Fix garbage characters in emulator game names

Store game names and descriptions in persistent LuaGameFactoryData
structure instead of local stack variables to prevent dangling pointers
This commit is contained in:
Adolfo Reyna
2026-02-07 13:08:22 -05:00
parent 285dffc32e
commit 22f5f1f5b2

View File

@@ -18,6 +18,8 @@ namespace fs = std::filesystem;
// Structure to hold script path for factory closure
struct LuaGameFactoryData {
char script_path[256];
char name[64];
char description[128];
};
static std::vector<LuaGameFactoryData*> factory_data_list;
@@ -124,23 +126,22 @@ int LuaGameLoader::register_all_games(GameLauncher* launcher) {
std::string script_path = entry.path().string();
// Parse metadata
char name[64];
char description[128];
parse_metadata(script_path.c_str(), name, description);
printf("LuaGameLoader: Found %s - '%s'\n", entry.path().filename().string().c_str(), name);
// Create factory data (persistent for game lifetime)
LuaGameFactoryData* data = new LuaGameFactoryData();
strncpy(data->script_path, script_path.c_str(), sizeof(data->script_path) - 1);
data->script_path[sizeof(data->script_path) - 1] = '\0';
// Parse metadata directly into persistent storage
parse_metadata(script_path.c_str(), data->name, data->description);
printf("LuaGameLoader: Found %s - '%s'\n", entry.path().filename().string().c_str(), data->name);
factory_data_list.push_back(data);
// Register with launcher - using lambda factory pattern
launcher->register_game(
name,
description[0] ? description : "Lua Script",
data->name,
data->description[0] ? data->description : "Lua Script",
[data](uint16_t width, uint16_t height, LowLevelRenderer* renderer,
LowLevelGUI* gui, InputManager* input_manager) -> Game* {
return new LuaGame(data->script_path, width, height, renderer, gui, input_manager);