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fix(gacha): prevent panics from misconfigured gacha entries (#175)
getRandomEntries panics with rand.Intn(0) when box gacha has more rolls than available entries. Fix by clamping rolls, guarding empty entries and zero-weight pools, and fixing an out-of-bounds slice in the receive handler overflow path.
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@@ -88,8 +88,10 @@ func handleMsgMhfReceiveGachaItem(s *Session, p mhfpacket.MHFPacket) {
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data = []byte{0x00}
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}
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// I think there are still some edge cases where rewards can be nulled via overflow
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if data[0] > 36 || len(data) > 181 {
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// Handle overflow: the client can only display 36 items (36 * 5 + 1 count byte = 181 bytes).
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// If there are more, send the first 36 and keep the rest for next time.
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isOverflow := len(data) > 181 && data[0] > 36
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if isOverflow {
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resp := byteframe.NewByteFrame()
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resp.WriteUint8(36)
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resp.WriteBytes(data[1:181])
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@@ -99,7 +101,7 @@ func handleMsgMhfReceiveGachaItem(s *Session, p mhfpacket.MHFPacket) {
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}
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if !pkt.Freeze {
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if data[0] > 36 || len(data) > 181 {
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if isOverflow {
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update := byteframe.NewByteFrame()
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update.WriteUint8(uint8(len(data[181:]) / 5))
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update.WriteBytes(data[181:])
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