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Fixed SDL_GameControllerMappingForGUID() crashing if no more memory available.
The return value of SDL_malloc() was not checked and NULL therefore not handled. NULL returned by SDL_GameControllerMapping()/SDL_GameControllerMappingForGUID() now either means "no mapping" (as before) or "no memory" (just crashed before).
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@ -735,6 +735,10 @@ SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
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/* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
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/* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
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needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
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needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
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pMappingString = SDL_malloc(needed);
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pMappingString = SDL_malloc(needed);
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if (!pMappingString) {
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SDL_OutOfMemory();
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return NULL;
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}
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SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
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SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
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}
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}
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return pMappingString;
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return pMappingString;
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