mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- Fixed error reporting for the BSP loader
Using global variables for this is bad, and it didn't even catch all cases. Now a node build is only considered successful if everything is set up successfully. # Conflicts: # src/maploader/maploader.cpp
This commit is contained in:
parent
cd9fa75ede
commit
7966282c1c
2 changed files with 61 additions and 63 deletions
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@ -650,7 +650,7 @@ void MapLoader::LoadZNodes(FileReader &data, int glnodes)
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//
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//===========================================================================
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void MapLoader::LoadExtendedNodes (FileReader &dalump, uint32_t id)
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bool MapLoader::LoadExtendedNodes (FileReader &dalump, uint32_t id)
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{
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int type;
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bool compressed;
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@ -698,21 +698,40 @@ void MapLoader::LoadExtendedNodes (FileReader &dalump, uint32_t id)
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break;
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default:
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return;
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return false;
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}
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if (compressed)
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try
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{
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FileReader zip;
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if (zip.OpenDecompressor(dalump, -1, METHOD_ZLIB, false))
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if (compressed)
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{
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LoadZNodes(zip, type);
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FileReader zip;
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if (zip.OpenDecompressor(dalump, -1, METHOD_ZLIB, false))
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{
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LoadZNodes(zip, type);
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}
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else
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{
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Printf("Error loading nodes: Corrupt data.\n");
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return false;
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}
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}
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else
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{
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LoadZNodes(dalump, type);
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}
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return true;
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}
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else
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catch (CRecoverableError &error)
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{
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LoadZNodes(dalump, type);
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Printf("Error loading nodes: %s\n", error.GetMessage());
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Level->subsectors.Clear();
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Level->segs.Clear();
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Level->nodes.Clear();
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return false;
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}
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}
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@ -750,7 +769,7 @@ struct badseg
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};
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template<class segtype>
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void MapLoader::LoadSegs (MapData * map)
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bool MapLoader::LoadSegs (MapData * map)
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{
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uint32_t numvertexes = Level->vertexes.Size();
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TArray<uint8_t> vertchanged(numvertexes, true);
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@ -769,8 +788,7 @@ void MapLoader::LoadSegs (MapData * map)
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Printf ("This map has no segs.\n");
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Level->subsectors.Clear();
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Level->nodes.Clear();
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ForceNodeBuild = true;
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return;
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return false;
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}
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Level->segs.Alloc(numsegs);
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@ -921,8 +939,9 @@ void MapLoader::LoadSegs (MapData * map)
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Level->segs.Clear();
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Level->subsectors.Clear();
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Level->nodes.Clear();
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ForceNodeBuild = true;
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return false;
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}
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return true;
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}
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@ -933,7 +952,7 @@ void MapLoader::LoadSegs (MapData * map)
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//===========================================================================
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template<class subsectortype, class segtype>
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void MapLoader::LoadSubsectors (MapData * map)
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bool MapLoader::LoadSubsectors (MapData * map)
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{
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uint32_t maxseg = map->Size(ML_SEGS) / sizeof(segtype);
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@ -943,8 +962,7 @@ void MapLoader::LoadSubsectors (MapData * map)
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{
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Printf ("This map has an incomplete BSP tree.\n");
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Level->nodes.Clear();
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ForceNodeBuild = true;
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return;
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return false;
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}
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auto &subsectors = Level->subsectors;
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@ -965,8 +983,7 @@ void MapLoader::LoadSubsectors (MapData * map)
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Printf ("Subsector %i is empty.\n", i);
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Level->subsectors.Clear();
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Level->nodes.Clear();
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ForceNodeBuild = true;
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return;
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return false;
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}
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subsectors[i].numlines = subd.numsegs;
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@ -977,22 +994,22 @@ void MapLoader::LoadSubsectors (MapData * map)
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Printf ("Subsector %d contains invalid segs %u-%u\n"
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"The BSP will be rebuilt.\n", i, (unsigned)((size_t)subsectors[i].firstline),
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(unsigned)((size_t)subsectors[i].firstline) + subsectors[i].numlines - 1);
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ForceNodeBuild = true;
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Level->nodes.Clear();
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Level->subsectors.Clear();
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break;
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return false;
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}
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else if ((size_t)subsectors[i].firstline + subsectors[i].numlines > maxseg)
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{
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Printf ("Subsector %d contains invalid segs %u-%u\n"
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"The BSP will be rebuilt.\n", i, maxseg,
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(unsigned)((size_t)subsectors[i].firstline) + subsectors[i].numlines - 1);
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ForceNodeBuild = true;
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Level->nodes.Clear();
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Level->subsectors.Clear();
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break;
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return false;
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}
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}
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return true;
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}
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@ -1102,7 +1119,7 @@ void MapLoader::LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
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//===========================================================================
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template<class nodetype, class subsectortype>
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void MapLoader::LoadNodes (MapData * map)
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bool MapLoader::LoadNodes (MapData * map)
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{
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FMemLump data;
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int j;
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@ -1117,8 +1134,7 @@ void MapLoader::LoadNodes (MapData * map)
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if ((numnodes == 0 && maxss != 1) || maxss == 0)
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{
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ForceNodeBuild = true;
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return;
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return false;
