feat(string): add UTF-8 string conversion and validation functions#2528
feat(string): add UTF-8 string conversion and validation functions#2528bobtista wants to merge 3 commits intoTheSuperHackers:mainfrom
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| Filename | Overview |
|---|---|
| Core/Libraries/Source/WWVegas/WWLib/CMakeLists.txt | utf8.cpp added unconditionally to WWLIB_SRC, but its entire implementation is #ifdef _WIN32 guarded with #error on other platforms; other Win32-only sources are properly under if(WIN32). |
| Core/Libraries/Source/WWVegas/WWLib/utf8.cpp | New UTF-8 utility library; overlong encoding rejection now implemented, but surrogate range (U+D800–U+DFFF) not rejected by Utf8_Validate; Win32-only via #ifdef guard. |
| Core/Libraries/Source/WWVegas/WWLib/utf8.h | New header with correct #pragma once guard; function declarations match implementations; copyright and naming convention look correct. |
| Core/GameEngine/Source/Common/System/AsciiString.cpp | translate() now uses Get_Utf8_Len + Unicode_To_Utf8 correctly; null terminator fix to ensureUniqueBufferOfSize is correct; empty-string early-return path is safe. |
| Core/GameEngine/Source/Common/System/UnicodeString.cpp | translate() mirrors AsciiString changes correctly using Utf8_To_Unicode; buffer sizing, null termination, and failure handling are all handled properly. |
| Core/GameEngine/Source/GameNetwork/GameSpy/Thread/ThreadUtils.cpp | Replaced raw Win32 calls with WWLib wrappers; std::wstring/std::string resize() ensures null termination even in exact-fit calls; failure path in Utf8_To_Unicode sets dest[0]=L'\0' which is handled correctly. |
Sequence Diagram
sequenceDiagram
participant Caller
participant AsciiString
participant UnicodeString
participant utf8lib as WWLib/utf8
participant Win32 as Win32 API
Note over Caller,Win32: AsciiString::translate (UnicodeString → UTF-8)
Caller->>AsciiString: translate(unicodeStr)
AsciiString->>utf8lib: Get_Utf8_Len(src, srcLen)
utf8lib->>Win32: WideCharToMultiByte(CP_UTF8, size query)
Win32-->>utf8lib: byte count
utf8lib-->>AsciiString: len
AsciiString->>AsciiString: ensureUniqueBufferOfSize(len+1)
AsciiString->>utf8lib: Unicode_To_Utf8(buf, len+1, src, srcLen)
utf8lib->>Win32: WideCharToMultiByte(CP_UTF8, convert)
Win32-->>utf8lib: written bytes
utf8lib-->>AsciiString: written (or 0 on failure)
Note over Caller,Win32: UnicodeString::translate (UTF-8 → UnicodeString)
Caller->>UnicodeString: translate(asciiStr)
UnicodeString->>utf8lib: Get_Unicode_Len(src, srcLen)
utf8lib->>Win32: MultiByteToWideChar(CP_UTF8, size query)
Win32-->>utf8lib: wchar count
utf8lib-->>UnicodeString: len
UnicodeString->>UnicodeString: ensureUniqueBufferOfSize(len+1)
UnicodeString->>utf8lib: Utf8_To_Unicode(buf, len+1, src, srcLen)
utf8lib->>Win32: MultiByteToWideChar(CP_UTF8, convert)
Win32-->>utf8lib: written chars
utf8lib-->>UnicodeString: written (or 0 on failure)
Prompt To Fix All With AI
This is a comment left during a code review.
Path: Core/Libraries/Source/WWVegas/WWLib/CMakeLists.txt
Line: 136-137
Comment:
**`utf8.cpp` unconditionally listed outside the `if(WIN32)` block**
`utf8.cpp`'s entire implementation is wrapped in `#ifdef _WIN32 … #else #error "Not implemented" #endif`, and the callers (`AsciiString.cpp`, `UnicodeString.cpp`, `ThreadUtils.cpp`) now unconditionally include `utf8.h` and call its functions. Any non-Windows build will hit the `#error` immediately. Other Win32-specific sources (`registry.cpp`, `verchk.cpp`, etc.) are correctly placed inside the `if(WIN32)` block below — `utf8.cpp` should follow the same pattern.
```cmake
# Remove from unconditional WWLIB_SRC and add to the existing if(WIN32) block:
if(WIN32)
list(APPEND WWLIB_SRC
...
utf8.cpp
utf8.h
...
