Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mapblock.h"
#include "main.h"
#include "filesys.h"
-#include "utility.h"
#include "voxel.h"
#include "porting.h"
#include "mapgen.h"
#include "profiler.h"
#include "nodedef.h"
#include "gamedef.h"
+#include "util/directiontables.h"
+#include "rollback_interface.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
core::map<v3s16, bool> light_sources;
core::map<v3s16, u8> unlight_from;
+
+ int num_bottom_invalid = 0;
{
//TimeTaker t("first stuff");
{
bool bottom_valid = block->propagateSunlight(light_sources);
+ if(!bottom_valid)
+ num_bottom_invalid++;
+
// If bottom is valid, we're done.
if(bottom_valid)
break;
}
}
-
+
/*
Enable this to disable proper lighting for speeding up map
generation for testing or whatever
}
{
- TimeTaker timer("unSpreadLight");
+ //TimeTaker timer("unSpreadLight");
vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr);
}
{
- TimeTaker timer("spreadLight");
+ //TimeTaker timer("spreadLight");
vmanip.spreadLight(bank, light_sources, nodemgr);
}
{
- TimeTaker timer("blitBack");
+ //TimeTaker timer("blitBack");
vmanip.blitBack(modified_blocks);
}
/*infostream<<"emerge_time="<<emerge_time<<std::endl;
i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
- block->updateDayNightDiff();
+ block->expireDayNightDiff();
}
}
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks)
{
- INodeDefManager *nodemgr = m_gamedef->ndef();
+ INodeDefManager *ndef = m_gamedef->ndef();
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-
+
/*
From this node to nodes underneath:
If lighting is sunlight (1.0), unlight neighbours and
bool node_under_sunlight = true;
core::map<v3s16, bool> light_sources;
+
+ /*
+ Collect old node for rollback
+ */
+ RollbackNode rollback_oldnode(this, p, m_gamedef);
/*
If there is a node at top and it doesn't have sunlight,
try{
MapNode topnode = getNode(toppos);
- if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
+ if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
{
enum LightBank bank = banks[i];
- u8 lightwas = getNode(p).getLight(bank, nodemgr);
+ u8 lightwas = getNode(p).getLight(bank, ndef);
// Add the block of the added node to modified_blocks
v3s16 blockpos = getNodeBlockPos(p);
// light again into this.
unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
- n.setLight(bank, 0, nodemgr);
+ n.setLight(bank, 0, ndef);
}
/*
If node lets sunlight through and is under sunlight, it has
sunlight too.
*/
- if(node_under_sunlight && nodemgr->get(n).sunlight_propagates)
+ if(node_under_sunlight && ndef->get(n).sunlight_propagates)
{
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
+ n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
}
/*
- Set the node on the map
+ Remove node metadata
*/
- setNode(p, n);
+ removeNodeMetadata(p);
/*
- Add intial metadata
+ Set the node on the map
*/
-
- std::string metadata_name = nodemgr->get(n).metadata_name;
- if(metadata_name != ""){
- NodeMetadata *meta = NodeMetadata::create(metadata_name, m_gamedef);
- if(!meta){
- errorstream<<"Failed to create node metadata \""
- <<metadata_name<<"\""<<std::endl;
- } else {
- setNodeMetadata(p, meta);
- }
- }
+
+ setNode(p, n);
/*
If node is under sunlight and doesn't let sunlight through,
TODO: This could be optimized by mass-unlighting instead
of looping
*/
- if(node_under_sunlight && !nodemgr->get(n).sunlight_propagates)
+ if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
{
s16 y = p.Y - 1;
for(;; y--){
break;
}
- if(n2.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN)
+ if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
{
unLightNeighbors(LIGHTBANK_DAY,
- n2pos, n2.getLight(LIGHTBANK_DAY, nodemgr),
+ n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
light_sources, modified_blocks);
- n2.setLight(LIGHTBANK_DAY, 0, nodemgr);
+ n2.setLight(LIGHTBANK_DAY, 0, ndef);
setNode(n2pos, n2);
}
else
i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
- block->updateDayNightDiff();
+ block->expireDayNightDiff();
+ }
+
+ /*
+ Report for rollback
+ */
+ if(m_gamedef->rollback())
+ {
+ RollbackNode rollback_newnode(this, p, m_gamedef);
+ RollbackAction action;
+ action.setSetNode(p, rollback_oldnode, rollback_newnode);
+ m_gamedef->rollback()->reportAction(action);
}
/*
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
+ if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
{
m_transforming_liquid.push_back(p2);
}
void Map::removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks)
{
- INodeDefManager *nodemgr = m_gamedef->ndef();
+ INodeDefManager *ndef = m_gamedef->ndef();
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
// Node will be replaced with this
content_t replace_material = CONTENT_AIR;
+ /*
+ Collect old node for rollback
+ */
+ RollbackNode rollback_oldnode(this, p, m_gamedef);
+
/*
If there is a node at top and it doesn't have sunlight,
there will be no sunlight going down.
