Fix glass panel dead-button crash: null-init MessageHandlerSet gap slots (Gitea #18)

Clicking a per-display glass Engineering panel button (0x21 on an Eng page)
hard-crashed via a wild call through an uninitialised pointer (eip=cdcdcdcd
debug / 0x01048748 release), zero btl4 frames above Receiver::Receive.

Root cause is the dense message-handler-table gap hazard (reconstruction-
gotchas #11), the message-side twin of the attribute-table one -- NOT a /FORCE
unresolved external (the glass link log carried only the known-benign mech3.obj
CreateStreamedSubsystem set). Receiver::MessageHandlerSet::Find(id) returns
messageHandlers[id-1].entryHandler for any id <= entryCount with no populated-
check, and Receive() calls it when != NullHandler. The streamed Eng-page .CTL
dispatches subsystem msg id 3/0xb to whatever subsystem is shown; a weapon
(Emitter) registers only PoweredSubsystem 4-8 + MechWeapon 9-10, so id 3 is a
gap below entryCount 10. Build did new HandlerEntry[entryCount] and left gaps
uninitialised -> (this->*garbage)(msg). The 1995 binary has the identical non-
zeroing new[] (part_002.c Build) and survived only on fresh-heap-zero luck: a
weapon receiving id 3 was always meant to IGNORE it (id 3 = a Condenser/
Reservoir action in a different subsystem branch; the uniform Eng-page button
template makes buttons for unimplemented actions authentically inert). The new
per-display windows just made the id reachable live.

Fix (engine, class-wide, faithful): Build now null-inits every slot
(entryID=0/entryName=""/entryHandler=NullHandler) before copying inherited /
placing supplied, so a gap is deterministically NullHandler -> Receive drops it
(the authentic "Receiver ignores unhandled messages"), with an empty never-NULL
name so the name-based Find() strcmp can't deref a gap. Correct dispatch
contract, not a glass-path guard -> protects the whole dead-button class (#14).

Also lands the [glasswin] CLICK crash-forensics log (names the button before
dispatch).

