fix: load the zone without scene lookups when its raw terrain is missing or unreadable

Log at debug when it parses; build the terrain mesh only for the OBJ export; read the zone name and description only for version 31 and later, as the client does.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-10-16 11:13:19 -05:00
parent 0df0f0e426
commit 53d4c1fe2f
2 changed files with 18 additions and 23 deletions

View File

@@ -94,39 +94,36 @@ void Zone::LoadZoneIntoMemory() {
} }
BinaryIO::ReadString<uint8_t>(file, m_ZoneRawPath, BinaryIO::ReadType::String); BinaryIO::ReadString<uint8_t>(file, m_ZoneRawPath, BinaryIO::ReadType::String);
BinaryIO::ReadString<uint8_t>(file, m_ZoneName, BinaryIO::ReadType::String); if (m_FileFormatVersion > Zone::FileFormatVersion::PrePreAlpha) {
BinaryIO::ReadString<uint8_t>(file, m_ZoneDesc, BinaryIO::ReadType::String); BinaryIO::ReadString<uint8_t>(file, m_ZoneName, BinaryIO::ReadType::String);
BinaryIO::ReadString<uint8_t>(file, m_ZoneDesc, BinaryIO::ReadType::String);
auto zoneFolderPath = m_ZoneFilePath.substr(0, m_ZoneFilePath.rfind('/') + 1);
if (!Game::assetManager->HasFile(zoneFolderPath + m_ZoneRawPath)) {
LOG("Failed to find %s", (zoneFolderPath + m_ZoneRawPath).c_str());
throw std::runtime_error("Aborting Zone loading due to no Zone Raw File.");
} }
auto rawFile = Game::assetManager->GetFile(zoneFolderPath + m_ZoneRawPath); // The terrain gives the scene at a position. Like the client, a missing or unreadable .raw is logged
// and the zone loads without it.
const auto rawPath = m_ZoneFilePath.substr(0, m_ZoneFilePath.rfind('/') + 1) + m_ZoneRawPath;
if (m_FileFormatVersion < Zone::FileFormatVersion::PrePreAlpha) { if (m_FileFormatVersion < Zone::FileFormatVersion::PrePreAlpha) {
LOG("Zone %s uses legacy raw terrain format (version %u) which is not supported", m_ZoneFilePath.c_str(), static_cast<uint32_t>(m_FileFormatVersion)); LOG("Zone %s uses the legacy raw terrain format (version %u), which is not supported; no scene lookups", m_ZoneFilePath.c_str(), static_cast<uint32_t>(m_FileFormatVersion));
throw std::runtime_error("Aborting Zone loading due to unsupported Raw File version."); } else if (!Game::assetManager->HasFile(rawPath)) {
LOG("Failed to find %s; no scene lookups", rawPath.c_str());
} else { } else {
auto rawFile = Game::assetManager->GetFile(rawPath);
if (Raw::ReadRaw(rawFile, m_Raw)) { if (Raw::ReadRaw(rawFile, m_Raw)) {
LOG("Successfully parsed %s", (zoneFolderPath + m_ZoneRawPath).c_str()); LOG_DEBUG("Successfully parsed %s", rawPath.c_str());
} else { } else {
LOG("Failed to parse %s", (zoneFolderPath + m_ZoneRawPath).c_str()); LOG("Failed to parse %s; no scene lookups", rawPath.c_str());
throw std::runtime_error("Aborting Zone loading due to invalid Raw File."); m_Raw = Raw::Raw{};
} }
} }
// Optionally export terrain mesh to OBJ for debugging/visualization // Optionally export terrain mesh to OBJ for debugging/visualization
if (Game::config->GetValue("export_terrain_to_obj") == "1") { if (Game::config->GetValue("export_terrain_to_obj") == "1") {
Raw::TerrainMesh terrainMesh;
Raw::GenerateTerrainMesh(m_Raw, terrainMesh);
LOG("Generated terrain mesh with %zu vertices and %zu triangles", terrainMesh.vertices.size(), terrainMesh.triangles.size() / 3);
// Generate terrain mesh const std::string objFileName = "terrain_" + std::to_string(m_ZoneID.GetMapID()) + ".obj";
Raw::GenerateTerrainMesh(m_Raw, m_TerrainMesh); if (Raw::WriteTerrainMeshToOBJ(terrainMesh, objFileName)) {
LOG("Generated terrain mesh with %zu vertices and %zu triangles", m_TerrainMesh.vertices.size(), m_TerrainMesh.triangles.size() / 3);
// Write to OBJ
std::string objFileName = "terrain_" + std::to_string(m_ZoneID.GetMapID()) + ".obj";
if (Raw::WriteTerrainMeshToOBJ(m_TerrainMesh, objFileName)) {
LOG("Exported terrain mesh to %s", objFileName.c_str()); LOG("Exported terrain mesh to %s", objFileName.c_str());
} }
} }

View File

@@ -234,7 +234,6 @@ public:
void SetSpawnRot(const NiQuaternion& rot) { m_SpawnpointRotation = rot; } void SetSpawnRot(const NiQuaternion& rot) { m_SpawnpointRotation = rot; }
const Raw::Raw& GetZoneRaw() const { return m_Raw; } const Raw::Raw& GetZoneRaw() const { return m_Raw; }
const Raw::TerrainMesh& GetTerrainMesh() const { return m_TerrainMesh; }
const SceneRef* GetScene(LWOSCENEID sceneID) const; const SceneRef* GetScene(LWOSCENEID sceneID) const;
const std::vector<SceneTransition>& GetSceneTransitions() const { return m_SceneTransitions; } const std::vector<SceneTransition>& GetSceneTransitions() const { return m_SceneTransitions; }
const std::map<LWOSCENEID, SceneRef>& GetScenes() const { return m_Scenes; } const std::map<LWOSCENEID, SceneRef>& GetScenes() const { return m_Scenes; }
@@ -256,7 +255,6 @@ private:
std::string m_ZoneDesc; //Description of the zone by a level designer std::string m_ZoneDesc; //Description of the zone by a level designer
std::string m_ZoneRawPath; //Path to the .raw file of this zone. std::string m_ZoneRawPath; //Path to the .raw file of this zone.
Raw::Raw m_Raw; // The Raw data for this zone Raw::Raw m_Raw; // The Raw data for this zone
Raw::TerrainMesh m_TerrainMesh; // Pre-generated terrain mesh for fast scene lookups
std::map<LWOSCENEID, SceneRef> m_Scenes; std::map<LWOSCENEID, SceneRef> m_Scenes;
std::vector<SceneTransition> m_SceneTransitions; std::vector<SceneTransition> m_SceneTransitions;