_RESPAWN_ONLY:
case POPUPDEAD_RESPAWN_QUIT:
Popupdead_choice = POPUPDEAD_DO_RESPAWN;
if ( (Popupdead_multi_type == POPUPDEAD_RESPAWN_QUIT) && (choice == 1) )
Popupdead_choice = POPUPDEAD_DO_MAIN_HALL;
break;
default:
UNREACHABLE("Invalid or unknown popupdead multi type %d!", Popupdead_multi_type);
break;
}
}
}
}
if (!isScriptingOverride) {
Popupdead_window.draw();
popupdead_force_draw_buttons();
popupdead_draw_button_text();
}
// maybe force the player to respawn if they've taken too long to choose
if (( Game_mode & GM_MULTIPLAYER ) && (The_mission.max_respawn_delay >= 0) && (ui_timestamp_elapsed(Popupdead_timer)) && (choice < 0)) {
if (( Popupdead_multi_type == POPUPDEAD_RESPAWN_ONLY) || ( Popupdead_multi_type == POPUPDEAD_RESPAWN_QUIT)) {
Popupdead_choice = POPUPDEAD_DO_RESPAWN;
}
}
return Popupdead_choice;
}
// Close down the dead popup
void popupdead_close(bool play_sound)
{
if ( !Popupdead_active ) {
return;
}
if (play_sound) {
gamesnd_play_iface(InterfaceSounds::POPUP_DISAPPEAR);
}
Popupdead_window.destroy();
game_flush();
io::mouse::CursorManager::get()->popStatus();
Popupdead_active = 0;
Popupdead_skip_active = 0;
Popupdead_skip_already_shown = 0;
if (scripting::hooks::OnDialogClose->isActive())
scripting::hooks::OnDialogClose->run(scripting::hook_param_list(
scripting::hook_param("IsDeathPopup", 'b', true))
);
}
// Is there a dead popup active?
int popupdead_is_active()
{
return Popupdead_active;
}