Remove unsave usage of strncpy.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@42455 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -55,7 +55,7 @@ GameProducer::GameProducer(GameSoundBuffer* object,
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fPreferredFormat.u.raw_audio.channel_count = format->channel_count;
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fPreferredFormat.u.raw_audio.frame_rate = format->frame_rate; // measured in Hertz
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fPreferredFormat.u.raw_audio.byte_order = format->byte_order;
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// fPreferredFormat.u.raw_audio.channel_mask = B_CHANNEL_LEFT & B_CHANNEL_RIGHT;
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// fPreferredFormat.u.raw_audio.channel_mask = B_CHANNEL_LEFT | B_CHANNEL_RIGHT;
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// fPreferredFormat.u.raw_audio.valid_bits = 32;
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// fPreferredFormat.u.raw_audio.matrix_mask = B_MATRIX_AMBISONIC_WXYZ;
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@@ -186,7 +186,7 @@ GameProducer::PrepareToConnect(const media_source& what, const media_destination
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fOutput.destination = where;
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fOutput.format = *format;
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*out_source = fOutput.source;
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strncpy(out_name, fOutput.name, B_MEDIA_NAME_LENGTH);
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strlcpy(out_name, fOutput.name, B_MEDIA_NAME_LENGTH);
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return B_OK;
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}
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@@ -207,7 +207,7 @@ GameProducer::Connect(status_t error, const media_source& source, const media_de
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// that we agreed on, and report our connection name again.
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fOutput.destination = destination;
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fOutput.format = format;
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strncpy(io_name, fOutput.name, B_MEDIA_NAME_LENGTH);
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strlcpy(io_name, fOutput.name, B_MEDIA_NAME_LENGTH);
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// Now that we're connected, we can determine our downstream latency.
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// Do so, then make sure we get our events early enough.
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@@ -393,7 +393,7 @@ GameProducer::NodeRegistered()
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fOutput.source.port = ControlPort();
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fOutput.source.id = 0;
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fOutput.node = Node();
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::strcpy(fOutput.name, "GameProducer Output");
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strlcpy(fOutput.name, "GameProducer Output", B_MEDIA_NAME_LENGTH);
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}
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@@ -844,9 +844,9 @@ BWindowScreen::_GetCardInfo()
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fCardInfo.height = mode.virtual_height;
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if (mode.space & 0x10)
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strncpy(fCardInfo.rgba_order, "rgba", 4);
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memcpy(fCardInfo.rgba_order, "rgba", 4);
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else
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strncpy(fCardInfo.rgba_order, "bgra", 4);
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memcpy(fCardInfo.rgba_order, "bgra", 4);
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fCardInfo.flags = 0;
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if (mode.flags & B_SCROLL)
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