private void LoadObjects( AssetLoadContext loadContext, HeightMap heightMap, MapObject[] mapObjects, NamedCameras namedCameras, out WaypointCollection waypointCollection, out RoadCollection roads, out Bridge[] bridges, out CameraCollection cameras) { var waypoints = new List <Waypoint>(); var bridgesList = new List <Bridge>(); var roadTopology = new RoadTopology(); for (var i = 0; i < mapObjects.Length; i++) { var mapObject = mapObjects[i]; switch (mapObject.RoadType & RoadType.PrimaryType) { case RoadType.None: switch (mapObject.TypeName) { case Waypoint.ObjectTypeName: waypoints.Add(new Waypoint(mapObject)); break; default: GameObject.FromMapObject(mapObject, loadContext.AssetStore, GameObjects, heightMap, overwriteAngle: null, teamFactory: TeamFactory); break; } break; case RoadType.BridgeStart: case RoadType.BridgeEnd: // Multiple invalid bridges can be found in e.g GLA01. if ((i + 1) >= mapObjects.Length || !mapObjects[i + 1].RoadType.HasFlag(RoadType.BridgeEnd)) { Logger.Warn($"Invalid bridge: {mapObject.ToString()}, skipping..."); continue; } var bridgeEnd = mapObjects[++i]; bridgesList.Add(AddDisposable(new Bridge( loadContext, heightMap, mapObject, mapObject.Position, bridgeEnd.Position, GameObjects))); break; case RoadType.Start: case RoadType.End: var roadEnd = mapObjects[++i]; // Some maps have roads with invalid start- or endpoints. // We'll skip processing them altogether. if (mapObject.TypeName == "" || roadEnd.TypeName == "") { Logger.Warn($"Road {mapObject} has invalid start- or endpoint, skipping..."); continue; } if (!mapObject.RoadType.HasFlag(RoadType.Start) || !roadEnd.RoadType.HasFlag(RoadType.End)) { throw new InvalidDataException(); } // Note that we're searching with the type of either end. // This is because of weirdly corrupted roads with unmatched ends in USA04, which work fine in WB and SAGE. var roadTemplate = loadContext.AssetStore.RoadTemplates.GetByName(mapObject.TypeName) ?? loadContext.AssetStore.RoadTemplates.GetByName(roadEnd.TypeName); if (roadTemplate == null) { throw new InvalidDataException($"Missing road template: {mapObject.TypeName}"); } roadTopology.AddSegment(roadTemplate, mapObject, roadEnd); break; } loadContext.GraphicsDevice.WaitForIdle(); } GameObjects.InsertCreated(); cameras = new CameraCollection(namedCameras?.Cameras); roads = AddDisposable(new RoadCollection(roadTopology, loadContext, heightMap, Terrain.RadiusCursorDecalsResourceSet)); waypointCollection = new WaypointCollection(waypoints, MapFile.WaypointsList.WaypointPaths); bridges = bridgesList.ToArray(); }