- 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 committed by drfrag
parent 1bed1a9c79
commit 7c7f3f04ae
3 changed files with 4 additions and 0 deletions

View file

@ -957,6 +957,8 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
DThinker::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);

View file

@ -1007,6 +1007,7 @@ void FSerializer::ReadObjects(bool hubtravel)
{
Printf(TEXTCOLOR_RED "Failed to restore all objects in savegame\n");
mErrors++;
mObjectErrors++;
}
}
catch(...)

View file

@ -179,6 +179,7 @@ public:
}
int mErrors = 0;
int mObjectErrors = 0;
};
FSerializer &Serialize(FSerializer &arc, const char *key, bool &value, bool *defval);