Verified under cdb: click-soaked every MFD bank (Engineering/L+R Weapons/Heat/
Comm, ~130 clicks through Quad<->Eng page cycles) -> zero AVs, reconstructed
mapper preset selects still fire ([mode] preset (1,1)/(2,1)...); pod build +
solo mission un-regressed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-20 15:59:37 -05:00
co-authored by Claude Fable 5
parent bc5ac3a0db
commit 5ba5697a08
4 changed files with 93 additions and 0 deletions
+23
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@@ -134,6 +134,29 @@ copied from them.
`game/btl4main.cpp` off its real `btl4App`/`hWnd` pointers (never the globals directly). See
[[reconstruction-gotchas]] §6 duplicate-GLOBAL corollary.
- **Glass per-display panel button click-crash (Gitea #18): FIXED 2026-07-20 [T2].** Clicking a
per-display Engineering panel button (0x21 reported) on an **Eng page** hard-crashed — cdb: a
wild call through an uninitialised pointer (`eip=cdcdcdcd` debug / `0x01048748` release) with
**zero btl4 frames above `Receiver::Receive`**. Root cause was NOT a `/FORCE` unresolved
external (the glass link log carried only the known-benign `mech3.obj` `CreateStreamedSubsystem`
set) but a **dense message-handler-table GAP slot** ([[reconstruction-gotchas]] §11): the
streamed Eng-page `.CTL` dispatches subsystem msg **id 3 / 0xb** to whatever subsystem is shown,
and a **weapon (Emitter)** registers only PoweredSubsystem 4-8 + MechWeapon 9-10 — so id 3 is a
gap below `entryCount`, and `Receiver::MessageHandlerSet::Build`'s `new HandlerEntry[]` left it
as heap garbage → `(this->*garbage)(msg)`. The 1995 binary has the identical non-zeroing
`new[]` and survived only on fresh-heap-zero luck (id 3 on a weapon was always meant to be
IGNORED — it's a Condenser/Reservoir action in a different subsystem branch; the uniform
Eng-page button template makes buttons for unimplemented actions authentically inert). The new
per-display windows just made the id reachable live. **Fix (engine, class-wide, faithful):**
`Build` null-inits every slot (`entryID=0/entryName=""/entryHandler=NullHandler`) before
copying inherited / placing supplied, so a gap is deterministically NullHandler → `Receive`
drops it — the authentic "Receiver ignores unhandled messages", not a glass-path guard. Fixes
the entire dead-button class (#14) at once. Verified: click-soaked every MFD bank
(Engineering/L+R Weapons/Heat/Comm, ~130 clicks through Quad↔Eng page cycles) under cdb — ZERO
AVs, and the reconstructed mapper preset selects still fire (`[mode] preset (1,1)/(2,1)…`); pod
build + solo un-regressed. The `[glasswin] CLICK` forensics log (names the button before
dispatch) landed with this. Detail: `engine/MUNGA/RECEIVER.cpp` Build.
## Key Relationships
- Extends: [[pod-hardware]] (RIO input path) · Uses: [[gauges-hud]] dev-gauge modes ·
Feeds: [[multiplayer]] (miniconsole hosting, Steam transport) · Build: [[build-and-run]]
+29
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@@ -220,6 +220,35 @@ as `AttributeIndexSet::Find` crashing in `WeaponCluster::WeaponCluster("PercentD
(mechweap.cpp now static_asserts its pad base against `PoweredSubsystem::NextAttributeID`).
[T2]
**FIXED STRUCTURALLY 2026-07-20 — the MESSAGE-handler twin (Gitea #18, the glass dead-button
crash).** The identical hazard exists for `Receiver::MessageHandlerSet` (RECEIVER.cpp/.h):
`Find(id)` returns `messageHandlers[id-1].entryHandler` for ANY `id <= entryCount` with **no
populated-check**, and `Receiver::Receive` calls it when `!= NullHandler`. A message id that no
class in the receiver's chain registers but that sits BELOW `entryCount` lands on a gap slot;
`Build` did `new HandlerEntry[entryCount]` and left gaps **uninitialised**, so `Receive` did
`(this->*garbage)(msg)` → wild-jump AV with **zero btl4 frames above `Receiver::Receive`**.
Trigger: the streamed Eng-page `.CTL` dispatches subsystem msg **id 3 / 0xb** to whatever
subsystem is shown on that MFD page; a **weapon (Emitter)** registers only PoweredSubsystem 4-8 +
MechWeapon 9-10, so id 3 (slot[2], < entryCount 10) is a gap. Clicking the glass Engineering
panel button 0x21 on an Eng page reached it live (`eip=cdcdcdcd` debug / `0x01048748` release).
**The 1995 binary has the IDENTICAL non-zeroing `new[]`** (part_002.c Build, `FUN_004022b0` =
operator new) and only survived on fresh-OS-heap-zero luck (a zero slot == NullHandler ==
