If you have the setting "Emulate middle mouse button" turned on, a click
and drag can fail if it is done very quickly. The position of the
initial click will be incorrect in such a case because the timeout will
delay events.
Our fast paths assume that each channel fits in to a separate byte.
That means the shift needs to be a multiple of 8. Start actually
checking this so that a client cannot trip us up and possibly cause
incorrect code exection.
Issue found by Pavel Cheremushkin from Kaspersky Lab.
Provides safety against them accidentally becoming negative because
of bugs in the calculations.
Also does the same to CharArray and friends as they were strongly
connection to the stream objects.
Otherwise we might be tricked in to reading and writing things at
incorrect offsets for pixels which ultimately could result in an
attacker writing things to the stack or heap and executing things
they shouldn't.
This only affects the server as the client never uses the pixel
format suggested by th server.
Issue found by Pavel Cheremushkin from Kaspersky Lab.
We now filter incoming data, which means we can start assuming the
clipboard data is always null terminated. This allows us to clean
up a lot of the internal handling.
Let CMsgHandler::serverInit() handle initial set up
Avoid using the callbacks used for runtime changes for the initial
setup. They weren't really useful anyway as you could not allocate
a framebuffer without also knowing the pixel format. So make things
more clear by letting serverInit() get the initial settings.
Avoid direct access to the screen dimensions and layout so that we
can make sure it stays sane. This also makes sure the layout is
properly updated when we only get the screen dimensions from the
server.
We won't always be on the primary monitor, so check which color space
we're actually using right now. For offscreen stuff we assume a standard
sRGB color space.
Some platforms draw directly to the screen, which means that updates
will flicker if we draw multiple layers. Prevent this by first
composing the update on a hidden surface.
Delegate decoder object management to a separate class
Done in preparation for multi-core decoding. Keeps the complexity
out of the other classes. This also moves ownership of the
framebuffer in to CConnection. It's the CConnection object that is
aware of the threads and how to synchronise with them. Therefore
the ownership of the framebuffer must also be there to make sure
it isn't deleted whilst threads are working.
For 16-bit and 8-bit datasets, you can now run encperf with an argument of
-translate=0 to benchmark just the encoder without converting the datasets to
24-bit. This allows the output of encperf to be directly compared with that
of the TurboVNC Benchmark Tools.