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ntdll: Fixup the RtlWalkHeap entry pointer before subheap lookup.
The commit end of a subheap may be equal to the beginning of another subheap, in which case find_subheap() will return that one, when we pass it the previously returned uncommitted range lpData, and we may effectively skip backwards in the subheap list. This fixes a hang on starting or loading a game with Bloodrayne: Terminal Cut. Based on a patch from Zebediah Figura.
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@ -1812,17 +1812,13 @@ BOOLEAN WINAPI RtlValidateHeap( HANDLE handle, ULONG flags, const void *ptr )
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}
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static NTSTATUS heap_walk_blocks( const struct heap *heap, const SUBHEAP *subheap, struct rtl_heap_entry *entry )
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static NTSTATUS heap_walk_blocks( const struct heap *heap, const SUBHEAP *subheap,
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const struct block *block, struct rtl_heap_entry *entry )
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{
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const char *base = subheap_base( subheap ), *commit_end = subheap_commit_end( subheap ), *end = base + subheap_size( subheap );
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const struct block *block, *blocks = first_block( subheap );
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char *data = entry->lpData;
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const struct block *blocks = first_block( subheap );
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if (entry->lpData == commit_end) return STATUS_NO_MORE_ENTRIES;
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if (entry->wFlags & RTL_HEAP_ENTRY_BUSY) block = (struct block *)data - 1;
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else block = (struct block *)(data - sizeof(struct list)) - 1;
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if (entry->lpData == base) block = blocks;
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else if (!(block = next_block( subheap, block )))
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{
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@ -1859,21 +1855,26 @@ static NTSTATUS heap_walk_blocks( const struct heap *heap, const SUBHEAP *subhea
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static NTSTATUS heap_walk( const struct heap *heap, struct rtl_heap_entry *entry )
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{
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const struct block *block = (struct block *)entry->lpData - 1;
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const char *data = entry->lpData;
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const ARENA_LARGE *large = NULL;
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const struct block *block;
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const struct list *next;
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const SUBHEAP *subheap;
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NTSTATUS status;
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char *base;
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if (!data || entry->wFlags & RTL_HEAP_ENTRY_REGION) block = (struct block *)data;
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else if (entry->wFlags & RTL_HEAP_ENTRY_BUSY) block = (struct block *)data - 1;
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else block = (struct block *)(data - sizeof(struct list)) - 1;
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if (find_large_block( heap, block ))
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{
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large = CONTAINING_RECORD( block, ARENA_LARGE, block );
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next = &large->entry;
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}
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else if ((subheap = find_subheap( heap, entry->lpData, TRUE )))
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else if ((subheap = find_subheap( heap, block, TRUE )))
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{
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if (!(status = heap_walk_blocks( heap, subheap, entry ))) return STATUS_SUCCESS;
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if (!(status = heap_walk_blocks( heap, subheap, block, entry ))) return STATUS_SUCCESS;
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else if (status != STATUS_NO_MORE_ENTRIES) return status;
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next = &subheap->entry;
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}
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