-
- if (reply->type == REDIS_REPLY_STRING) {
- /*
- Make sure sector is loaded
- */
- MapSector *sector = srvmap->createSector(p2d);
-
- try {
- std::istringstream is(std::string(reply->str, reply->len), std::ios_base::binary);
- freeReplyObject(reply); // std::string copies the memory so we can already do this here
- u8 version = SER_FMT_VER_INVALID;
- is.read((char *)&version, 1);
-
- if (is.fail())
- throw SerializationError("ServerMap::loadBlock(): Failed"
- " to read MapBlock version");
-
- MapBlock *block = NULL;
- bool created_new = false;
- block = sector->getBlockNoCreateNoEx(blockpos.Y);
- if (block == NULL)
- {
- block = sector->createBlankBlockNoInsert(blockpos.Y);
- created_new = true;
- }
-
- // Read basic data
- block->deSerialize(is, version, true);
-
- // If it's a new block, insert it to the map
- if (created_new)
- sector->insertBlock(block);
-
- // We just loaded it from, so it's up-to-date.
- block->resetModified();
- }
- catch (SerializationError &e)
- {
- errorstream << "Invalid block data in database"
- << " (" << blockpos.X << "," << blockpos.Y << "," << blockpos.Z
- << ") (SerializationError): " << e.what() << std::endl;
- // TODO: Block should be marked as invalid in memory so that it is
- // not touched but the game can run
-
- if (g_settings->getBool("ignore_world_load_errors")) {
- errorstream << "Ignoring block load error. Duck and cover! "
- << "(ignore_world_load_errors)" << std::endl;
- } else {
- throw SerializationError("Invalid block data in database");
- }
- }
-
- return srvmap->getBlockNoCreateNoEx(blockpos); // should not be using this here