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Dungeongen: Fix out-of-voxelmanip access segfault
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My recent dungeon commit allowed stairs to be placed across the full
width of corridors, but some of the new node positions accessed were
missing checks for being within the voxelmanip, causing occasional
segfaults near dungeons with corridors wider than 1 node.

Add 'vm->m_area.contains(pos)' checks just before stair position
voxelmanip access. This allows an earlier check to be removed as it
is now redundant.
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paramat authored and sfan5 committed Jan 25, 2017
1 parent 0891116 commit 9f108b5
Showing 1 changed file with 6 additions and 4 deletions.
10 changes: 6 additions & 4 deletions src/dungeongen.cpp
Expand Up @@ -415,8 +415,8 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
if (partcount != 0)
p.Y += make_stairs;

if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0)) &&
vm->m_area.contains(v3s16(p.X - dir.X, p.Y - 1, p.Z - dir.Z))) {
// Check segment of minimum size corridor is in voxelmanip
if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
if (make_stairs) {
makeFill(p + v3s16(-1, -1, -1),
dp.holesize + v3s16(2, 3, 2),
Expand Down Expand Up @@ -444,11 +444,13 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,

for (u16 st = 0; st < stair_width; st++) {
u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
if (vm->m_data[vi].getContent() == dp.c_wall)
if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
vm->m_data[vi].getContent() == dp.c_wall)
vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);

vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
if (vm->m_data[vi].getContent() == dp.c_wall)
if (vm->m_area.contains(ps) &&
vm->m_data[vi].getContent() == dp.c_wall)
vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);

ps += swv;
Expand Down

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