A malicious dol could theoretically use integer wraparound to bypass
bounds checking and cause DolReader to read past the end of m_bytes.
Could result in crashes, wasting large amounts of memory, or even the
disclosure of heap memory contents.
We are updating from 3.4.8
Changes relevant to us include:
3.4.10:
- Added controller sensor support for GameInput v3
- Fixed Ipega controllers being ignored in keyboard mode
- Added support for GameCube rumble when the adapter is in PC mode and has the latest firmware
- Fixed rumble on the new Steam Controller
- Added support for the GameSir Super Nova in Xbox 360 mode
- Added support for the PDP Afterglow Wave Wireless Controller for Switch
3.4.12:
- Added hotplug detection support when using libusb for HIDAPI controllers
- Fixed flipped Xbox 360 controller axes on macOS
It's not in the changelogs, but 3.4.10 is the revision which allowed for my Steam Controller's gyro to properly work in Dolphin
This introduces a CMakePresets file for both Unix-likes and Windows that replace the old CMakeSettings.
It adds presets for **Debug** and **Release** profiles for both **x64** and **ARM64** architectures, as well as **Generic builds**.
Presets can be used using[ Visual Studio's built-in CMakePresets support](https://learn.microsoft.com/en-us/cpp/build/cmake-presets-vs?view=msvc-170), or [Visual Studio Code's CMake Tools](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) extension.
They can also be used from the command line, like so:
- x64/Unix-like/Ninja:
- Configure: `cmake --preset ninja-release-x64`
- Build: `cmake --build --preset ninja-build-release-x64`
- Configure + Build: `cmake --workflow --preset ninja-release-x64`
- ARM64/Windows/Visual Studio:
- Configure: `cmake --preset visualstudio-release-arm64`
- Build: `cmake --build --preset visualstudio-build-release-arm64`
- Configure + Build: `cmake --workflow --preset visualstudio-release-arm64`
The Ninja generator is available to both Windows and Unix-likes, while the Visual Studio Generator is only available on Windows.
**Cross-compiling**
On **Windows**, the Visual Studio generator automatically takes care of everything, you just need to select an ARM64 preset.
On **Unix-likes**, to cross-compile you need to install a cross-compiler and (optionally) a sysroot of the target system.
Here is an example to compile from x64 to ARM64 with a sysroot:
- `cmake --preset ninja-release-arm64 -DCMAKE_C_COMPILER=aarch64-linux-gnu-gcc -DCMAKE_CXX_COMPILER=aarch64-linux-gnu-g++ -DCMAKE_SYSROOT=/opt/sysroots/aarch64-linux-gnu`
- `cmake --build --preset ninja-build-release-arm64`
You will need a sysroot to link against Qt, since we do not vendor it in on platforms other than Windows.
**User presets**
A `CMakeUserPresets.json` file may be created locally at the root of the project to further customize your presets.
For example, here are the user presets I used to test this PR on Arch Linux with a generic Arch Linux ARM sysroot:
```json
{
"version": 10,
"configurePresets": [
{
"name": "gcc-debug-arm64",
"inherits": "ninja-debug-arm64",
"cacheVariables": {
"CMAKE_C_COMPILER": "aarch64-linux-gnu-gcc",
"CMAKE_CXX_COMPILER": "aarch64-linux-gnu-g++",
"CMAKE_EXE_LINKER_FLAGS": "-L/opt/sysroots/ArchLinuxARM/lib",
"CMAKE_SYSROOT": "/opt/sysroots/ArchLinuxARM"
}
},
{
"name": "clang-debug-arm64",
"inherits": "ninja-debug-arm64",
"cacheVariables": {
"CMAKE_C_COMPILER": "clang",
"CMAKE_CXX_COMPILER": "clang++",
"CMAKE_C_FLAGS": "-target aarch64-linux-gnu",
"CMAKE_CXX_FLAGS": "-target aarch64-linux-gnu",
"CMAKE_SYSROOT": "/opt/sysroots/ArchLinuxARM"
}
},
{
"name": "clang-debug-x64",
"inherits": "ninja-debug-x64",
"cacheVariables": {
"CMAKE_C_COMPILER": "clang",
"CMAKE_CXX_COMPILER": "clang++"
}
}
],
"buildPresets": [
{
"name": "gcc-build-debug-arm64",
"configurePreset": "gcc-debug-arm64"
},
{
"name": "clang-build-debug-arm64",
"configurePreset": "clang-debug-arm64"
},
{
"name": "clang-build-debug-x64",
"configurePreset": "clang-debug-x64"
}
],
"workflowPresets": [
{
"name": "gcc-debug-arm64",
"steps": [
{ "type": "configure", "name": "gcc-debug-arm64" },
{ "type": "build", "name": "gcc-build-debug-arm64" }
]
},
{
"name": "clang-debug-arm64",
"steps": [
{ "type": "configure", "name": "clang-debug-arm64" },
{ "type": "build", "name": "clang-build-debug-arm64" }
]
},
{
"name": "clang-debug-x64",
"steps": [
{ "type": "configure", "name": "clang-debug-x64" },
{ "type": "build", "name": "clang-build-debug-x64" }
]
}
]
}
```
They are then used like so:
Configure + Build with GCC: `cmake --workflow --preset gcc-debug-arm64`
Configure + Build with Clang: `cmake --workflow --preset clang-debug-arm64`
Configure + Build with Clang (x64): `cmake --workflow --preset clang-debug-x64`
*Addendum: It should also now be possible to cross-compile from Windows to Unix-likes, and Unix-like to other Unix-like (e.g. Linux -> FreeBSD), however this is untested.*
Log each rejected ELF header, range, and symbol reference. This
provides actionable diagnostics for malformed files without changing the
validation behavior.
ElfReader trusted table offsets and counts from standalone ELF files.
Malformed input could make it read and write past the loaded file buffer.
Validate the ELF header, table ranges, segment data, section data, and
string-table references before accessing them. Invalid files use the
existing executable boot failure path.