try{
MapNode topnode = getNode(toppos);
- if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
+ if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
Unlight neighbors (in case the node is a light source)
*/
unLightNeighbors(bank, p,
- getNode(p).getLight(bank, nodemgr),
+ getNode(p).getLight(bank, ndef),
light_sources, modified_blocks);
}
// TODO: Is this needed? Lighting is cleared up there already.
try{
MapNode n = getNode(p);
- n.setLight(LIGHTBANK_DAY, 0, nodemgr);
+ n.setLight(LIGHTBANK_DAY, 0, ndef);
setNode(p, n);
}
catch(InvalidPositionException &e)
i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
- block->updateDayNightDiff();
+ block->expireDayNightDiff();
+ }
+
+ /*
+ Report for rollback
+ */
+ if(m_gamedef->rollback())
+ {
+ RollbackNode rollback_newnode(this, p, m_gamedef);
+ RollbackAction action;
+ action.setSetNode(p, rollback_oldnode, rollback_newnode);
+ m_gamedef->rollback()->reportAction(action);
}
/*
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
+ if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
{
m_transforming_liquid.push_back(p2);
}
return succeeded;
}
-bool Map::dayNightDiffed(v3s16 blockpos)
+bool Map::getDayNightDiff(v3s16 blockpos)
{
try{
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
- if(b->dayNightDiffed())
+ if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(-1,0,0);
MapBlock *b = getBlockNoCreate(p);
- if(b->dayNightDiffed())
+ if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,-1,0);
MapBlock *b = getBlockNoCreate(p);
- if(b->dayNightDiffed())
+ if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,-1);
MapBlock *b = getBlockNoCreate(p);
- if(b->dayNightDiffed())
+ if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(1,0,0);
MapBlock *b = getBlockNoCreate(p);
- if(b->dayNightDiffed())
+ if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,1,0);
MapBlock *b = getBlockNoCreate(p);
- if(b->dayNightDiffed())
+ if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,1);
MapBlock *b = getBlockNoCreate(p);
- if(b->dayNightDiffed())
+ if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
MapBlock *block = (*i);
block->incrementUsageTimer(dtime);
-
- if(block->getUsageTimer() > unload_timeout)
+
+ if(block->refGet() == 0 && block->getUsageTimer() > unload_timeout)
{
v3s16 p = block->getPos();
while(m_transforming_liquid.size() != 0)
{
// This should be done here so that it is done when continue is used
- if(loopcount >= initial_size * 3)
+ if(loopcount >= initial_size || loopcount >= 10000)
break;
loopcount++;
content_t new_node_content;
s8 new_node_level = -1;
s8 max_node_level = -1;
- if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) {
+ if ((num_sources >= 2 && nodemgr->get(liquid_kind).liquid_renewable) || liquid_type == LIQUID_SOURCE) {
// liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
// or the flowing alternative of the first of the surrounding sources (if it's air), so
// it's perfectly safe to use liquid_kind here to determine the new node content.
