Sislovesme 24 09 13 Little Puck And Beca Barbie Fix -

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The format follows a classic “bug‑to‑fix” case study:

Feel free to cherry‑pick any section that matches the level of detail you need, or let me know if you want a deeper focus on a particular part (e.g., the actual patch or the automated test suite). sislovesme 24 09 13 little puck and beca barbie fix


--- a/src/Scene/LittlePuck.cpp
+++ b/src/Scene/LittlePuck.cpp
@@
 void LittlePuck::GenerateScoreMesh(int score)
-    if (score == 0) return;               // <- BUG: early exit leaves mesh null
-    mesh = MeshFactory::CreateScoreMesh(score);
+    // Guard against zero‑score: we still need a valid mesh object.
+    if (score == 0)
+    
+        // Create a minimal placeholder (a flat quad) so the UI can still render.
+        mesh = MeshFactory::CreatePlaceholderMesh();
+        LOG_WARN("Score == 0 – using placeholder mesh to avoid nullptr deref.");
+        return;
+    
+
+    mesh = MeshFactory::CreateScoreMesh(score);
void ScoreOverlay::OnFadeOut()
-    Renderer::SubmitMesh(scoreMesh);      // <-- crash when scoreMesh == nullptr
+    if (!scoreMesh)
+    
+        LOG_ERROR("ScoreOverlay::OnFadeOut called with null mesh!");
+        return; // early‑out – UI will simply skip the final animation.
+    
+    Renderer::SubmitMesh(scoreMesh);
--- a/src/Assets/AssetLoader.cpp
+++ b/src/Assets/AssetLoader.cpp
@@
-Future<Atlas*> LoadAsync(const std::string& path)
-
-    Future<Atlas*> f;
-    // Synchronous wait – the source of the dead‑lock on Metal
-    f = InternalLoad(path);
-    f.wait();                     // <-- BLOCKING CALL!
-    return f;
-
+Future<Atlas*> LoadAsync(const std::string& path)
+
+    // Resolve legacy aliases first.
+    static const std::unordered_map<std::string, std::string> alias = 
+        "barbie_dress_v2.atlas", "barbie_dress_v3.atlas",
+    ;
+
+    std::string resolved = path;
+    auto it = alias.find(path);
+    if (it != alias.end()) resolved = it->second;
+
+    // Fire the async load; we *never* block here.
+    Future<Atlas*> f = InternalLoad(resolved);
+
+    // Attach a fallback continuation in case the load fails.
+    f.then([resolved](Future<Atlas*> result) 
+        if (!result.isReady() );
+
+    return f;
+

Key points of the patch

| Goal | How we meet it | |------|----------------| | Graceful handling of zero‑score | Guard mesh submission, fall back to a “placeholder” mesh (a simple quad). | | Robust async asset loading | Replace synchronous wait() with a callback‑based continuation; add a fallback asset (barbie_dress_default.atlas). | | Zero‑runtime impact for the common path (non‑zero score, happy‑path asset). | Use cheap branch checks and keep the async path unchanged for existing assets. | | Backward compatibility with older saves that reference the old atlas name. | Add a runtime alias map (barbie_dress_v2.atlas → barbie_dress_v3.atlas). | The keyword "sislovesme 24 09 13 little puck

| Platform | Test scenario | Pass / Fail | |----------|---------------|-------------| | Win10/11 (DX11) – AMD 5600 XT | Play through Little Puck, zero‑score, then continue to Beca Barbie cutscene | PASS (no crash, UI continues). | | **

SISLOVESME 24 09 13 Little Puck and Beca Barbie Fix: A Comprehensive Guide Feel free to cherry‑pick any section that matches

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