Dungeongen: Fix out-of-voxelmanip access segfault

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.
This commit is contained in:
paramat 2017-01-25 15:23:29 +00:00 committed by sfan5
parent 08911160aa
commit 9f108b56d3

@ -415,8 +415,8 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
if (partcount != 0) if (partcount != 0)
p.Y += make_stairs; p.Y += make_stairs;
if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0)) && // Check segment of minimum size corridor is in voxelmanip
vm->m_area.contains(v3s16(p.X - dir.X, p.Y - 1, p.Z - dir.Z))) { if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
if (make_stairs) { if (make_stairs) {
makeFill(p + v3s16(-1, -1, -1), makeFill(p + v3s16(-1, -1, -1),
dp.holesize + v3s16(2, 3, 2), dp.holesize + v3s16(2, 3, 2),
@ -444,11 +444,13 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
for (u16 st = 0; st < stair_width; st++) { 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); 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); vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
vi = vm->m_area.index(ps.X, ps.Y, ps.Z); 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); vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
ps += swv; ps += swv;