- std::istringstream is(datastr, std::ios_base::binary);
-
- 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);
-
- /*
- Save blocks loaded in old format in new format
- */
-
- //if(version < SER_FMT_VER_HIGHEST || save_after_load)
- // Only save if asked to; no need to update version
- //if(save_after_load)
- // saveBlock(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");
- //assert(0);
- }
- }
-
-
- sqlite3_step(m_database_read);
- // We should never get more than 1 row, so ok to reset
- sqlite3_reset(m_database_read);
-
- return srvmap->getBlockNoCreateNoEx(blockpos); // should not be using this here
- }
- sqlite3_reset(m_database_read);
- return(NULL);
+ std::istringstream is(datastr, std::ios_base::binary);
+
+ 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);
+
+ /*
+ Save blocks loaded in old format in new format
+ */
+ //if(version < SER_FMT_VER_HIGHEST || save_after_load)
+ // Only save if asked to; no need to update version
+ //if(save_after_load)
+ // saveBlock(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");
+ //assert(0);
+ }
+ }
+
+ sqlite3_step(m_database_read);
+ // We should never get more than 1 row, so ok to reset
+ sqlite3_reset(m_database_read);
+
+ return srvmap->getBlockNoCreateNoEx(blockpos); // should not be using this here
+ }
+ sqlite3_reset(m_database_read);
+ return NULL;