1
0

cWorld Threads: Seperate initialization and thread start.

Prevents nullptr dereferences before Start has been called.
This commit is contained in:
peterbell10
2017-09-22 17:16:47 +01:00
committed by Mattes D
parent 1537ebed6f
commit c54bf40ef9
6 changed files with 17 additions and 32 deletions

View File

@@ -88,9 +88,9 @@ public:
////////////////////////////////////////////////////////////////////////////////
// cLightingThread:
cLightingThread::cLightingThread(void) :
cLightingThread::cLightingThread(cWorld & a_World):
super("cLightingThread"),
m_World(nullptr),
m_World(a_World),
m_MaxHeight(0),
m_NumSeeds(0)
{
@@ -109,18 +109,6 @@ cLightingThread::~cLightingThread()
bool cLightingThread::Start(cWorld * a_World)
{
ASSERT(m_World == nullptr); // Not started yet
m_World = a_World;
return super::Start();
}
void cLightingThread::Stop(void)
{
{
@@ -150,8 +138,6 @@ void cLightingThread::Stop(void)
void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallbackAfter)
{
ASSERT(m_World != nullptr); // Did you call Start() properly?
cChunkStay * ChunkStay = new cLightingChunkStay(*this, a_ChunkX, a_ChunkZ, std::move(a_CallbackAfter));
{
// The ChunkStay will enqueue itself using the QueueChunkStay() once it is fully loaded
@@ -159,7 +145,7 @@ void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cCh
cCSLock Lock(m_CS);
m_PendingQueue.push_back(ChunkStay);
}
ChunkStay->Enable(*m_World->GetChunkMap());
ChunkStay->Enable(*m_World.GetChunkMap());
}
@@ -238,7 +224,7 @@ void cLightingThread::Execute(void)
void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
{
// If the chunk is already lit, skip it (report as success):
if (m_World->IsChunkLighted(a_Item.m_ChunkX, a_Item.m_ChunkZ))
if (m_World.IsChunkLighted(a_Item.m_ChunkX, a_Item.m_ChunkZ))
{
if (a_Item.m_CallbackAfter != nullptr)
{
@@ -319,7 +305,7 @@ void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
CompressLight(m_BlockLight, BlockLight);
CompressLight(m_SkyLight, SkyLight);
m_World->ChunkLighted(a_Item.m_ChunkX, a_Item.m_ChunkZ, BlockLight, SkyLight);
m_World.ChunkLighted(a_Item.m_ChunkX, a_Item.m_ChunkZ, BlockLight, SkyLight);
if (a_Item.m_CallbackAfter != nullptr)
{
@@ -341,7 +327,7 @@ void cLightingThread::ReadChunks(int a_ChunkX, int a_ChunkZ)
for (int x = 0; x < 3; x++)
{
Reader.m_ReadingChunkX = x;
VERIFY(m_World->GetChunkData(a_ChunkX + x - 1, a_ChunkZ + z - 1, Reader));
VERIFY(m_World.GetChunkData(a_ChunkX + x - 1, a_ChunkZ + z - 1, Reader));
} // for z
} // for x