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var temp_variable8808 = NoiseTexture.new()
temp_variable8808.set_noise(FastNoiseLite.new())
temp_variable8808.set_seamless(true)
temp_variable8808.set_width(1)
temp_variable8808._generate_texture()
Godot crashes with this backtrace
==13003==ERROR: AddressSanitizer: heap-buffer-overflow on address 0x61900039f790 at pc 0x0000072127c3 bp 0x7ffe55ca3bd0 sp 0x7ffe55ca3bc0
READ of size 1 at 0x61900039f790 thread T0
#0 0x72127c2 in Ref<Image> Noise::_generate_seamless_image<unsigned char>(Ref<Image>, int, int, bool, float) const modules/noise/noise.h:182
#1 0x720d9e2 in Noise::get_seamless_image(int, int, bool, bool, float) const modules/noise/noise.cpp:44
#2 0x72396ea in NoiseTexture::_generate_texture() modules/noise/noise_texture.cpp:158
#3 0x7268b73 in void call_with_variant_args_ret_helper<__UnexistingClass, Ref<Image>>(__UnexistingClass*, Ref<Image> (__UnexistingClass::*)(), Variant const**, Variant&, Callable::CallError&, IndexSequence<>) core/variant/binder_common.h:654
#4 0x7263032 in void call_with_variant_args_ret_dv<__UnexistingClass, Ref<Image>>(__UnexistingClass*, Ref<Image> (__UnexistingClass::*)(), Variant const**, int, Variant&, Callable::CallError&, Vector<Variant> const&) core/variant/binder_common.h:467
#5 0x725b8b8 in MethodBindTR<Ref<Image>>::call(Object*, Variant const**, int, Callable::CallError&) core/object/method_bind.h:495
#6 0x1afc564f in Object::callp(StringName const&, Variant const**, int, Callable::CallError&) core/object/object.cpp:838
#7 0x1a6b2673 in Variant::callp(StringName const&, Variant const**, int, Variant&, Callable::CallError&) core/variant/variant_call.cpp:1021
#8 0x8fdb312 in GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Callable::CallError&, GDScriptFunction::CallState*) modules/gdscript/gdscript_vm.cpp:1545
#9 0x8a76ff7 in GDScriptInstance::callp(StringName const&, Variant const**, int, Callable::CallError&) modules/gdscript/gdscript.cpp:1543
#10 0x110a8dbb in bool Node::_gdvirtual__process_call<false>(double) scene/main/node.h:235
#11 0x1100f56e in Node::_notification(int) scene/main/node.cpp:56
#12 0x34034e3 in Node::_notificationv(int, bool) scene/main/node.h:45
#13 0x1afc5a5f in Object::notification(int, bool) core/object/object.cpp:847
#14 0x11161a0d in SceneTree::_notify_group_pause(StringName const&, int) scene/main/scene_tree.cpp:855
#15 0x111544fd in SceneTree::process(double) scene/main/scene_tree.cpp:454
#16 0x25ab314 in Main::iteration() main/main.cpp:2745
#17 0x240f211 in OS_LinuxBSD::run() platform/linuxbsd/os_linuxbsd.cpp:441
#18 0x23f7d7b in main platform/linuxbsd/godot_linuxbsd.cpp:68
#19 0x7f2a2e50fd8f (/lib/x86_64-linux-gnu/libc.so.6+0x29d8f)
#20 0x7f2a2e50fe3f in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x29e3f)
#21 0x23f782d in _start (/usr/bin/godot4s+0x23f782d)
0x61900039f790 is located 0 bytes to the right of 1040-byte region [0x61900039f380,0x61900039f790)
allocated by thread T0 here:
#0 0x7f2a2f1ae868 in __interceptor_malloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cc:144
#1 0x19b5c335 in Memory::alloc_static(unsigned long, bool) core/os/memory.cpp:75
#2 0x34e6e9d in CowData<unsigned char>::resize(int) core/templates/cowdata.h:287
#3 0x34206f0 in Vector<unsigned char>::resize(int) core/templates/vector.h:91
#4 0x720de15 in Noise::get_image(int, int, bool, bool) const modules/noise/noise.cpp:63
#5 0x720d826 in Noise::get_seamless_image(int, int, bool, bool, float) const modules/noise/noise.cpp:41
#6 0x72396ea in NoiseTexture::_generate_texture() modules/noise/noise_texture.cpp:158
#7 0x7268b73 in void call_with_variant_args_ret_helper<__UnexistingClass, Ref<Image>>(__UnexistingClass*, Ref<Image> (__UnexistingClass::*)(), Variant const**, Variant&, Callable::CallError&, IndexSequence<>) core/variant/binder_common.h:654
#8 0x7263032 in void call_with_variant_args_ret_dv<__UnexistingClass, Ref<Image>>(__UnexistingClass*, Ref<Image> (__UnexistingClass::*)(), Variant const**, int, Variant&, Callable::CallError&, Vector<Variant> const&) core/variant/binder_common.h:467
#9 0x725b8b8 in MethodBindTR<Ref<Image>>::call(Object*, Variant const**, int, Callable::CallError&) core/object/method_bind.h:495
#10 0x1afc564f in Object::callp(StringName const&, Variant const**, int, Callable::CallError&) core/object/object.cpp:838
#11 0x1a6b2673 in Variant::callp(StringName const&, Variant const**, int, Variant&, Callable::CallError&) core/variant/variant_call.cpp:1021
#12 0x8fdb312 in GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Callable::CallError&, GDScriptFunction::CallState*) modules/gdscript/gdscript_vm.cpp:1545
#13 0x8a76ff7 in GDScriptInstance::callp(StringName const&, Variant const**, int, Callable::CallError&) modules/gdscript/gdscript.cpp:1543
#14 0x110a8dbb in bool Node::_gdvirtual__process_call<false>(double) scene/main/node.h:235
#15 0x1100f56e in Node::_notification(int) scene/main/node.cpp:56
#16 0x34034e3 in Node::_notificationv(int, bool) scene/main/node.h:45
#17 0x1afc5a5f in Object::notification(int, bool) core/object/object.cpp:847
#18 0x11161a0d in SceneTree::_notify_group_pause(StringName const&, int) scene/main/scene_tree.cpp:855
#19 0x111544fd in SceneTree::process(double) scene/main/scene_tree.cpp:454
#20 0x25ab314 in Main::iteration() main/main.cpp:2745
#21 0x240f211 in OS_LinuxBSD::run() platform/linuxbsd/os_linuxbsd.cpp:441
#22 0x23f7d7b in main platform/linuxbsd/godot_linuxbsd.cpp:68
#23 0x7f2a2e50fd8f (/lib/x86_64-linux-gnu/libc.so.6+0x29d8f)
SUMMARY: AddressSanitizer: heap-buffer-overflow modules/noise/noise.h:182 in Ref<Image> Noise::_generate_seamless_image<unsigned char>(Ref<Image>, int, int, bool, float) const
This example was found by Godot fuzzer - Qarminer, so it is quite unlikelly that this code could be used in real project, but still this should be handled gracefully.
Steps to reproduce
Above
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered:
Godot version
4.0.alpha.custom_build. 516ec89
System information
Ubuntu 22.04 - Nvidia GTX 970, Gnome shell 42 X11
Issue description
When executing
Godot crashes with this backtrace
This example was found by Godot fuzzer - Qarminer, so it is quite unlikelly that this code could be used in real project, but still this should be handled gracefully.
Steps to reproduce
Above
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: