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https://github.com/DarkflameUniverse/DarkflameServer.git
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fix(level): find a scene file's chunks and sections as the client does
SceneLoader::ReadLvlFile (1.10.64):
- chunked files: the file info chunk starts the file and gives where
the environment, object and particle chunks start, 0 for none
(DoLvlChunk, ReadLvlChunk1000); the reader walked the chunks one after
another by their sizes instead;
- older files: the editor settings are a u32 size and that many bytes
(SceneLoader::ReadEditorSettings, skipped by size); the reader took
them for a u32 and then a count of 12 byte points;
- older files before version 3 have no objects for the client ("Level
file is unsupported").
LevelFile now does the same. Every scene file on disk reads the same
objects as before.
Check in game: every world spawns its objects as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -416,6 +416,7 @@ TEST(LevelFileTests, ReadsChunkedObjects) {
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w.Put<uint32_t>(41).Put<uint32_t>(9).Put<uint32_t>(0).Put<uint32_t>(0).Put<uint32_t>(0);
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end(info);
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const auto objects = chunk(LevelFile::SceneObjectData);
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w.At<uint32_t>(info + 20 + 12, static_cast<uint32_t>(objects)); // the file info gives where the objects start
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w.Put<uint32_t>(2);
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w.Object(41, 4945, 10, "respawnname=0:NS_LW_Portal\nloadOnClientOnly=7:1");
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w.Object(41, 176, -4, "spawntemplate=1:6010");
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@@ -474,6 +475,36 @@ TEST(LevelFileTests, ReadsObjectsAsTheClient) {
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EXPECT_EQ(level.objects[1].position.x, 5.0f);
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}
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// Editor settings are skipped by their size; a file older than version 3 has no objects for the client
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TEST(LevelFileTests, SkipsEditorSettingsBySize) {
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ZoneBytes w;
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w.Put<uint16_t>(37).Put<uint16_t>(0).Put<uint8_t>(0).Put<uint32_t>(4); // version, type, important, revision
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w.data.append(48 + 8 + 12 + 12 + 12 + 16, '\0'); // lighting
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w.Put<uint32_t>(0); // skydome
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for (int i = 0; i < 5; i++) w.Put<uint32_t>(0);
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w.Put<uint32_t>(7);
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w.data.append(7, '\x55'); // editor settings
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w.Put<uint32_t>(1);
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w.Object(37, 4945, 3, "a=0:b");
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std::istringstream stream(w.Done());
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LevelFile level;
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level.Read(stream);
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ASSERT_EQ(level.objects.size(), 1u);
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EXPECT_EQ(level.objects[0].lot, 4945);
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EXPECT_EQ(level.chunkHeaders.begin()->second.fileInfo.revision, 4u);
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ZoneBytes old;
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old.Put<uint16_t>(2).Put<uint16_t>(0);
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old.data.append(48 + 12, '\0');
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old.Put<uint32_t>(0).Put<uint32_t>(1);
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old.Object(2, 1, 0, "a=0:b");
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std::istringstream oldStream(old.Done());
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LevelFile oldLevel;
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oldLevel.Read(oldStream);
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EXPECT_TRUE(oldLevel.objects.empty());
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}
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TEST(LevelFileTests, DamagedFilesKeepWhatWasRead) {
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ZoneBytes w;
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w.Put<uint16_t>(30).Put<uint16_t>(0);
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@@ -32,6 +32,7 @@ namespace {
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w.Put<uint32_t>(41).Put<uint32_t>(1).Put<uint32_t>(0).Put<uint32_t>(0).Put<uint32_t>(0);
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w.End(info);
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auto objects = w.Chunk(2001);
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w.At<uint32_t>(info + 32, static_cast<uint32_t>(objects)); // the file info chunk says where the objects start, as in real files
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w.Put<uint32_t>(4);
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w.Object(4945, 10, 20, 30, "respawnname=0:NS_LW_Portal\ncustom_config_names=0:");
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w.Object(6010, 1, 1, 1, "spawntemplate=1:6010"); // not a spawn point
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@@ -255,6 +255,7 @@ TEST(LevelGatingTests, CountsGatedObjects) {
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w.Put<uint32_t>(41).Put<uint32_t>(1).Put<uint32_t>(0).Put<uint32_t>(0).Put<uint32_t>(0);
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w.End(info);
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auto objects = w.Chunk(2001);
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w.At<uint32_t>(info + 32, static_cast<uint32_t>(objects)); // the file info chunk says where the objects start, as in real files
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w.Put<uint32_t>(5);
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w.Object(1000, "gatingOnFeature=13:oct2011content");
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w.Object(1001, "custom_config_names=0:\ngatingOnFeature=13:oct2011content\r");
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@@ -33,6 +33,7 @@ namespace {
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w.Put<uint32_t>(41).Put<uint32_t>(1).Put<uint32_t>(0).Put<uint32_t>(0).Put<uint32_t>(0);
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w.End(info);
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auto objects = w.Chunk(2001);
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w.At<uint32_t>(info + 32, static_cast<uint32_t>(objects)); // the file info chunk says where the objects start, as in real files
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w.Put<uint32_t>(3);
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w.Object(10, 4945, 1, 2, 3, "respawnname=0:NS_Portal\r");
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w.Object(11, 176, -4, 0, 8, "spawntemplate=1:6010\nspawner_name=0:Crates");
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@@ -121,6 +122,7 @@ TEST(WorldSceneTests, ClientDrawsWhatTheGameDraws) {
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w.Put<uint32_t>(41).Put<uint32_t>(1).Put<uint32_t>(0).Put<uint32_t>(0).Put<uint32_t>(0);
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w.End(info);
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auto objects = w.Chunk(2001);
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w.At<uint32_t>(info + 32, static_cast<uint32_t>(objects)); // the file info chunk says where the objects start, as in real files
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w.Put<uint32_t>(6);
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w.Object(1, 4630, 0, 0, 0, "carver_only=7:1\ncreate_physics=7:1"); // an invisible trigger cube
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w.Object(2, 5651, 0, 0, 0, "carver_only=7:0"); // loaded, so drawn
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