Fix memory leak + crash

This commit is contained in:
2025-03-10 21:08:42 -04:00
parent 61ea504f28
commit 363db1c56a
3 changed files with 71 additions and 47 deletions

View File

@@ -76,10 +76,18 @@ pub async fn run(radar_data: ArcRwlockRadarData, connector: Connector, pcileech_
.into_iter()
.map(|(_, pawn)| pawn)
.collect();
pawns.push(data.local_pawn.into());
pawns.push(data.local_pawn.into());
let prev_holder = data.bomb_holder;
data.bomb_holder = ctx.get_c4_holder(pawns, data.entity_list.into(), &data);
if data.bomb_holder.is_some() && prev_holder.is_none() {
log::debug!("Bomb picked up by player");
data.bomb_dropped = false;
}
data.recheck_bomb_holder = false;
}
@@ -138,18 +146,25 @@ pub async fn run(radar_data: ArcRwlockRadarData, connector: Connector, pcileech_
// Bomb
if data.bomb_dropped || data.bomb_planted {
let node = ctx.process.read_addr64(
if let Ok(node) = ctx.process.read_addr64(
data.bomb + cs2dumper::client::C_BaseEntity::m_pGameSceneNode as u64
).unwrap();
let pos = ctx.process.read(node + cs2dumper::client::CGameSceneNode::m_vecAbsOrigin).unwrap();
entity_data.push(EntityData::Bomb(BombData::new(pos, data.bomb_planted)));
) {
if let Ok(pos) = ctx.process.read(node + cs2dumper::client::CGameSceneNode::m_vecAbsOrigin) {
entity_data.push(EntityData::Bomb(BombData::new(pos, data.bomb_planted)));
}
}
}
// Local player
let local_data = ctx.batched_player_read(
let local_data = match ctx.batched_player_read(
data.local.into(), data.local_pawn.into()
).unwrap();
) {
Ok(data) => data,
Err(e) => {
log::warn!("Failed to read local player data: {}", e);
continue;
}
};
if local_data.health > 0 {
let has_bomb = match data.bomb_holder {
@@ -160,7 +175,7 @@ pub async fn run(radar_data: ArcRwlockRadarData, connector: Connector, pcileech_
entity_data.push(
EntityData::Player(
PlayerData::new(
local_data.pos,
local_data.pos,
local_data.yaw,
PlayerType::Local,
has_bomb,
@@ -175,41 +190,47 @@ pub async fn run(radar_data: ArcRwlockRadarData, connector: Connector, pcileech_
// Other players
for (controller, pawn) in &data.players {
let player_data = ctx.batched_player_read(*controller, *pawn).unwrap();
match ctx.batched_player_read(*controller, *pawn) {
Ok(player_data) => {
if player_data.health < 1 {
continue;
}
if player_data.health < 1 {
continue;
}
let has_bomb = match data.bomb_holder {
Some(bh) => *pawn == bh,
None => false,
};
let has_bomb = match data.bomb_holder {
Some(bh) => *pawn == bh,
None => false,
};
let player_type = {
if local_data.team != player_data.team {
PlayerType::Enemy
} else if local_data.team == player_data.team {
PlayerType::Team
} else {
PlayerType::Unknown
}
};
let player_type = {
if local_data.team != player_data.team {
PlayerType::Enemy
} else if local_data.team == player_data.team {
PlayerType::Team
} else {
PlayerType::Unknown
entity_data.push(
EntityData::Player(
PlayerData::new(
player_data.pos,
player_data.yaw,
player_type,
has_bomb,
player_data.has_awp,
player_data.is_scoped,
player_data.player_name,
player_data.weapon_id
)
)
);
},
Err(e) => {
log::warn!("Failed to read player data: {}", e);
continue;
}
};
entity_data.push(
EntityData::Player(
PlayerData::new(
player_data.pos,
player_data.yaw,
player_type,
has_bomb,
player_data.has_awp,
player_data.is_scoped,
player_data.player_name,
player_data.weapon_id
)
)
);
}
}
let mut radar = radar_data.write().await;