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authorAndrei Karas <akaras@inbox.ru>2011-08-23 01:48:25 +0300
committerAndrei Karas <akaras@inbox.ru>2011-08-23 01:48:25 +0300
commit9505e3789cc9db6a10a68b9794a586604271b76f (patch)
tree4234b02319f04511ff1a94e0841f3ca5fa5b6a22
parent2d17967845119a77aec6388bb27c47339052704a (diff)
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Add protection against infinite loop in viewport and add debug message
if some thing wrong happend.
-rw-r--r--src/gui/viewport.cpp25
1 files changed, 17 insertions, 8 deletions
diff --git a/src/gui/viewport.cpp b/src/gui/viewport.cpp
index 70d02b016..a5b541a8e 100644
--- a/src/gui/viewport.cpp
+++ b/src/gui/viewport.cpp
@@ -145,8 +145,10 @@ void Viewport::draw(gcn::Graphics *gcnGraphics)
if (mScrollLaziness < 1)
mScrollLaziness = 1; // Avoids division by zero
+ int cnt = 0;
+
// Apply lazy scrolling
- while (lastTick < tick_time)
+ while (lastTick < tick_time && cnt < 32)
{
if (player_x > static_cast<int>(mPixelViewX) + mScrollRadius)
{
@@ -172,19 +174,26 @@ void Viewport::draw(gcn::Graphics *gcnGraphics)
- static_cast<int>(mPixelViewY) + mScrollRadius) /
static_cast<float>(mScrollLaziness);
}
- lastTick++;
+ lastTick ++;
+ cnt ++;
}
// Auto center when player is off screen
- if (player_x - static_cast<int>(mPixelViewX) > graphics->mWidth / 2
- || static_cast<int>(mPixelViewX) - player_x > graphics->mWidth / 2
- || static_cast<int>(mPixelViewY) - player_y
- > graphics->getHeight() / 2
- || player_y - static_cast<int>(mPixelViewY)
- > graphics->getHeight() / 2)
+ if (cnt > 30 || player_x - static_cast<int>(mPixelViewX)
+ > graphics->mWidth / 2 || static_cast<int>(mPixelViewX)
+ - player_x > graphics->mWidth / 2 || static_cast<int>(mPixelViewY)
+ - player_y > graphics->getHeight() / 2 || player_y
+ - static_cast<int>(mPixelViewY) > graphics->getHeight() / 2)
{
mPixelViewX = static_cast<float>(player_x);
mPixelViewY = static_cast<float>(player_y);
+ if (player_x <= 0 || player_y <= 0)
+ {
+ if (debugChatTab)
+ debugChatTab->chatLog("incorrect player position!");
+ logger->log("incorrect player position: %d, %d",
+ player_x, player_y);
+ }
};
// Don't move camera so that the end of the map is on screen