don't try to load the raw if the map version is too old

fixup some comments
This commit is contained in:
Aaron Kimbrell
2025-10-16 15:20:31 -05:00
parent 19637a9795
commit c87c9c20be
2 changed files with 32 additions and 21 deletions

View File

@@ -100,7 +100,7 @@ namespace Raw {
return false;
}
// ColorMap (size varies by version)
// ColorMap
if (version >= 32) {
BinaryIO::BinaryRead(stream, chunk.colorMapResolution);
} else {
@@ -114,8 +114,7 @@ namespace Raw {
if (stream.fail()) {
return false;
}
// LightMap DDS
// LightMap/diffusemap.dds
uint32_t lightMapSize;
BinaryIO::BinaryRead(stream, lightMapSize);
@@ -126,7 +125,7 @@ namespace Raw {
return false;
}
// TextureMap (size varies by version)
// TextureMap
if (version >= 32) {
BinaryIO::BinaryRead(stream, chunk.textureMapResolution);
} else {

View File

@@ -57,6 +57,11 @@ void Zone::LoadZoneIntoMemory() {
if (file) {
BinaryIO::BinaryRead(file, m_FileFormatVersion);
if (m_FileFormatVersion < Zone::FileFormatVersion::PrePreAlpha) {
LOG("Zone %s is too old to be supported, please update the map", m_ZoneFilePath.c_str());
throw std::runtime_error("Aborting Zone loading due to old Zone File.");
}
uint32_t mapRevision = 0;
if (m_FileFormatVersion >= Zone::FileFormatVersion::Alpha) BinaryIO::BinaryRead(file, mapRevision);
@@ -92,23 +97,30 @@ void Zone::LoadZoneIntoMemory() {
throw std::runtime_error("Aborting Zone loading due to no Zone Raw File.");
}
auto rawFile = Game::assetManager->GetFile(zoneFolderPath + m_ZoneRawPath);
if (!Raw::ReadRaw(rawFile, m_Raw)) {
LOG("Failed to parse %s", (zoneFolderPath + m_ZoneRawPath).c_str());
throw std::runtime_error("Aborting Zone loading due to invalid Raw File.");
}
// Generate terrain mesh for fast scene lookups
Raw::GenerateTerrainMesh(m_Raw, m_TerrainMesh);
LOG("Generated terrain mesh with %llu vertices and %llu triangles",
m_TerrainMesh.vertices.size(), m_TerrainMesh.triangles.size() / 3);
// Optionally export terrain mesh to OBJ for debugging/visualization
if (Game::config->GetValue("export_terrain_to_obj") == "1") {
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());
if (m_FileFormatVersion >= Zone::FileFormatVersion::PrePreAlpha) {
auto rawFile = Game::assetManager->GetFile(zoneFolderPath + m_ZoneRawPath);
if (!Raw::ReadRaw(rawFile, m_Raw)) {
LOG("Failed to parse %s", (zoneFolderPath + m_ZoneRawPath).c_str());
throw std::runtime_error("Aborting Zone loading due to invalid Raw File.");
}
LOG("Loaded Raw Terrain with %u chunks", m_Raw.numChunks);
// Optionally export terrain mesh to OBJ for debugging/visualization
if (Game::config->GetValue("export_terrain_to_obj") == "1") {
// Generate terrain mesh
Raw::GenerateTerrainMesh(m_Raw, m_TerrainMesh);
LOG("Generated terrain mesh with %llu vertices and %llu 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());
}
}
} else {
LOG("Zone %s is too old to have Raw data, please update the map", m_ZoneFilePath.c_str());
}
if (m_FileFormatVersion >= Zone::FileFormatVersion::PreAlpha) {
@@ -221,7 +233,7 @@ uint32_t Zone::CalculateChecksum() const {
void Zone::LoadLevelsIntoMemory() {
for (auto& [sceneID, scene] : m_Scenes) {
if (scene.level) continue;
scene.level = std::make_unique<Level>(this, m_ZonePath + scene.filename);
scene.level = std::make_unique<Level>(this, sceneID, m_ZonePath + scene.filename);
if (scene.level->m_ChunkHeaders.empty()) continue;