mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-09-12 05:07:06 +00:00
Merge pull request #180 from FunkinCrew/rewrite/bugfix/difficulty-switch-crash
[CRASH FIX] Safely handle difficulty switching to avoid null object reference in Play State
This commit is contained in:
commit
e5fbf5d99f
|
@ -511,41 +511,7 @@ class PlayState extends MusicBeatSubState
|
|||
|
||||
NoteSplash.buildSplashFrames();
|
||||
|
||||
// Returns null if the song failed to load or doesn't have the selected difficulty.
|
||||
if (currentSong == null || currentChart == null)
|
||||
{
|
||||
// We have encountered a critical error. Prevent Flixel from trying to run any gameplay logic.
|
||||
criticalFailure = true;
|
||||
|
||||
// Choose an error message.
|
||||
var message:String = 'There was a critical error. Click OK to return to the main menu.';
|
||||
if (currentSong == null)
|
||||
{
|
||||
message = 'The was a critical error loading this song\'s chart. Click OK to return to the main menu.';
|
||||
}
|
||||
else if (currentDifficulty == null)
|
||||
{
|
||||
message = 'The was a critical error selecting a difficulty for this song. Click OK to return to the main menu.';
|
||||
}
|
||||
else if (currentSong.getDifficulty(currentDifficulty) == null)
|
||||
{
|
||||
message = 'The was a critical error retrieving data for this song on "$currentDifficulty" difficulty. Click OK to return to the main menu.';
|
||||
}
|
||||
|
||||
// Display a popup. This blocks the application until the user clicks OK.
|
||||
lime.app.Application.current.window.alert(message, 'Error loading PlayState');
|
||||
|
||||
// Force the user back to the main menu.
|
||||
if (isSubState)
|
||||
{
|
||||
this.close();
|
||||
}
|
||||
else
|
||||
{
|
||||
FlxG.switchState(new MainMenuState());
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (!assertChartExists()) return;
|
||||
|
||||
if (false)
|
||||
{
|
||||
|
@ -660,6 +626,47 @@ class PlayState extends MusicBeatSubState
|
|||
initialized = true;
|
||||
}
|
||||
|
||||
function assertChartExists():Bool
|
||||
{
|
||||
// Returns null if the song failed to load or doesn't have the selected difficulty.
|
||||
if (currentSong == null || currentChart == null)
|
||||
{
|
||||
// We have encountered a critical error. Prevent Flixel from trying to run any gameplay logic.
|
||||
criticalFailure = true;
|
||||
|
||||
// Choose an error message.
|
||||
var message:String = 'There was a critical error. Click OK to return to the main menu.';
|
||||
if (currentSong == null)
|
||||
{
|
||||
message = 'The was a critical error loading this song\'s chart. Click OK to return to the main menu.';
|
||||
}
|
||||
else if (currentDifficulty == null)
|
||||
{
|
||||
message = 'The was a critical error selecting a difficulty for this song. Click OK to return to the main menu.';
|
||||
}
|
||||
else if (currentSong.getDifficulty(currentDifficulty) == null)
|
||||
{
|
||||
message = 'The was a critical error retrieving data for this song on "$currentDifficulty" difficulty. Click OK to return to the main menu.';
|
||||
}
|
||||
|
||||
// Display a popup. This blocks the application until the user clicks OK.
|
||||
lime.app.Application.current.window.alert(message, 'Error loading PlayState');
|
||||
|
||||
// Force the user back to the main menu.
|
||||
if (isSubState)
|
||||
{
|
||||
this.close();
|
||||
}
|
||||
else
|
||||
{
|
||||
FlxG.switchState(new MainMenuState());
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override function update(elapsed:Float):Void
|
||||
{
|
||||
if (criticalFailure) return;
|
||||
|
@ -672,6 +679,8 @@ class PlayState extends MusicBeatSubState
|
|||
// Handle restarting the song when needed (player death or pressing Retry)
|
||||
if (needsReset)
|
||||
{
|
||||
if (!assertChartExists()) return;
|
||||
|
||||
dispatchEvent(new ScriptEvent(ScriptEvent.SONG_RETRY));
|
||||
|
||||
resetCamera();
|
||||
|
@ -686,8 +695,10 @@ class PlayState extends MusicBeatSubState
|
|||
// Reset music properly.
|
||||
|
||||
FlxG.sound.music.pause();
|
||||
vocals.pause();
|
||||
FlxG.sound.music.time = (startTimestamp);
|
||||
|
||||
vocals = currentChart.buildVocals();
|
||||
vocals.pause();
|
||||
vocals.time = 0;
|
||||
|
||||
FlxG.sound.music.volume = 1;
|
||||
|
|
Loading…
Reference in a new issue