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sprintf: replace sprintf by snprintf.

Kim Kulling 9 years ago
parent
commit
c9d00beab8
3 changed files with 8 additions and 8 deletions
  1. 3 3
      code/3DSHelper.h
  2. 4 4
      code/ACLoader.cpp
  3. 1 1
      code/UnrealLoader.cpp

+ 3 - 3
code/3DSHelper.h

@@ -379,7 +379,7 @@ struct Material
         static int iCnt = 0;
 
         char szTemp[128];
-        sprintf(szTemp,"UNNAMED_%i",iCnt++);
+        snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
         mName = szTemp;
     }
 
@@ -435,7 +435,7 @@ struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
 
         // Generate a default name for the mesh
         char szTemp[128];
-        ::sprintf(szTemp,"UNNAMED_%i",iCnt++);
+        ::snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
         mName = szTemp;
     }
 
@@ -495,7 +495,7 @@ struct Node
 
         // Generate a default name for the node
         char szTemp[128];
-        ::sprintf(szTemp,"UNNAMED_%i",iCnt++);
+        ::snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
         mName = szTemp;
 
         aRotationKeys.reserve (20);

+ 4 - 4
code/ACLoader.cpp

@@ -211,7 +211,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
 
         // Generate a default name for both the light source and the node
         // FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
-        light->mName.length = ::sprintf(light->mName.data,"ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
+        light->mName.length = ::snprintf(light->mName.data, MAXLEN, "ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
         obj.name = std::string( light->mName.data );
 
         DefaultLogger::get()->debug("AC3D: Light source encountered");
@@ -733,13 +733,13 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
         switch (object.type)
         {
         case Object::Group:
-            node->mName.length = ::sprintf(node->mName.data,"ACGroup_%i",groups++);
+            node->mName.length = ::snprintf(node->mName.data, MAXLEN, "ACGroup_%i",groups++);
             break;
         case Object::Poly:
-            node->mName.length = ::sprintf(node->mName.data,"ACPoly_%i",polys++);
+            node->mName.length = ::snprintf(node->mName.data, MAXLEN, "ACPoly_%i",polys++);
             break;
         case Object::Light:
-            node->mName.length = ::sprintf(node->mName.data,"ACLight_%i",lights++);
+            node->mName.length = ::snprintf(node->mName.data, MAXLEN, "ACLight_%i",lights++);
             break;
 
             // there shouldn't be more than one world, but we don't care

+ 1 - 1
code/UnrealLoader.cpp

@@ -377,7 +377,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
         aiColor3D color(1.f,1.f,1.f);
 
         aiString s;
-        ::sprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex );
+        ::snprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex );
 
         // set the two-sided flag
         if (materials[i].type == Unreal::MF_NORMAL_TS) {