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Fix crash when loading saved tutorial worlds (#1001)
writeRuleFile() was missing the schematic file count integer before the schematic entries. The reader in readRuleFile() expected this count, causing a stream misalignment that led to an assertion failure (Unrecognised schematic version) when reloading a saved tutorial world. The fix writes the count on save and adds backward-compatible reading that detects old saves (without count) via a peek heuristic and falls back to count-less parsing. Co-authored-by: MCbabel <MCbabel@users.noreply.github.com>
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@@ -344,6 +344,7 @@ void GameRuleManager::writeRuleFile(DataOutputStream *dos)
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// Write schematic files.
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unordered_map<wstring, ConsoleSchematicFile *> *files;
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files = getLevelGenerationOptions()->getUnfinishedSchematicFiles();
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dos->writeInt((int)files->size());
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for ( auto& it : *files )
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{
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const wstring& filename = it.first;
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@@ -497,17 +498,36 @@ bool GameRuleManager::readRuleFile(LevelGenerationOptions *lgo, byte *dIn, UINT
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}*/
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// subfile
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// Old saves didn't write a numFiles count before the schematic entries.
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// Detect this: a real count is small, but a UTF filename prefix reads as a large int.
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UINT numFiles = contentDis->readInt();
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for (UINT i = 0; i < numFiles; i++)
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if (lgo->isFromSave() && numFiles > 100)
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{
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wstring sFilename = contentDis->readUTF();
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int length = contentDis->readInt();
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byteArray ba( length );
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contentDis->read(ba);
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levelGenerator->loadSchematicFile(sFilename, ba.data, ba.length);
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contentDis->skip(-4);
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while (true)
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{
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int peek = contentDis->readInt();
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if (peek <= 100) { contentDis->skip(-4); break; }
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contentDis->skip(-4);
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wstring sFilename = contentDis->readUTF();
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int length = contentDis->readInt();
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byteArray ba( length );
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contentDis->read(ba);
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levelGenerator->loadSchematicFile(sFilename, ba.data, ba.length);
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}
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}
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else
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{
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for (UINT i = 0; i < numFiles; i++)
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{
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wstring sFilename = contentDis->readUTF();
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int length = contentDis->readInt();
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byteArray ba( length );
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contentDis->read(ba);
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levelGenerator->loadSchematicFile(sFilename, ba.data, ba.length);
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}
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}
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LEVEL_GEN_ID lgoID = LEVEL_GEN_ID_NULL;
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