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cBlockArea reading hotfix.

This should fix the crashes introduced with chunksparsing. Not the most performant solution, but at least it should work.
Ref.: #1056
This commit is contained in:
madmaxoft 2014-06-02 14:07:18 +02:00
parent 8cf4e806ba
commit b7dc4177d0

View File

@ -1835,87 +1835,133 @@ bool cBlockArea::cChunkReader::Coords(int a_ChunkX, int a_ChunkZ)
void cBlockArea::cChunkReader::ChunkData(const cChunkData & a_BlockBuffer)
void cBlockArea::cChunkReader::ChunkData(const cChunkData & a_BlockBuffer)
{
{
if (m_Area.m_BlockTypes != NULL)
{
int SizeY = m_Area.m_Size.y;
int MinY = m_Origin.y;
// SizeX, SizeZ are the dimensions of the block data to copy from the current chunk (size of the geometric union)
// OffX, OffZ are the offsets of the current chunk data from the area origin
// BaseX, BaseZ are the offsets of the area data within the current chunk from the chunk borders
int SizeX = cChunkDef::Width;
int SizeZ = cChunkDef::Width;
int OffX, OffZ;
int BaseX, BaseZ;
OffX = m_CurrentChunkX * cChunkDef::Width - m_Origin.x;
if (OffX < 0)
{
BaseX = -OffX;
SizeX += OffX; // SizeX is decreased, OffX is negative
OffX = 0;
}
else
{
BaseX = 0;
}
OffZ = m_CurrentChunkZ * cChunkDef::Width - m_Origin.z;
if (OffZ < 0)
{
BaseZ = -OffZ;
SizeZ += OffZ; // SizeZ is decreased, OffZ is negative
OffZ = 0;
}
else
{
BaseZ = 0;
}
// If the chunk extends beyond the area in the X or Z axis, cut off the Size:
if ((m_CurrentChunkX + 1) * cChunkDef::Width > m_Origin.x + m_Area.m_Size.x)
{
SizeX -= (m_CurrentChunkX + 1) * cChunkDef::Width - (m_Origin.x + m_Area.m_Size.x);
}
if ((m_CurrentChunkZ + 1) * cChunkDef::Width > m_Origin.z + m_Area.m_Size.z)
{
SizeZ -= (m_CurrentChunkZ + 1) * cChunkDef::Width - (m_Origin.z + m_Area.m_Size.z);
}
int SizeY = m_Area.m_Size.y;
int MinY = m_Origin.y;
for (int y = 0; y < SizeY; y++)
// SizeX, SizeZ are the dimensions of the block data to copy from the current chunk (size of the geometric union)
// OffX, OffZ are the offsets of the current chunk data from the area origin
// BaseX, BaseZ are the offsets of the area data within the current chunk from the chunk borders
int SizeX = cChunkDef::Width;
int SizeZ = cChunkDef::Width;
int OffX, OffZ;
int BaseX, BaseZ;
OffX = m_CurrentChunkX * cChunkDef::Width - m_Origin.x;
if (OffX < 0)
{
BaseX = -OffX;
SizeX += OffX; // SizeX is decreased, OffX is negative
OffX = 0;
}
else
{
BaseX = 0;
}
OffZ = m_CurrentChunkZ * cChunkDef::Width - m_Origin.z;
if (OffZ < 0)
{
BaseZ = -OffZ;
SizeZ += OffZ; // SizeZ is decreased, OffZ is negative
OffZ = 0;
}
else
{
BaseZ = 0;
}
// If the chunk extends beyond the area in the X or Z axis, cut off the Size:
