Input: fix potential overflows in driver/input/joystick
Change all sprintfs into snprintfs to make sure we won't stomp on data adjacent to our buffers. Signed-off-by: Dmitry Torokhov <dtor@mail.ru>
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@@ -541,7 +541,7 @@ static void sw_print_packet(char *name, int length, unsigned char *buf, char bit
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* Unfortunately I don't know how to do this for the other SW types.
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*/
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static void sw_3dp_id(unsigned char *buf, char *comment)
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static void sw_3dp_id(unsigned char *buf, char *comment, size_t size)
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{
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int i;
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char pnp[8], rev[9];
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@@ -554,7 +554,7 @@ static void sw_3dp_id(unsigned char *buf, char *comment)
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pnp[7] = rev[8] = 0;
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sprintf(comment, " [PnP %d.%02d id %s rev %s]",
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snprintf(comment, size, " [PnP %d.%02d id %s rev %s]",
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(int) ((sw_get_bits(buf, 8, 6, 1) << 6) | /* Two 6-bit values */
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sw_get_bits(buf, 16, 6, 1)) / 100,
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(int) ((sw_get_bits(buf, 8, 6, 1) << 6) |
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@@ -695,7 +695,7 @@ static int sw_connect(struct gameport *gameport, struct gameport_driver *drv)
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sw->type = SW_ID_FFP;
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sprintf(comment, " [AC %s]", sw_get_bits(idbuf,38,1,3) ? "off" : "on");
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} else
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sw->type = SW_ID_PP;
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sw->type = SW_ID_PP;
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break;
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case 66:
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sw->bits = 3;
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@@ -703,7 +703,8 @@ static int sw_connect(struct gameport *gameport, struct gameport_driver *drv)
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sw->length = 22;
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case 64:
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sw->type = SW_ID_3DP;
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if (j == 160) sw_3dp_id(idbuf, comment);
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if (j == 160)
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sw_3dp_id(idbuf, comment, sizeof(comment));
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break;
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}
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}
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@@ -733,8 +734,10 @@ static int sw_connect(struct gameport *gameport, struct gameport_driver *drv)
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for (i = 0; i < sw->number; i++) {
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int bits, code;
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sprintf(sw->name, "Microsoft SideWinder %s", sw_name[sw->type]);
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sprintf(sw->phys[i], "%s/input%d", gameport->phys, i);
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snprintf(sw->name, sizeof(sw->name),
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"Microsoft SideWinder %s", sw_name[sw->type]);
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snprintf(sw->phys[i], sizeof(sw->phys[i]),
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"%s/input%d", gameport->phys, i);
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sw->dev[i] = input_dev = input_allocate_device();
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if (!input_dev) {
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