Check ACS module size in saved games

This commit is contained in:
Edward Richardson 2014-11-21 17:49:57 +13:00
parent 601852d224
commit 3437f4fcab
2 changed files with 9 additions and 0 deletions

View file

@ -1581,20 +1581,28 @@ void FBehavior::StaticSerializeModuleStates (FArchive &arc)
for (modnum = 0; modnum < StaticModules.Size(); ++modnum)
{
FBehavior *module = StaticModules[modnum];
int ModSize = module->GetDataSize();
if (arc.IsStoring())
{
arc.WriteString (module->ModuleName);
if (SaveVersion >= 4516) arc << ModSize;
}
else
{
char *modname = NULL;
arc << modname;
if (SaveVersion >= 4516) arc << ModSize;
if (stricmp (modname, module->ModuleName) != 0)
{
delete[] modname;
I_Error ("Level was saved with a different set of ACS modules.");
}
else if (ModSize != module->GetDataSize())
{
delete[] modname;
I_Error("ACS module %s has changed from what was saved. (Have %d bytes, save has %d bytes)", module->ModuleName, module->GetDataSize(), ModSize);
}
delete[] modname;
}
module->SerializeVars (arc);

View file

@ -308,6 +308,7 @@ public:
int GetScriptIndex (const ScriptPtr *ptr) const { ptrdiff_t index = ptr - Scripts; return index >= NumScripts ? -1 : (int)index; }
ScriptPtr *GetScriptPtr(int index) const { return index >= 0 && index < NumScripts ? &Scripts[index] : NULL; }
int GetLumpNum() const { return LumpNum; }
int GetDataSize() const { return DataSize; }
const char *GetModuleName() const { return ModuleName; }
ACSProfileInfo *GetFunctionProfileData(int index) { return index >= 0 && index < NumFunctions ? &FunctionProfileData[index] : NULL; }
ACSProfileInfo *GetFunctionProfileData(ScriptFunction *func) { return GetFunctionProfileData((int)(func - (ScriptFunction *)Functions)); }