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:
Aaron Kimbrell
2026-09-29 06:26:11 -05:00
parent 96d73c30a4
commit 458fb601c9
6 changed files with 134 additions and 93 deletions

View File

@@ -33,6 +33,7 @@ namespace {
w.Put<uint32_t>(41).Put<uint32_t>(1).Put<uint32_t>(0).Put<uint32_t>(0).Put<uint32_t>(0);
w.End(info);
auto objects = w.Chunk(2001);
w.At<uint32_t>(info + 32, static_cast<uint32_t>(objects)); // the file info chunk says where the objects start, as in real files
w.Put<uint32_t>(3);
w.Object(10, 4945, 1, 2, 3, "respawnname=0:NS_Portal\r");
w.Object(11, 176, -4, 0, 8, "spawntemplate=1:6010\nspawner_name=0:Crates");
@@ -121,6 +122,7 @@ TEST(WorldSceneTests, ClientDrawsWhatTheGameDraws) {
w.Put<uint32_t>(41).Put<uint32_t>(1).Put<uint32_t>(0).Put<uint32_t>(0).Put<uint32_t>(0);
w.End(info);
auto objects = w.Chunk(2001);
w.At<uint32_t>(info + 32, static_cast<uint32_t>(objects)); // the file info chunk says where the objects start, as in real files
w.Put<uint32_t>(6);
w.Object(1, 4630, 0, 0, 0, "carver_only=7:1\ncreate_physics=7:1"); // an invisible trigger cube
w.Object(2, 5651, 0, 0, 0, "carver_only=7:0"); // loaded, so drawn