Is there a site that explains this any further, I
really dont know where to look, or such... any help on
a starting location, or alittle more detailed
explaination of exact what constitues a buffer
overflow... like someone putting 4 characters in a 3
char array?

Josh


--- Dennis <[EMAIL PROTECTED]> wrote:
> On Mon, 27 Jan 2003, Josh Slowick wrote:
> 
> > This is completely baffling me, and a couple
> people I
> > know, so here I go.  Lately, I've been having alot
> of
> > problems with players signing on and off and such,
> > anyone that hasn't been on in 5/10 minutes seems
> to
> > crash it (but not always)  I narrowed it down to
> > descriptor_data, then to obj_data and it seems to
> > really be the same problem.  I think that somehow
> the
> > line *obj = obj_zero isn't working all the time.
> > heres a gdb of a 'faulty time'
> 
> The line in question is working perfectly.  The
> results
> you're seeing are occuring *because* that line is
> working.
> 
> Your real problem has nothing at all to do with
> descriptor_data
> or obj_data at all.  You're just seeing the results
> of the bug,
> not the cause.
> 
> The problem you're having is a buffer overrun that's
> writing
> over the memory allocated to obj_zero (it's also
> possible that
> you're treating a random memory location as a
> buffer, but a
> buffer overrun is more likely).
> 
> I'm guessing it's something to do with mob progs,
> since some of the
> strings are:
> 
>       the test.
>         endif
>       endif
>       mob forget $n
> and
>       delay 2
>       if players 0
>         room echo {mA kind, deep voice echoes through the
> tower "{MIf
>       you're having trouble, just type {GSAY help{M and
> the
> 
> 
> Now go find out why your mob programs are
> overflowing their buffers.
> 
> 
> Dennis
> 
> 


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