Fixed startup crash / Fixed editor rule issue

This commit is contained in:
Anuken
2019-05-12 12:51:25 -04:00
parent 4ae2370137
commit 48ed4b0e49
4 changed files with 12 additions and 8 deletions

View File

@@ -20,7 +20,7 @@ import io.anuke.arc.util.*;
import io.anuke.mindustry.Vars;
import io.anuke.mindustry.core.GameState.State;
import io.anuke.mindustry.core.Platform;
import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.io.MapIO;
import io.anuke.mindustry.maps.Map;
import io.anuke.mindustry.ui.dialogs.FloatingDialog;
@@ -225,7 +225,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
hide();
//only reset the player; logic.reset() will clear entities, which we do not want
player.reset();
// state.rules = Gamemode.editor.get();
state.rules = Gamemode.editor.apply(new Rules());
world.setMap(new Map(StringMap.of(
"name", "Editor Playtesting",
"width", editor.width(),

View File

@@ -4,8 +4,7 @@ import io.anuke.arc.Core;
import io.anuke.arc.Events;
import io.anuke.arc.collection.*;
import io.anuke.arc.files.FileHandle;
import io.anuke.arc.util.Strings;
import io.anuke.arc.util.Time;
import io.anuke.arc.util.*;
import io.anuke.mindustry.core.GameState.State;
import io.anuke.mindustry.game.EventType.StateChangeEvent;
import io.anuke.mindustry.io.SaveIO;

View File

@@ -59,8 +59,9 @@ public class SaveIO{
}
public static boolean isSaveValid(int slot){
try{ //file may not even exist at all, so catch that too
return isSaveValid(getSlotStream(slot)) || isSaveValid(getBackupSlotStream(slot));
try{
getMeta(slot);
return true;
}catch(Exception e){
return false;
}
@@ -85,7 +86,11 @@ public class SaveIO{
}
public static SaveMeta getMeta(int slot){
return getMeta(getSlotStream(slot));
try{
return getMeta(getSlotStream(slot));
}catch(Exception e){
return getMeta(getBackupSlotStream(slot));
}
}
public static SaveMeta getMeta(DataInputStream stream){

View File

@@ -179,7 +179,7 @@ public class Maps implements Disposable{
//free up any potential memory that was used up during conversion
if(convertedAny){
world.createTiles(0, 0);
world.createTiles(1, 1);
//reload maps to load the converted ones
reload();
}