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fix(font): Handle malformed fonts without crashing the game #1826
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xezon
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TheSuperHackers:main
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xezon:xezon/fix-font-with-zero-size
Nov 9, 2025
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fix(font): Handle malformed fonts without crashing the game #1826
xezon
merged 3 commits into
TheSuperHackers:main
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xezon:xezon/fix-font-with-zero-size
Nov 9, 2025
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xezon
commented
Nov 7, 2025
| if( font == NULL ) | ||
| return FALSE; | ||
|
|
||
| if ((UnsignedInt)font->pointSize > 100) //sanity check the size - anything over 100 is probably wrong. -MW |
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I put this test higher up the call chain for simplicity. getFont is the only caller of loadFontData.
Skyaero42
requested changes
Nov 8, 2025
Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
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GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
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Skyaero42
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I think that's it
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FontLibrary::getFontallows creating fonts with 0 size, but they will be malformed and crash on use.This happens because
FontCharsClass::Create_GDI_Fontwill create a nullGDIBitmapwhen the font size is zero.TODO