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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp42
1 files changed, 36 insertions, 6 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 8b9d830cd..55c5cbd09 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -396,7 +396,13 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_R
int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
- if (AreCoordsDirectlyPowered(X, Y, Z))
+ cChunk * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
{
// There was a match, torch goes off
m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
@@ -445,9 +451,15 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_R
// Check if the block the torch is on is powered
int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
-
+
+ cChunk * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
// See if off state torch can be turned on again
- if (AreCoordsDirectlyPowered(X, Y, Z))
+ if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
{
return; // Something matches, torch still powered
}
@@ -1492,13 +1504,14 @@ void cIncrementalRedstoneSimulator::HandleTripwire(int a_RelBlockX, int a_RelBlo
-bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk)
{
+ // Torches want to access neighbour's data when on a wall, hence the extra chunk parameter
+
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(BlockX, BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); // Torches want to access neighbour's data when on a wall
- for (PoweredBlocksList::const_iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
+ for (PoweredBlocksList::const_iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end(); ++itr) // Check powered list
{
if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
{
@@ -1900,6 +1913,11 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList(); // We need to insert the value into the chunk who owns the block position
for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr)
{
@@ -1977,6 +1995,11 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
}
cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
LinkedBlocksList * Linked = Neighbour->GetRedstoneSimulatorLinkedBlocksList();
for (LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list
{
@@ -2078,6 +2101,13 @@ bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, in
void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, cChunk * a_Chunk, bool a_IsFirstCall)
{
+ if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid
+ {
+ if ((a_Chunk == NULL) || !a_Chunk->IsValid())
+ {
+ return;
+ }
+ }
// TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if
for (PoweredBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end();)