new_node_content = nodemgr->getId(nodemgr->get(liquid_kind).liquid_alternative_source);
- } else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) {
+ } else if (num_sources >= 1 && sources[0].t != NEIGHBOR_LOWER) {
// liquid_kind is set properly, see above
new_node_content = liquid_kind;
max_node_level = new_node_level = LIQUID_LEVEL_MAX;
n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
}
n0.setContent(new_node_content);
- setNode(p0, n0);
+
+ // Find out whether there is a suspect for this action
+ std::string suspect;
+ if(m_gamedef->rollback()){
+ suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
+ }
+
+ if(!suspect.empty()){
+ // Blame suspect
+ RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
+ // Get old node for rollback
+ RollbackNode rollback_oldnode(this, p0, m_gamedef);
+ // Set node
+ setNode(p0, n0);
+ // Report
+ RollbackNode rollback_newnode(this, p0, m_gamedef);
+ RollbackAction action;
+ action.setSetNode(p0, rollback_oldnode, rollback_newnode);
+ m_gamedef->rollback()->reportAction(action);
+ } else {
+ // Set node
+ setNode(p0, n0);
+ }
+
v3s16 blockpos = getNodeBlockPos(p0);
MapBlock *block = getBlockNoCreateNoEx(blockpos);
if(block != NULL) {
<<std::endl;
return NULL;
}
- NodeMetadata *meta = block->m_node_metadata->get(p_rel);
+ NodeMetadata *meta = block->m_node_metadata.get(p_rel);
return meta;
}
<<std::endl;
return;
}
- block->m_node_metadata->set(p_rel, meta);
+ block->m_node_metadata.set(p_rel, meta);
}
void Map::removeNodeMetadata(v3s16 p)
<<std::endl;
return;
}
- block->m_node_metadata->remove(p_rel);
+ block->m_node_metadata.remove(p_rel);
}
-void Map::nodeMetadataStep(float dtime,
- core::map<v3s16, MapBlock*> &changed_blocks)
+NodeTimer Map::getNodeTimer(v3s16 p)
{
- /*
- NOTE:
- Currently there is no way to ensure that all the necessary
- blocks are loaded when this is run. (They might get unloaded)
- NOTE: ^- Actually, that might not be so. In a quick test it
- reloaded a block with a furnace when I walked back to it from
- a distance.
- */
- core::map<v2s16, MapSector*>::Iterator si;
- si = m_sectors.getIterator();
- for(; si.atEnd() == false; si++)
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(!block){
+ infostream<<"Map::getNodeTimer(): Need to emerge "
+ <<PP(blockpos)<<std::endl;
+ block = emergeBlock(blockpos, false);
+ }
+ if(!block)
{
- MapSector *sector = si.getNode()->getValue();
- core::list< MapBlock * > sectorblocks;
- sector->getBlocks(sectorblocks);
- core::list< MapBlock * >::Iterator i;
- for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
- {
- MapBlock *block = *i;
- bool changed = block->m_node_metadata->step(dtime);
- if(changed)
- changed_blocks[block->getPos()] = block;
- }
+ infostream<<"WARNING: Map::getNodeTimer(): Block not found"
+ <<std::endl;
+ return NodeTimer();
}
+ NodeTimer t = block->m_node_timers.get(p_rel);
+ return t;
+}
+
+void Map::setNodeTimer(v3s16 p, NodeTimer t)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(!block){
