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https://github.com/ZDoom/qzdoom-gpl.git
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- made reading of objects from the savegame work.
It turned out this may not be done automatically when opening the savegame - it has to be done later, after the pre-spawned map thinkers and all connected objects have been destroyed. The object deserializer also has to be rather careful about dealing with parse errors, because if something goes wrong a whole batch of uninitialized or partially initialized objects will be left behind to destroy. This means that no object class may assume that anything but the default constructor has been run on it and needs to check any variable it may reference.
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5a3f1dcdb6
4 changed files with 62 additions and 28 deletions
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@ -2941,6 +2941,7 @@ void DACSThinker::Serialize(FSerializer &arc)
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arc(nullptr, srs);
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RunningScripts[srs.scriptnum] = srs.lscript;
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}
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arc.EndArray();
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}
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}
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}
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@ -904,7 +904,7 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
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if (arc.isReading())
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{
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P_DestroyThinkers(hubload);
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// ReadObjects
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arc.ReadObjects();
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}
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arc("level.flags", level.flags)
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@ -199,6 +199,7 @@ struct FReader
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rapidjson::Document mDoc;
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TArray<DObject *> mDObjects;
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int mPlayers[MAXPLAYERS];
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bool mObjectsRead;
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FReader(const char *buffer, size_t length, bool randomaccess)
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{
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@ -206,6 +207,7 @@ struct FReader
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mDoc.Parse(buffer, length);
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mObjects.Push(FJSONObject(&mDoc, randomaccess));
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memset(mPlayers, 0, sizeof(mPlayers));
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mObjectsRead = false;
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}
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rapidjson::Value *FindKey(const char *key)
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@ -266,7 +268,6 @@ bool FSerializer::OpenReader(const char *buffer, size_t length)
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{
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if (w != nullptr || r != nullptr) return false;
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r = new FReader(buffer, length, true);
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ReadObjects();
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return true;
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}
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@ -291,7 +292,6 @@ bool FSerializer::OpenReader(FCompressedBuffer *input)
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input->Decompress(unpacked);
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r = new FReader(unpacked, input->mSize, true);
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}
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ReadObjects();
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return true;
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}
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@ -416,6 +416,7 @@ void FSerializer::EndObject(bool endwarning)
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}
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else
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{
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assert(false && "EndObject call not inside an object");
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I_Error("EndObject call not inside an object");
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}
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}
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@ -425,6 +426,7 @@ void FSerializer::EndObject(bool endwarning)
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{
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if (r->mObjects.Last().mIterator != r->mObjects.Last().mObject->MemberEnd())
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{
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assert(false && "Incomplete read of sequential object");
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I_Error("Incomplete read of sequential object");
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}
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}
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@ -797,6 +799,7 @@ void FSerializer::WriteObjects()
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void FSerializer::ReadObjects()
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{
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bool founderrors = false;
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unsigned i;
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if (isReading() && BeginArray("objects"))
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{
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@ -827,6 +830,7 @@ void FSerializer::ReadObjects()
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}
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}
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// Now that everything has been created and we can retrieve the pointers we can deserialize it.
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r->mObjectsRead = true;
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if (!founderrors)
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{
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@ -835,45 +839,54 @@ void FSerializer::ReadObjects()
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for (unsigned i = 0; i < r->mDObjects.Size(); i++)
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{
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if (BeginObject(nullptr))
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auto obj = r->mDObjects[i];
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try
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{
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Discard("classtype");
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int pindex = -1;
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Serialize(*this, "playerindex", pindex, nullptr);
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auto obj = r->mDObjects[i];
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if (pindex >= 0 && pindex < MAXPLAYERS)
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{
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obj->ObjectFlags |= OF_LoadedPlayer;
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r->mPlayers[pindex] = int(i);
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}
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obj->SerializeUserVars(*this);
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obj->Serialize(*this);
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try
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if (BeginObject(nullptr))
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{
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int pindex = -1;
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Discard("classtype");
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Serialize(*this, "playerindex", pindex, nullptr);
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if (obj != nullptr)
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{
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if (pindex >= 0 && pindex < MAXPLAYERS)
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{
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obj->ObjectFlags |= OF_LoadedPlayer;
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r->mPlayers[pindex] = int(i);
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}
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obj->SerializeUserVars(*this);
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obj->Serialize(*this);
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}
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EndObject(true);
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}
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catch (CRecoverableError &err)
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{
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I_Error("%s\n while restoring %s", err.GetMessage(), obj->GetClass()->TypeName.GetChars());
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}
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}
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catch (CRecoverableError &err)
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{
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I_Error("%s\n while restoring %s", err.GetMessage(),obj? obj->GetClass()->TypeName.GetChars() : "invalid object");
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}
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}
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}
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EndArray();
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DThinker::bSerialOverride = false;
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if (founderrors)
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{
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I_Error("Failed to restore all objects in savegame");
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}
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}
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catch(...)
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{
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// nuke all objects we created here.
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for (auto obj : r->mDObjects)
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{
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obj->Destroy();
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}
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r->mDObjects.Clear();
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// make sure this flag gets unset, even if something in here throws an error.
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DThinker::bSerialOverride = false;
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throw;
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}
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}
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if (founderrors)
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{
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I_Error("Failed to restore all objects in savegame");
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}
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}
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//==========================================================================
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@ -1367,13 +1380,17 @@ FSerializer &Serialize(FSerializer &arc, const char *key, DObject *&value, DObje
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if (retcode) *retcode = true;
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if (arc.isWriting())
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{
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if (value != nullptr && !(value->ObjectFlags & OF_EuthanizeMe))
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if (value != nullptr)
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{
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int ndx;
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if (value == WP_NOCHANGE)
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{
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ndx = -1;
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}
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else if (value->ObjectFlags & OF_EuthanizeMe)
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{
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return arc;
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}
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else
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{
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int *pndx = arc.w->mObjectMap.CheckKey(value);
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@ -1392,15 +1409,31 @@ FSerializer &Serialize(FSerializer &arc, const char *key, DObject *&value, DObje
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}
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else
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{
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if (!arc.r->mObjectsRead)
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{
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// If you want to read objects, you MUST call ReadObjects first, even if there's only nullptr's.
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assert(false && "Attempt to read object reference without calling ReadObjects first");
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I_Error("Attempt to read object reference without calling ReadObjects first");
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}
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auto val = arc.r->FindKey(key);
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if (val != nullptr && val->IsInt())
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{
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if (val->GetInt() == -1)
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int index = val->GetInt();
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if (index == -1)
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{
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value = WP_NOCHANGE;
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}
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else
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{
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assert(index >= 0 && index < (int)arc.r->mDObjects.Size());
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if (index >= 0 && index < (int)arc.r->mDObjects.Size())
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{
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value = arc.r->mDObjects[index];
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}
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else
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{
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I_Error("Invalid object reference for '%s'", key);
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}
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}
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}
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else if (!retcode)
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@ -61,7 +61,6 @@ public:
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int ArraySize();
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void WriteKey(const char *key);
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void WriteObjects();
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void ReadObjects();
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public:
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@ -73,6 +72,7 @@ public:
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bool OpenReader(const char *buffer, size_t length);
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bool OpenReader(FCompressedBuffer *input);
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void Close();
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void ReadObjects();
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bool BeginObject(const char *name, bool randomaccess = false);
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void EndObject(bool endwarning = false);
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bool BeginArray(const char *name);
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