ZoneCodeGenerator: Fix XAssetList of T6 being loaded into block memory and therefore causing overflows

This commit is contained in:
Jan
2019-11-15 14:50:23 +01:00
parent b15ce90fbb
commit 765b0d9e32
4 changed files with 38 additions and 18 deletions

View File

@ -206,28 +206,28 @@ void ContentLoaderT6::Load(Zone* zone, IZoneInputStream* stream)
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
auto* assetList = m_stream->Alloc<XAssetList>(alignof(XAssetList));
m_stream->Load<XAssetList>(assetList);
XAssetList assetList{};
m_stream->LoadDataRaw(&assetList, sizeof assetList);
varScriptStringList = &assetList->stringList;
varScriptStringList = &assetList.stringList;
LoadScriptStringList(false);
if(assetList->depends != nullptr)
if(assetList.depends != nullptr)
{
assert(assetList->depends == PTR_FOLLOWING);
assert(assetList.depends == PTR_FOLLOWING);
assetList->depends = m_stream->Alloc<const char*>(alignof(const char));
varXString = assetList->depends;
LoadXStringArray(true, assetList->dependCount);
assetList.depends = m_stream->Alloc<const char*>(alignof(const char));
varXString = assetList.depends;
LoadXStringArray(true, assetList.dependCount);
}
if(assetList->assets != nullptr)
if(assetList.assets != nullptr)
{
assert(assetList->assets == PTR_FOLLOWING);
assert(assetList.assets == PTR_FOLLOWING);
assetList->assets = m_stream->Alloc<XAsset>(alignof(XAsset));
varXAsset = assetList->assets;
LoadXAssetArray(true, assetList->assetCount);
assetList.assets = m_stream->Alloc<XAsset>(alignof(XAsset));
varXAsset = assetList.assets;
LoadXAssetArray(true, assetList.assetCount);
}
m_stream->PopBlock();