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- 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.
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3 changed files with 4 additions and 0 deletions
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@ -675,6 +675,7 @@ void FSerializer::ReadObjects(bool hubtravel)
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{
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Printf(TEXTCOLOR_RED "Failed to restore all objects in savegame\n");
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mErrors++;
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mObjectErrors++;
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}
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}
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catch(...)
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@ -181,6 +181,7 @@ public:
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}
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int mErrors = 0;
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int mObjectErrors = 0;
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};
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FSerializer& Serialize(FSerializer& arc, const char* key, char& value, char* defval);
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@ -956,6 +956,8 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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Thinkers.DestroyAllThinkers();
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interpolator.ClearInterpolations();
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arc.ReadObjects(hubload);
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// If there have been object deserialization errors we must absolutely not continue here because scripted objects can do unpredictable things.
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if (arc.mObjectErrors) I_Error("Failed to load savegame");
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}
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arc("multiplayer", multiplayer);
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