ignored) — a weapon receiving id 3 was *always meant to ignore it* (id 3 = a Condenser/Reservoir
action in a different subsystem branch; the Eng-page button template is uniform, so buttons for
actions a shown subsystem doesn't implement are authentically inert). **Fix:** `MessageHandlerSet::
Build` now null-inits every slot up front (`entryID=0; entryName=""; entryHandler=NullHandler`)
before copying inherited / placing supplied — a gap is deterministically NullHandler → `Receive`
drops it (the authentic "Receiver ignores unhandled messages"), and the empty (never-NULL) name
keeps the name-based `Find()` strcmp from dereferencing a gap. This is the correct dispatch
contract, not a glass-path guard, so it protects the WHOLE aux-bank / dead-button class at once
(one build; the reported button + every MFD bank now click-soak clean under cdb). **Lesson (the
"/FORCE-garbage-via-new-dispatch-path" the report expected):** a NEW input surface (the
per-display glass windows) that makes a previously-unreachable message id *reachable* can fire a
latent heap-luck gap that the pod/legacy panel never exercised — the smoking gun was NOT a
`/FORCE` unresolved external (the link log carried only the known-benign mech3 set) but an
uninitialised dense-table slot; when a garbage-call AV shows zero symbols above `Receiver::
Receive`, suspect a gap slot, not a missing symbol. [T2]
## 12. Frame-pacing trap — the binary assumes a LOCKED 60 fps (task #11)
The 1995 pod ran frame-locked; reconstructed per-frame logic can carry HIDDEN frame-rate
+30
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@@ -454,6 +454,36 @@ Check_Table:
messageHandlers = new Receiver::HandlerEntry[entryCount];
Check_Pointer(messageHandlers);
Register_Pointer(messageHandlers);
//
//-----------------------------------------------------------------------
// FAITHFUL FIX (Gitea #18 / reconstruction-gotchas #11 -- the glass
// dead-button crash). Find(id) returns messageHandlers[id-1].entryHandler
// for ANY id <= entryCount with no populated-check (RECEIVER.h Find), and
// Receive() calls it whenever it is != NullHandler. A message id that NO
// class in the receiver's chain registers but that is < entryCount lands on
// a GAP slot -- e.g. the streamed Eng-page .CTL dispatches subsystem msg id
// 3 / 0xb to a shown weapon (Emitter) whose handler chain only registers
// PoweredSubsystem 4-8 + MechWeapon 9-10, so slot[2] (id 3) is a gap below
// entryCount 10. operator new[] leaves these POD slots UNINITIALISED, so
// the gap held heap garbage and Receive did (this->*garbage)(msg) -> AV
// (debug CRT fill 0xCDCDCDCD; a recycled release block 0x01048748). The
// 1995 binary has the IDENTICAL non-zeroing new[] (part_002.c Build) and
// only survived on fresh-OS-heap-zero luck (a zero slot == NullHandler ==
// ignored). Make that intended "Receiver ignores unhandled messages"
// DETERMINISTIC: null every slot up front so a gap is NullHandler (Receive
// drops it) with an empty -- never NULL -- name so the name-based Find()
// strcmp cannot dereference a gap. Inherited/supplied handlers overwrite
// their slots below; only the true gaps stay null.
//-----------------------------------------------------------------------
//
for (i=0; i<entryCount; ++i)
{
messageHandlers[i].entryID = 0;
messageHandlers[i].entryName = "";
messageHandlers[i].entryHandler = Receiver::NullHandler;
}
i = 0;
if (inheritance)
{
+11
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@@ -674,6 +674,14 @@ static LRESULT CALLBACK
int a = HitTest(w, (int)(short)LOWORD(lparam), (int)(short)HIWORD(lparam));
if (a >= 0)
{
// crash forensics (always-on, flushed BEFORE dispatch): if a
// click kills the process, the last log line names the button.
DEBUG_STREAM << "[glasswin] CLICK '" << (w->title ? w->title : "?")
<< "' addr=0x" << std::hex << a << std::dec
<< " at(" << (int)(short)LOWORD(lparam) << ","
<< (int)(short)HIWORD(lparam) << ")"
<< (latched[a & 0x7F] ? " unlatch" : " press")
<< "\n" << std::flush;
if (latched[a & 0x7F])
{
latched[a & 0x7F] = 0;
@@ -706,6 +714,9 @@ static LRESULT CALLBACK
int a = HitTest(w, (int)(short)LOWORD(lparam), (int)(short)HIWORD(lparam));
if (a >= 0)
{
DEBUG_STREAM << "[glasswin] CLICK '" << (w->title ? w->title : "?")
<< "' addr=0x" << std::hex << a << std::dec
<< " latch-toggle\n" << std::flush;
latched[a & 0x7F] = latched[a & 0x7F] ? 0 : 1;
PadRIO::SetScreenButton(a, latched[a & 0x7F]);
InvalidateRect(window, NULL, FALSE);