Limit light_source in the engine (#4814)
Since light_source>15 causes crash, it must be limited.
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bb06d377a1
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@ -482,6 +482,7 @@ void ContentFeatures::deSerialize(std::istream &is)
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liquid_viscosity = readU8(is);
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liquid_viscosity = readU8(is);
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liquid_renewable = readU8(is);
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liquid_renewable = readU8(is);
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light_source = readU8(is);
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light_source = readU8(is);
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light_source = MYMIN(light_source, LIGHT_MAX);
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damage_per_second = readU32(is);
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damage_per_second = readU32(is);
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node_box.deSerialize(is);
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node_box.deSerialize(is);
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selection_box.deSerialize(is);
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selection_box.deSerialize(is);
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@ -1442,6 +1443,7 @@ void ContentFeatures::deSerializeOld(std::istream &is, int version)
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liquid_alternative_source = deSerializeString(is);
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liquid_alternative_source = deSerializeString(is);
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liquid_viscosity = readU8(is);
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liquid_viscosity = readU8(is);
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light_source = readU8(is);
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light_source = readU8(is);
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light_source = MYMIN(light_source, LIGHT_MAX);
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damage_per_second = readU32(is);
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damage_per_second = readU32(is);
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node_box.deSerialize(is);
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node_box.deSerialize(is);
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selection_box.deSerialize(is);
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selection_box.deSerialize(is);
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@ -526,6 +526,12 @@ ContentFeatures read_content_features(lua_State *L, int index)
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// Amount of light the node emits
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// Amount of light the node emits
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f.light_source = getintfield_default(L, index,
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f.light_source = getintfield_default(L, index,
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"light_source", f.light_source);
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"light_source", f.light_source);
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if (f.light_source > LIGHT_MAX) {
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warningstream << "Node " << f.name.c_str()
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<< " had greater light_source than " << LIGHT_MAX
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<< ", it was reduced." << std::endl;
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f.light_source = LIGHT_MAX;
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}
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f.damage_per_second = getintfield_default(L, index,
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f.damage_per_second = getintfield_default(L, index,
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"damage_per_second", f.damage_per_second);
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"damage_per_second", f.damage_per_second);
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@ -264,6 +264,7 @@ struct LightQueue {
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const mapblock_v3 &block_pos, MapBlock *block,
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const mapblock_v3 &block_pos, MapBlock *block,
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direction source_dir)
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direction source_dir)
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{
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{
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assert(light <= LIGHT_SUN);
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lights[light].push_back(
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lights[light].push_back(
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ChangingLight(rel_pos, block_pos, block, source_dir));
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ChangingLight(rel_pos, block_pos, block, source_dir));
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}
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}
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