> The compiler has no way of knowing that the memory would be undefined
Yes it would. -fsanitize=address does a bunch of instrumentation - it allocates shadow memory to keep track of what main memory is defined, and it checks every read and write address against the shadow memory. It is a combination of compile-time instrumentation and run-time checking. And yes, it is expensive, so it should be used for debugging and not the final release.
https://clang.llvm.org/docs/AddressSanitizer.html , https://learn.microsoft.com/en-us/cpp/sanitizers/asan?view=m...
This codebase predates ASAN by the best part of a decade.
You both may be right. It could be that ASAN is not instrumenting scanf (or some other random standard lib function). Though since 2015, it certainly has been. https://github.com/google/sanitizers/issues/108
The simpler policy of "don't allow unintialized locals when declared" would also have caught it with the tools available when the game was made (though a bit ham-fisted).
I tried this with clang ASAN. Nothing happens. It won't catch this bug. ASAN detects the presence of incorrect behavior, not the absence of correct behavior.
There's no use-after-free, use-after-return, use-after-scope, or OOB access here. It's a case of "an allocated stack variable is dynamically read without being initialized only in a runtime case," which afaik no standard analyzer will catch.
The best way to identify this would be to require all locals to be initialized as a matter of policy (very unlikely to fly in a games studio, especially back then, due to the perceived performance overhead) or to debug with a form of stack initialization enabled, like "-ftrivial-auto-var-init=pattern" which while it doesn't catch the issue statically, does make it appear pretty quickly in QA (I tested).