if ((m_CurrentChunkX + 1) * cChunkDef::Width > m_Origin.x + m_Area.m_Size.x)
{
SizeX -= (m_CurrentChunkX + 1) * cChunkDef::Width - (m_Origin.x + m_Area.m_Size.x);
}
if ((m_CurrentChunkZ + 1) * cChunkDef::Width > m_Origin.z + m_Area.m_Size.z)
{
SizeZ -= (m_CurrentChunkZ + 1) * cChunkDef::Width - (m_Origin.z + m_Area.m_Size.z);
}
// Copy the blocktypes:
if (m_Area.m_BlockTypes != NULL)
{
for (int y = 0; y < SizeY; y++)
{
int InChunkY = MinY + y;
int AreaY = y;
for (int z = 0; z < SizeZ; z++)
{
int ChunkY = MinY + y;
int AreaY = y;
for (int z = 0; z < SizeZ; z++)
int InChunkZ = BaseZ + z;
int AreaZ = OffZ + z;
for (int x = 0; x < SizeX; x++)
{
int ChunkZ = BaseZ + z;
int AreaZ = OffZ + z;
for (int x = 0; x < SizeX; x++)
{
int ChunkX = BaseX + x;
int AreaX = OffX + x;
m_Area.m_BlockTypes[m_Area.MakeIndex(AreaX, AreaY, AreaZ)] = a_BlockBuffer.GetBlock(ChunkX, ChunkY, ChunkZ);
} // for x
} // for z
} // for y
}
int InChunkX = BaseX + x;
int AreaX = OffX + x;
m_Area.m_BlockTypes[m_Area.MakeIndex(AreaX, AreaY, AreaZ)] = a_BlockBuffer.GetBlock(InChunkX, InChunkY, InChunkZ);
} // for x
} // for z
} // for y
}
// Copy the block metas:
if (m_Area.m_BlockMetas != NULL)
{
a_BlockBuffer.CopyMetas(m_Area.m_BlockMetas);
for (int y = 0; y < SizeY; y++)
{
int InChunkY = MinY + y;
int AreaY = y;
for (int z = 0; z < SizeZ; z++)
{
int InChunkZ = BaseZ + z;
int AreaZ = OffZ + z;
for (int x = 0; x < SizeX; x++)
{
int InChunkX = BaseX + x;
int AreaX = OffX + x;
m_Area.m_BlockMetas[m_Area.MakeIndex(AreaX, AreaY, AreaZ)] = a_BlockBuffer.GetMeta(InChunkX, InChunkY, InChunkZ);
} // for x
} // for z
} // for y
}
// Copy the blocklight:
if (m_Area.m_BlockLight != NULL)
{
a_BlockBuffer.CopyBlockLight(m_Area.m_BlockLight);
for (int y = 0; y < SizeY; y++)
{
int InChunkY = MinY + y;
int AreaY = y;
for (int z = 0; z < SizeZ; z++)
{
int InChunkZ = BaseZ + z;
int AreaZ = OffZ + z;
for (int x = 0; x < SizeX; x++)
{
int InChunkX = BaseX + x;
int AreaX = OffX + x;
m_Area.m_BlockLight[m_Area.MakeIndex(AreaX, AreaY, AreaZ)] = a_BlockBuffer.GetBlockLight(InChunkX, InChunkY, InChunkZ);
} // for x
} // for z
} // for y
}
// Copy the skylight:
if (m_Area.m_BlockSkyLight != NULL)
{
a_BlockBuffer.CopySkyLight(m_Area.m_BlockSkyLight);
for (int y = 0; y < SizeY; y++)
{
int InChunkY = MinY + y;
int AreaY = y;
for (int z = 0; z < SizeZ; z++)
{
int InChunkZ = BaseZ + z;
int AreaZ = OffZ + z;
for (int x = 0; x < SizeX; x++)
{
int InChunkX = BaseX + x;
int AreaX = OffX + x;
m_Area.m_BlockSkyLight[m_Area.MakeIndex(AreaX, AreaY, AreaZ)] = a_BlockBuffer.GetSkyLight(InChunkX, InChunkY, InChunkZ);
} // for x
} // for z
} // for y
}
}