Remove the use of a delete[] in NetPlayServer.
We just use a vector instead of a raw pointer.
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3097345929
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a3ae20fc15
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@ -2,6 +2,8 @@
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// Licensed under GPLv2
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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#include <vector>
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#include "Core/NetPlayServer.h"
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#include "Core/NetPlayServer.h"
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NetPlayServer::~NetPlayServer()
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NetPlayServer::~NetPlayServer()
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@ -424,15 +426,14 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
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PadMapping map = 0;
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PadMapping map = 0;
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u8 size;
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u8 size;
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packet >> map >> size;
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packet >> map >> size;
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u8* data = new u8[size];
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std::vector<u8> data(size);
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for (unsigned int i = 0; i < size; ++i)
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for (size_t i = 0; i < data.size(); ++i)
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packet >> data[i];
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packet >> data[i];
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// If the data is not from the correct player,
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// If the data is not from the correct player,
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// then disconnect them.
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// then disconnect them.
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if (m_wiimote_map[map] != player.pid)
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if (m_wiimote_map[map] != player.pid)
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{
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{
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delete[] data;
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return 1;
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return 1;
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}
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}
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@ -441,10 +442,8 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
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spac << (MessageId)NP_MSG_WIIMOTE_DATA;
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spac << (MessageId)NP_MSG_WIIMOTE_DATA;
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spac << map;
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spac << map;
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spac << size;
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spac << size;
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for (unsigned int i = 0; i < size; ++i)
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for (const u8& byte : data)
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spac << data[i];
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spac << byte;
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delete[] data;
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac, player.pid);
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SendToClients(spac, player.pid);
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