Had to refactor the GameDB to use a list of levels instead of a vector of levels. If you get a _reference_ to an element of a vector, and then resize the vector, you'll get a crash if the realoc moves the data buffer. Using a list is actually what we want.
This commit is contained in:
parent
bf8ce7e16b
commit
0456c73e4f
6 changed files with 53 additions and 37 deletions
|
|
@ -13,8 +13,8 @@ namespace components {
|
|||
|
||||
namespace GameDB {
|
||||
struct Level {
|
||||
size_t index;
|
||||
DinkyECS::Entity player;
|
||||
size_t index = 0;
|
||||
DinkyECS::Entity player = DinkyECS::NONE;
|
||||
std::shared_ptr<Map> map = nullptr;
|
||||
std::shared_ptr<DinkyECS::World> world = nullptr;
|
||||
std::shared_ptr<lighting::LightRender> lights = nullptr;
|
||||
|
|
@ -31,4 +31,5 @@ namespace GameDB {
|
|||
|
||||
std::shared_ptr<DinkyECS::World> clone_load_world(std::shared_ptr<DinkyECS::World> prev_world);
|
||||
void load_configs(DinkyECS::World &world);
|
||||
void register_level(Level level);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue