- if (s.ok()) {
- /*
- Make sure sector is loaded
- */
- MapSector *sector = srvmap->createSector(p2d);
-
- try {
- std::istringstream is(datastr, std::ios_base::binary);
- u8 version = SER_FMT_VER_INVALID;
- is.read((char *)&version, 1);
-
- if (is.fail())
- throw SerializationError("ServerMap::loadBlock(): Failed"
- " to read MapBlock version");
-
- MapBlock *block = NULL;
- bool created_new = false;
- block = sector->getBlockNoCreateNoEx(blockpos.Y);
- if (block == NULL)
- {
- block = sector->createBlankBlockNoInsert(blockpos.Y);
- created_new = true;
- }
-
- // Read basic data
- block->deSerialize(is, version, true);
-
- // If it's a new block, insert it to the map
- if (created_new)
- sector->insertBlock(block);
-
- /*
- Save blocks loaded in old format in new format
- */
- //if(version < SER_FMT_VER_HIGHEST || save_after_load)
- // Only save if asked to; no need to update version
- //if(save_after_load)
- // saveBlock(block);
- // We just loaded it from, so it's up-to-date.
- block->resetModified();
- }
- catch (SerializationError &e)
- {
- errorstream << "Invalid block data in database"
- << " (" << blockpos.X << "," << blockpos.Y << "," << blockpos.Z
- << ") (SerializationError): " << e.what() << std::endl;
- // TODO: Block should be marked as invalid in memory so that it is
- // not touched but the game can run
-
- if (g_settings->getBool("ignore_world_load_errors")) {
- errorstream << "Ignoring block load error. Duck and cover! "
- << "(ignore_world_load_errors)" << std::endl;
- } else {
- throw SerializationError("Invalid block data in database");
- //assert(0);
- }
- }
-
- return srvmap->getBlockNoCreateNoEx(blockpos); // should not be using this here
- }
- return NULL;