GDScript: Add limit to call depth

The hard limit is set at 2048 depth which seems sensible between
legitimate recursive calls while still avoiding a crash because of a
stack overflow in most of the cases.

Note that it is still possible to reach the stack limit and get an
overflow before reaching a call depth. This is intended as a half-way
measure to stop crashing in most cases, since there's no reliable nor
portable way to check the amount of stack memory left.
This commit is contained in:
George Marques 2023-02-07 17:09:40 -03:00
parent a05670c617
commit 34f0a2ca46
No known key found for this signature in database
GPG key ID: 046BD46A3201E43D
3 changed files with 35 additions and 1 deletions

View file

@ -2563,7 +2563,7 @@ GDScriptLanguage::GDScriptLanguage() {
script_frame_time = 0;
_debug_call_stack_pos = 0;
int dmcs = GLOBAL_DEF(PropertyInfo(Variant::INT, "debug/settings/gdscript/max_call_stack", PROPERTY_HINT_RANGE, "1024,4096,1,or_greater"), 1024);
int dmcs = GLOBAL_DEF(PropertyInfo(Variant::INT, "debug/settings/gdscript/max_call_stack", PROPERTY_HINT_RANGE, "512," + itos(GDScriptFunction::MAX_CALL_DEPTH - 1) + ",1"), 1024);
if (EngineDebugger::is_active()) {
//debugging enabled!

View file

@ -544,6 +544,8 @@ private:
#endif
public:
static constexpr int MAX_CALL_DEPTH = 2048; // Limit to try to avoid crash because of a stack overflow.
struct CallState {
GDScript *script = nullptr;
GDScriptInstance *instance = nullptr;

View file

@ -456,6 +456,33 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
r_err.error = Callable::CallError::CALL_OK;
static thread_local int call_depth = 0;
if (unlikely(++call_depth > MAX_CALL_DEPTH)) {
call_depth--;
#ifdef DEBUG_ENABLED
String err_file;
if (p_instance && ObjectDB::get_instance(p_instance->owner_id) != nullptr && p_instance->script->is_valid() && !p_instance->script->path.is_empty()) {
err_file = p_instance->script->path;
} else if (_script) {
err_file = _script->path;
}
if (err_file.is_empty()) {
err_file = "<built-in>";
}
String err_func = name;
if (p_instance && ObjectDB::get_instance(p_instance->owner_id) != nullptr && p_instance->script->is_valid() && !p_instance->script->name.is_empty()) {
err_func = p_instance->script->name + "." + err_func;
}
int err_line = _initial_line;
const char *err_text = "Stack overflow. Check for infinite recursion in your script.";
if (!GDScriptLanguage::get_singleton()->debug_break(err_text, false)) {
// Debugger break did not happen.
_err_print_error(err_func.utf8().get_data(), err_file.utf8().get_data(), err_line, err_text, false, ERR_HANDLER_SCRIPT);
}
#endif
return _get_default_variant_for_data_type(return_type);
}
Variant retvalue;
Variant *stack = nullptr;
Variant **instruction_args = nullptr;
@ -490,10 +517,12 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
r_err.error = Callable::CallError::CALL_ERROR_TOO_MANY_ARGUMENTS;
r_err.argument = _argument_count;
call_depth--;
return _get_default_variant_for_data_type(return_type);
} else if (p_argcount < _argument_count - _default_arg_count) {
r_err.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
r_err.argument = _argument_count - _default_arg_count;
call_depth--;
return _get_default_variant_for_data_type(return_type);
} else {
defarg = _argument_count - p_argcount;
@ -521,6 +550,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
r_err.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
r_err.argument = i;
r_err.expected = argument_types[i].builtin_type;
call_depth--;
return _get_default_variant_for_data_type(return_type);
}
if (argument_types[i].kind == GDScriptDataType::BUILTIN) {
@ -3570,5 +3600,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
stack[i].~Variant();
}
call_depth--;
return retvalue;
}