- immediately abort loading a savegame if object deserialization fails.

If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.
This commit is contained in:
Christoph Oelckers 2020-09-26 20:36:10 +02:00
parent 43b0fcbb92
commit 668ebd9be1
3 changed files with 4 additions and 0 deletions

View file

@ -675,6 +675,7 @@ void FSerializer::ReadObjects(bool hubtravel)
{
Printf(TEXTCOLOR_RED "Failed to restore all objects in savegame\n");
mErrors++;
mObjectErrors++;
}
}
catch(...)

View file

@ -181,6 +181,7 @@ public:
}
int mErrors = 0;
int mObjectErrors = 0;
};
FSerializer& Serialize(FSerializer& arc, const char* key, char& value, char* defval);

View file

@ -956,6 +956,8 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
Thinkers.DestroyAllThinkers();
interpolator.ClearInterpolations();
arc.ReadObjects(hubload);
// If there have been object deserialization errors we must absolutely not continue here because scripted objects can do unpredictable things.
if (arc.mObjectErrors) I_Error("Failed to load savegame");
}
arc("multiplayer", multiplayer);