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}
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auto &nodes = Level->nodes;
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@ -1146,9 +1162,8 @@ void MapLoader::LoadNodes (MapData * map)
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{
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Printf ("BSP node %d references invalid subsector %d.\n"
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"The BSP will be rebuilt.\n", i, child);
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ForceNodeBuild = true;
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Level->nodes.Clear();
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return;
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return false;
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}
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no->children[j] = (uint8_t *)&Level->subsectors[child] + 1;
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}
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@ -1156,18 +1171,16 @@ void MapLoader::LoadNodes (MapData * map)
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{
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Printf ("BSP node %d references invalid node %d.\n"
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"The BSP will be rebuilt.\n", i, Index(((node_t *)no->children[j])));
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ForceNodeBuild = true;
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Level->nodes.Clear();
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return;
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return false;
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}
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else if (used[child])
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{
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Printf ("BSP node %d references node %d,\n"
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"which is already used by node %d.\n"
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"The BSP will be rebuilt.\n", i, child, used[child]-1);
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ForceNodeBuild = true;
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Level->nodes.Clear();
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return;
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return false;
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}
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else
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{
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@ -1180,6 +1193,7 @@ void MapLoader::LoadNodes (MapData * map)
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}
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}
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}
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return true;
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}
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//===========================================================================
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@ -3040,22 +3054,11 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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idcheck6 = MAKE_ID('X', 'G', 'L', '3');
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}
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bool NodesLoaded = false;
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if (fr != nullptr && fr->isOpen()) fr->Read(&id, 4);
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if (id != 0 && (id == idcheck || id == idcheck2 || id == idcheck3 || id == idcheck4 || id == idcheck5 || id == idcheck6))
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{
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try
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{
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LoadExtendedNodes(*fr, id);
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}
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catch (CRecoverableError &error)
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{
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Printf("Error loading nodes: %s\n", error.GetMessage());
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ForceNodeBuild = true;
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Level->subsectors.Clear();
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Level->segs.Clear();
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Level->nodes.Clear();
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}
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NodesLoaded = LoadExtendedNodes(*fr, id);
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}
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else if (!map->isText) // regular nodes are not supported for text maps
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{
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@ -3065,29 +3068,26 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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{
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if (!P_CheckV4Nodes(map))
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{
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LoadSubsectors<mapsubsector_t, mapseg_t>(map);
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if (!ForceNodeBuild) LoadNodes<mapnode_t, mapsubsector_t>(map);
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if (!ForceNodeBuild) LoadSegs<mapseg_t>(map);
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NodesLoaded = LoadSubsectors<mapsubsector_t, mapseg_t>(map) &&
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LoadNodes<mapnode_t, mapsubsector_t>(map) &&
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LoadSegs<mapseg_t>(map);
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}
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else
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{
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LoadSubsectors<mapsubsector4_t, mapseg4_t>(map);
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if (!ForceNodeBuild) LoadNodes<mapnode4_t, mapsubsector4_t>(map);
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if (!ForceNodeBuild) LoadSegs<mapseg4_t>(map);
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NodesLoaded = LoadSubsectors<mapsubsector4_t, mapseg4_t>(map) &&
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LoadNodes<mapnode4_t, mapsubsector4_t>(map) &&
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LoadSegs<mapseg4_t>(map);
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}
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}
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else ForceNodeBuild = true;
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}
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else ForceNodeBuild = true;
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// If loading the regular nodes failed try GL nodes before considering a rebuild
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if (ForceNodeBuild)
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if (!NodesLoaded)
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{
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if (LoadGLNodes(map))
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{
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ForceNodeBuild = false;
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reloop = true;
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}
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else
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ForceNodeBuild = true;
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}
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}
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else reloop = true;
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@ -3117,9 +3117,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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0, 0, 0, 0
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};
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leveldata.FindMapBounds();
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// We need GL nodes if am_textured is on.
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// In case a sync critical game mode is started, also build GL nodes to avoid problems
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// if the different machines' am_textured setting differs.
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FNodeBuilder builder(leveldata, polyspots, anchors, BuildGLNodes);
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builder.Extract(*Level);
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endTime = I_msTime();
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@ -3218,7 +3216,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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node.len = (float)g_sqrt(fdx * fdx + fdy * fdy);
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}
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InitRenderInfo(); // create hardware independent renderer resources for the Level-> This must be done BEFORE the PolyObj Spawn!!!
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InitRenderInfo(); // create hardware independent renderer resources for the level. This must be done BEFORE the PolyObj Spawn!!!
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P_ClearDynamic3DFloorData(); // CreateVBO must be run on the plain 3D floor data.
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screen->mVertexData->CreateVBO();
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@ -232,10 +232,10 @@ public:
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void FloodZones();
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void LoadVertexes(MapData * map);
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void LoadExtendedNodes(FileReader &dalump, uint32_t id);
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template<class segtype> void LoadSegs(MapData * map);
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template<class subsectortype, class segtype> void LoadSubsectors(MapData * map);
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template<class nodetype, class subsectortype> void LoadNodes(MapData * map);
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bool LoadExtendedNodes(FileReader &dalump, uint32_t id);
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template<class segtype> bool LoadSegs(MapData * map);
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template<class subsectortype, class segtype> bool LoadSubsectors(MapData * map);
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template<class nodetype, class subsectortype> bool LoadNodes(MapData * map);
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bool LoadGLNodes(MapData * map);
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bool CheckCachedNodes(MapData *map);
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bool CheckNodes(MapData * map, bool rebuilt, int buildtime);
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