+ infostream<<"Map::setNodeTimer(): Need to emerge "
+ <<PP(blockpos)<<std::endl;
+ block = emergeBlock(blockpos, false);
+ }
+ if(!block)
+ {
+ infostream<<"WARNING: Map::setNodeTimer(): Block not found"
+ <<std::endl;
+ return;
+ }
+ block->m_node_timers.set(p_rel, t);
+}
+
+void Map::removeNodeTimer(v3s16 p)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ {
+ infostream<<"WARNING: Map::removeNodeTimer(): Block not found"
+ <<std::endl;
+ return;
+ }
+ block->m_node_timers.remove(p_rel);
}
/*
<<"("<<blockpos.X<<","<<blockpos.Y<<","<<blockpos.Z<<")"
<<std::endl;
- s16 chunksize = 2;
- v3s16 blockpos_div = getContainerPos(blockpos, chunksize);
+ //s16 chunksize = 3;
+ //v3s16 chunk_offset(-1,-1,-1);
+ //s16 chunksize = 4;
+ //v3s16 chunk_offset(-1,-1,-1);
+ s16 chunksize = 5;
+ v3s16 chunk_offset(-2,-2,-2);
+ v3s16 blockpos_div = getContainerPos(blockpos - chunk_offset, chunksize);
v3s16 blockpos_min = blockpos_div * chunksize;
v3s16 blockpos_max = blockpos_div * chunksize + v3s16(1,1,1)*(chunksize-1);
-
+ blockpos_min += chunk_offset;
+ blockpos_max += chunk_offset;
+
+ //v3s16 extra_borders(1,1,1);
+ v3s16 extra_borders(1,1,1);
+
// Do nothing if not inside limits (+-1 because of neighbors)
- if(blockpos_over_limit(blockpos_min - v3s16(1,1,1)) ||
- blockpos_over_limit(blockpos_max + v3s16(1,1,1)))
+ if(blockpos_over_limit(blockpos_min - extra_borders) ||
+ blockpos_over_limit(blockpos_max + extra_borders))
{
data->no_op = true;
return;
{
//TimeTaker timer("initBlockMake() create area");
- for(s16 x=blockpos_min.X-1; x<=blockpos_max.X+1; x++)
- for(s16 z=blockpos_min.Z-1; z<=blockpos_max.Z+1; z++)
+ for(s16 x=blockpos_min.X-extra_borders.X;
+ x<=blockpos_max.X+extra_borders.X; x++)
+ for(s16 z=blockpos_min.Z-extra_borders.Z;
+ z<=blockpos_max.Z+extra_borders.Z; z++)
{
v2s16 sectorpos(x, z);
// Sector metadata is loaded from disk if not already loaded.
ServerMapSector *sector = createSector(sectorpos);
assert(sector);
- for(s16 y=blockpos_min.Y-1; y<=blockpos_max.Y+1; y++)
+ for(s16 y=blockpos_min.Y-extra_borders.Y;
+ y<=blockpos_max.Y+extra_borders.Y; y++)
{
v3s16 p(x,y,z);
//MapBlock *block = createBlock(p);
*/
// The area that contains this block and it's neighbors
- v3s16 bigarea_blocks_min = blockpos_min - v3s16(1,1,1);
- v3s16 bigarea_blocks_max = blockpos_max + v3s16(1,1,1);
+ v3s16 bigarea_blocks_min = blockpos_min - extra_borders;
+ v3s16 bigarea_blocks_max = blockpos_max + extra_borders;
data->vmanip = new ManualMapVoxelManipulator(this);
//data->vmanip->setMap(this);
<<blockpos_requested.Y<<","
<<blockpos_requested.Z<<")"<<std::endl;*/
+ v3s16 extra_borders(1,1,1);
+
if(data->no_op)
{
//infostream<<"finishBlockMake(): no-op"<<std::endl;
data->vmanip.print(infostream);*/
// Make sure affected blocks are loaded
- for(s16 x=blockpos_min.X-1; x<=blockpos_max.X+1; x++)
- for(s16 z=blockpos_min.Z-1; z<=blockpos_max.Z+1; z++)
- for(s16 y=blockpos_min.Y-1; y<=blockpos_max.Y+1; y++)
+ for(s16 x=blockpos_min.X-extra_borders.X;
