Fix WorldStorage accessing null entityMap if a broken world throws an exception on load
happened to me when trying to repair a broken world file
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@ -371,15 +371,17 @@ void WorldStorage::unloadAll(bool force) {
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// or being entirely outside of the world geometry. This limits the number
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// of tries to completely uninit and store all entities before giving up
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// and just letting some entities not be stored.
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unsigned forceUnloadTries = storageConfig.getUInt("forceUnloadTries");
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for (unsigned i = 0; i < forceUnloadTries; ++i) {
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for (auto sector : sectors)
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unloadSectorToLevel(sector, SectorLoadLevel::Tiles, force);
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if (m_entityMap) {
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unsigned forceUnloadTries = storageConfig.getUInt("forceUnloadTries");
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for (unsigned i = 0; i < forceUnloadTries; ++i) {
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for (auto& sector : sectors)
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unloadSectorToLevel(sector, SectorLoadLevel::Tiles, force);
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if (!force || m_entityMap->size() == 0)
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break;
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if (!force || m_entityMap->size() == 0)
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break;
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}
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}
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for (auto sector : sectors)
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for (auto& sector : sectors)
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unloadSectorToLevel(sector, SectorLoadLevel::None, force);
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} catch (std::exception const& e) {
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@ -721,71 +723,71 @@ bool WorldStorage::unloadSectorToLevel(Sector const& sector, SectorLoadLevel tar
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if (!m_tileArray->sectorValid(sector) || targetLoadLevel == SectorLoadLevel::Loaded)
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return true;
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auto entityFactory = Root::singleton().entityFactory();
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auto& metadata = m_sectorMetadata[sector];
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List<EntityPtr> entitiesToStore;
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List<EntityPtr> entitiesToRemove;
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bool entitiesOverlap = false;
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if (m_entityMap) {
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auto entityFactory = Root::singleton().entityFactory();
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List<EntityPtr> entitiesToStore;
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List<EntityPtr> entitiesToRemove;
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for (auto& entity : m_entityMap->entityQuery(RectF(m_tileArray->sectorRegion(sector)))) {
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// Only store / remove entities who belong to this sector. If an entity
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// overlaps with this sector but does not belong to it, we may not want to
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// completely unload it.
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auto position = entity->position();
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if (!belongsInSector(sector, position)) {
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if (auto entitySector = sectorForPosition(Vec2I(position))) {
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if (auto p = m_sectorMetadata.ptr(*entitySector))
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entitiesOverlap |= p->timeToLive > 0.0f;
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for (auto& entity : m_entityMap->entityQuery(RectF(m_tileArray->sectorRegion(sector)))) {
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// Only store / remove entities who belong to this sector. If an entity
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// overlaps with this sector but does not belong to it, we may not want to
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// completely unload it.
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auto position = entity->position();
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if (!belongsInSector(sector, position)) {
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if (auto entitySector = sectorForPosition(Vec2I(position))) {
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if (auto p = m_sectorMetadata.ptr(*entitySector))
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entitiesOverlap |= p->timeToLive > 0.0f;
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}
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continue;
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}
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continue;
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bool keepAlive = m_generatorFacade->entityKeepAlive(this, entity);
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if (keepAlive && !force)
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return false;
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if (m_generatorFacade->entityPersistent(this, entity))
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entitiesToStore.append(std::move(entity));
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else
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entitiesToRemove.append(std::move(entity));
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}
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bool keepAlive = m_generatorFacade->entityKeepAlive(this, entity);
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if (keepAlive && !force)
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return false;
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if (m_generatorFacade->entityPersistent(this, entity))
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entitiesToStore.append(std::move(entity));
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else
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entitiesToRemove.append(std::move(entity));
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}
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for (auto const& entity : entitiesToRemove) {
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m_entityMap->removeEntity(entity->entityId());
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m_generatorFacade->destructEntity(this, entity);
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}
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if (metadata.loadLevel == SectorLoadLevel::Entities || !entitiesToStore.empty()) {
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EntitySectorStore sectorStore;
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// If our current load level indicates that we might have entities that are
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// not loaded, we need to load and merge with them, otherwise we should be
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// overwriting them.
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if (metadata.loadLevel < SectorLoadLevel::Entities) {
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if (auto res = m_db.find(entitySectorKey(sector)))
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sectorStore = readEntitySector(*res);
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}
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UniqueIndexStore storedUniques;
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for (auto const& entity : entitiesToStore) {
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for (auto const& entity : entitiesToRemove) {
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m_entityMap->removeEntity(entity->entityId());
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m_generatorFacade->destructEntity(this, entity);
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auto position = entity->position();
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if (auto uniqueId = entity->uniqueId())
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storedUniques.add(*uniqueId, {sector, position});
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sectorStore.append(entityFactory->storeVersionedEntity(entity));
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}
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m_db.insert(entitySectorKey(sector), writeEntitySector(sectorStore));
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if (metadata.loadLevel < SectorLoadLevel::Entities)
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mergeSectorUniques(sector, storedUniques);
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else
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updateSectorUniques(sector, storedUniques);
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if (metadata.loadLevel == SectorLoadLevel::Entities) {
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metadata.loadLevel = SectorLoadLevel::Tiles;
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m_generatorFacade->sectorLoadLevelChanged(this, sector, SectorLoadLevel::Tiles);
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if (metadata.loadLevel == SectorLoadLevel::Entities || !entitiesToStore.empty()) {
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EntitySectorStore sectorStore;
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// If our current load level indicates that we might have entities that are
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// not loaded, we need to load and merge with them, otherwise we should be
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// overwriting them.
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if (metadata.loadLevel < SectorLoadLevel::Entities) {
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if (auto res = m_db.find(entitySectorKey(sector)))
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sectorStore = readEntitySector(*res);
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}
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UniqueIndexStore storedUniques;
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for (auto const& entity : entitiesToStore) {
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m_entityMap->removeEntity(entity->entityId());
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m_generatorFacade->destructEntity(this, entity);
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auto position = entity->position();
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if (auto uniqueId = entity->uniqueId())
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storedUniques.add(*uniqueId, {sector, position});
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sectorStore.append(entityFactory->storeVersionedEntity(entity));
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}
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m_db.insert(entitySectorKey(sector), writeEntitySector(sectorStore));
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if (metadata.loadLevel < SectorLoadLevel::Entities)
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mergeSectorUniques(sector, storedUniques);
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else
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updateSectorUniques(sector, storedUniques);
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if (metadata.loadLevel == SectorLoadLevel::Entities) {
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metadata.loadLevel = SectorLoadLevel::Tiles;
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m_generatorFacade->sectorLoadLevelChanged(this, sector, SectorLoadLevel::Tiles);
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}
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}
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}
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