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Fix undefined evaluation order when constructing random vectors
MSVC and GCC evaluate parameters in right-to-left order, whereas Clang evaluates in left-to-right order, and of course, an optimization could leave the order of evaluation completely indeterminate. This commit fixes all instances of the error by explicitly assigning the results of expressions that use PseudoRandom::next() or range() to their respective vector components. The right-to-left evaluation behavior is preserved since Clang is much less commonly used to compile Minetest than GCC and MSVC combined, and would therefore cause the least harm.
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5b05f75a27
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2 changed files with 47 additions and 49 deletions
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@ -135,17 +135,23 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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bool fits = false;
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for (u32 i = 0; i < 100 && !fits; i++) {
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bool is_large_room = ((random.next() & 3) == 1);
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roomsize = is_large_room ?
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v3s16(random.range(8, 16), random.range(8, 16), random.range(8, 16)) :
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v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
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if (is_large_room) {
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roomsize.Z = random.range(8, 16);
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roomsize.Y = random.range(8, 16);
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roomsize.X = random.range(8, 16);
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} else {
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roomsize.Z = random.range(4, 8);
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roomsize.Y = random.range(4, 6);
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roomsize.X = random.range(4, 8);
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}
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roomsize += dp.roomsize;
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// start_padding is used to disallow starting the generation of
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// a dungeon in a neighboring generation chunk
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roomplace = vm->m_area.MinEdge + start_padding + v3s16(
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random.range(0, areasize.X - roomsize.X - start_padding.X),
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random.range(0, areasize.Y - roomsize.Y - start_padding.Y),
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random.range(0, areasize.Z - roomsize.Z - start_padding.Z));
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roomplace = vm->m_area.MinEdge + start_padding;
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roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
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roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
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roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
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/*
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Check that we're not putting the room to an unknown place,
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@ -227,7 +233,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
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// Find a place for a random sized room
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roomsize = v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
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roomsize.Z = random.range(4, 8);
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roomsize.Y = random.range(4, 6);
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roomsize.X = random.range(4, 8);
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roomsize += dp.roomsize;
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m_pos = corridor_end;
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@ -587,7 +595,10 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
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do {
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trycount++;
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dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
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dir.Z = random.next() % 3 - 1;
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dir.Y = 0;
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dir.X = random.next() % 3 - 1;
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} while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
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return dir;
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