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added SIMPLE_CHILD_ARRAY implementation to temporarily work around memory corruption
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ce524714d9
commit
e3c64429b9
2 changed files with 25 additions and 1 deletions
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@ -75,7 +75,12 @@ void VoxelNode::init(unsigned char * octalCode) {
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_childrenArray[i] = NULL;
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}
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#endif // def HAS_AUDIT_CHILDREN
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#ifdef SIMPLE_CHILD_ARRAY
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for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
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_simpleChildArray[i] = NULL;
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}
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#endif
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_unknownBufferIndex = true;
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setBufferIndex(GLBUFFER_INDEX_UNKNOWN);
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@ -320,6 +325,9 @@ uint64_t VoxelNode::_couldStoreFourChildrenInternally = 0;
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uint64_t VoxelNode::_couldNotStoreFourChildrenInternally = 0;
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VoxelNode* VoxelNode::getChildAtIndex(int childIndex) const {
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#ifdef SIMPLE_CHILD_ARRAY
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return _simpleChildArray[childIndex];
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#else
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PerformanceWarning warn(false,"getChildAtIndex",false,&_getChildAtIndexTime,&_getChildAtIndexCalls);
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VoxelNode* result = NULL;
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int childCount = getChildCount();
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@ -428,6 +436,7 @@ VoxelNode* VoxelNode::getChildAtIndex(int childIndex) const {
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}
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#endif // def HAS_AUDIT_CHILDREN
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return result;
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#endif
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}
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void VoxelNode::storeTwoChildren(VoxelNode* childOne, VoxelNode* childTwo) {
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@ -680,6 +689,14 @@ void VoxelNode::deleteAllChildren() {
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}
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void VoxelNode::setChildAtIndex(int childIndex, VoxelNode* child) {
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#ifdef SIMPLE_CHILD_ARRAY
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if (child) {
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setAtBit(_childBitmask, childIndex);
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} else {
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clearAtBit(_childBitmask, childIndex);
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}
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_simpleChildArray[childIndex] = child;
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#else
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PerformanceWarning warn(false,"setChildAtIndex",false,&_setChildAtIndexTime,&_setChildAtIndexCalls);
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// Here's how we store things...
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@ -1020,6 +1037,8 @@ void VoxelNode::setChildAtIndex(int childIndex, VoxelNode* child) {
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_childrenArray[childIndex] = child;
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auditChildren("setChildAtIndex()");
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#endif // def HAS_AUDIT_CHILDREN
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#endif
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}
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@ -10,6 +10,7 @@
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#define __hifi__VoxelNode__
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//#define HAS_AUDIT_CHILDREN
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#define SIMPLE_CHILD_ARRAY
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#include <SharedUtil.h>
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#include "AABox.h"
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@ -172,6 +173,10 @@ private:
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uint64_t _lastChanged; /// Client and server, timestamp this node was last changed, 8 bytes
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/// Client and server, pointers to child nodes, various encodings
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#ifdef SIMPLE_CHILD_ARRAY
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VoxelNode* _simpleChildArray[8]; /// Only used when HAS_AUDIT_CHILDREN is enabled to help debug children encoding
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#endif
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union children_t {
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VoxelNode* single;
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int32_t offsetsTwoChildren[2];
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