)
endif()
```
A proper cross-platform implementation (or `#ifdef` guards in the callers) would be needed before removing the `#error`.
How can I resolve this? If you propose a fix, please make it concise.
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This is a comment left during a code review.
Path: Core/Libraries/Source/WWVegas/WWLib/utf8.cpp
Line: 67-98
Comment:
**`Utf8_Validate` does not reject surrogate code points**
The overlong-encoding checks added in this revision cover the cases the previous reviewer raised, but RFC 3629 also forbids surrogate code points (U+D800–U+DFFF) in UTF-8. They encode as `0xED 0xA0 0x80` – `0xED 0xBF 0xBF`: a 3-byte sequence whose lead byte is `0xED` and whose second byte falls in `0xA0–0xBF`. The current loop passes these through because the existing guard only catches the overlong case at `0xE0`.
On Windows, `MultiByteToWideChar(CP_UTF8, …)` will reject such input and return 0, so the downstream conversion functions degrade gracefully, but the validator returns `true` for strings that will fail conversion — which is misleading for any caller that uses `Utf8_Validate` as an acceptance gate before invoking `Utf8_To_Unicode`.
Adding one check after the existing 3-byte overlong guard is sufficient:
```cpp
if (bytes == 3 && s[i] == 0xED && s[i + 1] >= 0xA0)
return false;
```
How can I resolve this? If you propose a fix, please make it concise.Reviews (9): Last reviewed commit: "refactor(utf8): Update callers to use ne..." | Re-trigger Greptile
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Core/GameEngine/Source/GameNetwork/GameSpy/Thread/ThreadUtils.cpp
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Core/GameEngine/Source/GameNetwork/GameSpy/Thread/ThreadUtils.cpp
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| DEBUG_LOG(("ParseAsciiStringToGameInfo - slotValue name is empty, quitting")); | ||
| break; | ||
| } | ||
| // TheSuperHackers @fix bobtista 02/04/2026 Validate UTF-8 encoding before processing player name |
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This appears to be beyond the scope of this change. It is not describes in the title. Perhaps is a separate change?
xezon
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Get_Utf8_Size should not include the null terminator in its size.
Core/GameEngine/Source/GameNetwork/GameSpy/Thread/ThreadUtils.cpp
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Core/GameEngine/Source/GameNetwork/GameSpy/Thread/ThreadUtils.cpp
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Core/GameEngine/Source/GameNetwork/GameSpy/Thread/ThreadUtils.cpp
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| if (dest_size == 0) | ||
| return; | ||
| return false; | ||
| int result = MultiByteToWideChar(CP_UTF8, 0, src, -1, dest, (int)dest_size); |
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What happens if dest_size does not have enough room for a null terminator?
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The doc says "Does not write a null terminator" - should we add more comments? Change the functions to always null-terminate? What do you want here?
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Maybe make it behave like strncpy? Writes null if there is room, otherwise not.
The only issue with the current interface then is that we will not know if it wrote the null terminator. Maybe it should return size_t instead, returning the number of characters it writes or would like to write? MultiByteToWideChar also does that.
I suggest to think this through and design the function interface in a way that it can be conveniently be used for fixed size strings (std::string, AsciiString) and large throwaway buffers (char arr[512]).
The behavior definitely needs to be documented.
Core/GameEngine/Source/GameNetwork/GameSpy/Thread/ThreadUtils.cpp
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| return result != 0; | ||
| } | ||
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| bool Utf8_To_Unicode(wchar_t* dest, const char* src, size_t srcLen, size_t dest_size) |
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Is the naming choice for src len and dest size deliberate?
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What I meant is one says len and the other says size. Is this intended? I would expect to use len or size consistently, unless one refers to number of characters and the other to number of bytes.
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The diff now shows unrelated changes. |
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Try again cleaned up the commits and force pushed |
| } | ||
| ensureUniqueBufferOfSize((Int)size + 1, false, nullptr, nullptr); | ||
| char* buf = peek(); | ||
| if (!Unicode_To_Utf8(buf, src, srcLen, size)) |
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So is this translating UTF16LE from windows into UTF8 that is then stored within AsciiString?
If so this may help with the paths issue with usernames and paths not using Latin characters, but file handling functions will need updating to use unicode variants instead of Ascii.
