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fix crash when querying game log before starting
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aac9cb1e82
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@ -397,6 +397,10 @@ call_read_system_log(P3D_object *params[], int num_params) {
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P3D_object *P3DMainObject::
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read_log(const string &log_pathname, P3D_object *params[], int num_params) {
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ifstream log(log_pathname.c_str(), ios::in);
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if (!log) {
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P3DInstanceManager *inst_mgr = P3DInstanceManager::get_global_ptr();
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return inst_mgr->new_undefined_object();
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}
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// Check the parameter, if any--if specified, it specifies the last
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// n bytes to retrieve.
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@ -408,6 +412,7 @@ read_log(const string &log_pathname, P3D_object *params[], int num_params) {
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// Get the size of the file.
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log.seekg(0, ios::end);
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size_t size = (size_t)log.tellg();
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nout << "read_log: " << log_pathname << " is " << size << " bytes\n";
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if (max_bytes > 0 && max_bytes < (int)size) {
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// Apply the limit.
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@ -418,6 +423,7 @@ read_log(const string &log_pathname, P3D_object *params[], int num_params) {
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log.seekg(0, ios::beg);
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}
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nout << "allocating " << size << " bytes to return.\n";
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char *buffer = new char[size];
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if (buffer == NULL) {
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return NULL;
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