+ x<=blockpos_max.X+extra_borders.X; x++)
+ for(s16 z=blockpos_min.Z-extra_borders.Z;
+ z<=blockpos_max.Z+extra_borders.Z; z++)
+ for(s16 y=blockpos_min.Y-extra_borders.Y;
+ y<=blockpos_max.Y+extra_borders.Y; y++)
{
v3s16 p(x, y, z);
// Load from disk if not already in memory
Update lighting
*/
{
+#if 0
TimeTaker t("finishBlockMake lighting update");
core::map<v3s16, MapBlock*> lighting_update_blocks;
// Center blocks
- for(s16 x=blockpos_min.X; x<=blockpos_max.X; x++)
- for(s16 z=blockpos_min.Z; z<=blockpos_max.Z; z++)
- for(s16 y=blockpos_min.Y; y<=blockpos_max.Y; y++)
+ for(s16 x=blockpos_min.X-extra_borders.X;
+ x<=blockpos_max.X+extra_borders.X; x++)
+ for(s16 z=blockpos_min.Z-extra_borders.Z;
+ z<=blockpos_max.Z+extra_borders.Z; z++)
+ for(s16 y=blockpos_min.Y-extra_borders.Y;
+ y<=blockpos_max.Y+extra_borders.Y; y++)
{
v3s16 p(x, y, z);
MapBlock *block = getBlockNoCreateNoEx(p);
}
updateLighting(lighting_update_blocks, changed_blocks);
+#endif
/*
Set lighting to non-expired state in all of them.
This is cheating, but it is not fast enough if all of them
would actually be updated.
*/
- for(s16 x=blockpos_min.X-1; x<=blockpos_max.X+1; x++)
- for(s16 z=blockpos_min.Z-1; z<=blockpos_max.Z+1; z++)
- for(s16 y=blockpos_min.Y-1; y<=blockpos_max.Y+1; y++)
+ for(s16 x=blockpos_min.X-extra_borders.X;
+ x<=blockpos_max.X+extra_borders.X; x++)
+ for(s16 z=blockpos_min.Z-extra_borders.Z;
+ z<=blockpos_max.Z+extra_borders.Z; z++)
+ for(s16 y=blockpos_min.Y-extra_borders.Y;
+ y<=blockpos_max.Y+extra_borders.Y; y++)
{
v3s16 p(x, y, z);
getBlockNoCreateNoEx(p)->setLightingExpired(false);
}
+#if 0
if(enable_mapgen_debug_info == false)
t.stop(true); // Hide output
+#endif
}
- // Center blocks
- for(s16 x=blockpos_min.X; x<=blockpos_max.X; x++)
- for(s16 z=blockpos_min.Z; z<=blockpos_max.Z; z++)
- for(s16 y=blockpos_min.Y; y<=blockpos_max.Y; y++)
- {
- v3s16 p(x, y, z);
- MapBlock *block = getBlockNoCreateNoEx(p);
- assert(block);
-
- /*
- Add random objects to block
- */
- mapgen::add_random_objects(block);
- }
-
/*
Go through changed blocks
*/
/*
Update day/night difference cache of the MapBlocks
*/
- block->updateDayNightDiff();
+ block->expireDayNightDiff();
/*
Set block as modified
*/
block->raiseModified(MOD_STATE_WRITE_NEEDED,
- "finishBlockMake updateDayNightDiff");
+ "finishBlockMake expireDayNightDiff");
}
/*
}
catch(SerializationError &e)
{
- infostream<<"WARNING: Invalid block data in database "
- <<" (SerializationError). "
- <<"what()="<<e.what()
- <<std::endl;
- //" Ignoring. A new one will be generated.
- assert(0);
+ errorstream<<"Invalid block data in database"
+ <<" ("<<p3d.X<<","<<p3d.Y<<","<<p3d.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
- // TODO: Copy to a backup database.
+ 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);
+ }
}
}
}
catch(InvalidFilenameException &e)
{
- return false;
+ return NULL;
}
catch(FileNotGoodException &e)
{
- return false;
+ return NULL;
}
catch(std::exception &e)
{
- return false;
+ return NULL;
}
}