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Fixed TrappedChest saving. (#3423)

Vanilla uses "Chest" in NBT for trapped chests.
This commit is contained in:
Mattes D 2016-11-07 21:16:55 +01:00 committed by GitHub
parent 32b38fb264
commit 0870649994
2 changed files with 16 additions and 5 deletions

View File

@ -215,7 +215,7 @@ void cNBTChunkSerializer::AddBrewingstandEntity(cBrewingstandEntity * a_Brewings
void cNBTChunkSerializer::AddChestEntity(cChestEntity * a_Entity, BLOCKTYPE a_ChestType)
{
m_Writer.BeginCompound("");
AddBasicTileEntity(a_Entity, (a_ChestType == E_BLOCK_CHEST) ? "Chest" : "TrappedChest");
AddBasicTileEntity(a_Entity, "Chest");
m_Writer.BeginList("Items", TAG_Compound);
AddItemGrid(a_Entity->GetContents());
m_Writer.EndList();

View File

@ -980,13 +980,24 @@ cBlockEntity * cWSSAnvil::LoadBrewingstandFromNBT(const cParsedNBT & a_NBT, int
cBlockEntity * cWSSAnvil::LoadChestFromNBT(const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_ChestBlockType)
{
// Check if the data has a proper type:
// TODO: Does vanilla use "TrappedChest" or not? MCWiki says no, but previous code says yes
// Ref.: http://minecraft.gamepedia.com/Trapped_Chest
// https://github.com/cuberite/cuberite/blob/d0551e2e0a98a28f31a88d489d17b408e4a7d38d/src/WorldStorage/WSSAnvil.cpp#L637
if (!CheckBlockEntityType(a_NBT, a_TagIdx, "Chest") && !CheckBlockEntityType(a_NBT, a_TagIdx, "TrappedChest"))
// Note that older Cuberite code used "TrappedChest" for trapped chests; new code mimics vanilla and uses "Chest" throughout, but we allow migration here:
if (a_NBT.GetType(a_TagIdx) != TAG_Compound)
{
return nullptr;
}
int TagID = a_NBT.FindChildByName(a_TagIdx, "id");
if ((TagID < 0) || (a_NBT.GetType(TagID) != TAG_String))
{
return nullptr;
}
auto BlockEntityType = a_NBT.GetString(TagID);
if ((BlockEntityType != "Chest") && (BlockEntityType != "TrappedChest"))
{
LOGWARNING("Block entity type mismatch at {%d, %d, %d}: got \"%s\", expected \"Chest\". Chest contents will be lost.",
a_BlockX, a_BlockY, a_BlockZ, BlockEntityType.c_str()
);
return nullptr;
}
int Items = a_NBT.FindChildByName(a_TagIdx, "Items");
if ((Items < 0) || (a_NBT.GetType(Items) != TAG_List))