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I wonder if we should also add a flag to state that the Ascii string is holding a UTF8 string? I guess all normal ascii characters will display properly, it's just extended character sets that will look garbled. |
…ming, null-terminate when room
| utf8.cpp | ||
| utf8.h |
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utf8.cpp unconditionally listed outside the if(WIN32) block
utf8.cpp's entire implementation is wrapped in #ifdef _WIN32 … #else #error "Not implemented" #endif, and the callers (AsciiString.cpp, UnicodeString.cpp, ThreadUtils.cpp) now unconditionally include utf8.h and call its functions. Any non-Windows build will hit the #error immediately. Other Win32-specific sources (registry.cpp, verchk.cpp, etc.) are correctly placed inside the if(WIN32) block below — utf8.cpp should follow the same pattern.
# Remove from unconditional WWLIB_SRC and add to the existing if(WIN32) block:
if(WIN32)
list(APPEND WWLIB_SRC
...
utf8.cpp
utf8.h
...
)
endif()A proper cross-platform implementation (or #ifdef guards in the callers) would be needed before removing the #error.
Prompt To Fix With AI
This is a comment left during a code review.
Path: Core/Libraries/Source/WWVegas/WWLib/CMakeLists.txt
Line: 136-137
Comment:
**`utf8.cpp` unconditionally listed outside the `if(WIN32)` block**
`utf8.cpp`'s entire implementation is wrapped in `#ifdef _WIN32 … #else #error "Not implemented" #endif`, and the callers (`AsciiString.cpp`, `UnicodeString.cpp`, `ThreadUtils.cpp`) now unconditionally include `utf8.h` and call its functions. Any non-Windows build will hit the `#error` immediately. Other Win32-specific sources (`registry.cpp`, `verchk.cpp`, etc.) are correctly placed inside the `if(WIN32)` block below — `utf8.cpp` should follow the same pattern.
```cmake
# Remove from unconditional WWLIB_SRC and add to the existing if(WIN32) block:
if(WIN32)
list(APPEND WWLIB_SRC
...
utf8.cpp
utf8.h
...
)
endif()
```
A proper cross-platform implementation (or `#ifdef` guards in the callers) would be needed before removing the `#error`.
How can I resolve this? If you propose a fix, please make it concise.There was a problem hiding this comment.
I don't think we need to change this - cross-platform implementation is a todo and the #error is intentional as a placeholder
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Slight nitpick on function naming, shouldn't it be Utf16 rather than Wchar as Wchar is only Utf16 on windows yet we will likely want the conversion functions on other platforms as well for at least csf parsing if nothing else. |
Yeah, but it's consistent with the other naming as it is for now. How about we keep the naming and using a uint16_t/char16_t type internally rather than wchar_t when we make non windows paths? Or would you rather we rename to something like Utf16_To_Utf8? |
Adds UTF-8 string handling to WWLib and plumbs it through the codebase, replacing the GameSpy-specific Win32 wrappers with a shared implementation.
Picks up the work proposed in #2045 by @slurmlord, with API adjustments per the review from @xezon.
New:
WWLib/utf8.h/utf8.cppUtf8_Num_Bytes(char lead)— byte count of a UTF-8 character from its lead byteUtf8_Trailing_Invalid_Bytes(const char* str, size_t length)— count of invalid trailing bytes due to an incomplete multi-byte sequenceUtf8_Validate(const char* str)/Utf8_Validate(const char* str, size_t length)— returns true if the string is valid UTF-8Get_Utf8_Size(const wchar_t* src)/Get_Wchar_Size(const char* src)— required buffer sizes including null terminatorWchar_To_Utf8(char* dest, const wchar_t* src, size_t dest_size)Utf8_To_Wchar(wchar_t* dest, const char* src, size_t dest_size)Naming follows the
Snake_Caseconvention used in WWVegas. Arguments are ordereddest, srcmatchingmemcpyconvention. Implementation wraps Win32WideCharToMultiByte/MultiByteToWideChar.AsciiString::translate/UnicodeString::translateReplaces the broken implementations that only worked for 7-bit ASCII (marked
@todosince the original code) with proper UTF-8 conversion using the new WWLib functions.ThreadUtils.cppReplaces raw Win32 API calls in
MultiByteToWideCharSingleLineandWideCharStringToMultiBytewith the new WWLib functions. Also removes the manualdest[len] = 0null terminator write, which was writing at the wrong position for multi-byte UTF-8 input.