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Command fuzzing could be made much more intelligently:
Execute a command with (unique) random parameters
If the handler just outputs a message to the player, try to see if it contains the command name, if so, try to parse usage (number of parameters) from it, otherwise just retry a few times with a different count of parameters
If the command handler accesses special APIs, take note which parameter is used for the API call and use a proper value for the next retry.
cRoot:GetWorld() -> the param is a world name
cWorld:GetPlayer(), cWorld:DoWithPlayer() -> the param is a player name
tonumber -> a number is expected for this param
Retry a few times with params adjusted based on the heuristics in step 3.
The text was updated successfully, but these errors were encountered:
That is a possibility, but that would be already a bit too "chatty" for a description file. If we can auto-detect the param usage, that should be enough.
It's still possible to test individual commands using the Scenario file's playerCommand action, after all.
Command fuzzing could be made much more intelligently:
cRoot:GetWorld()
-> the param is a world namecWorld:GetPlayer()
,cWorld:DoWithPlayer()
-> the param is a player nametonumber
-> a number is expected for this paramThe text was updated successfully, but these errors were encountered: