StructSerialiser: fix serialisation of array'd structs.
Not all of them are generic structs, after all.
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1 changed files with 12 additions and 4 deletions
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@ -55,13 +55,19 @@ auto StructSerialiser::deserialise(const std::string& name, const std::string& t
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}
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else {
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for(UnsignedInt i = 0; i < count; i++) {
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auto prop = readStructValue(name, item_type, value_length, reader, serialiser);
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auto prop = Containers::pointer<UnrealPropertyBase>();
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prop = serialiser.readItem(reader, item_type, UnsignedLong(-1), name);
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if(!prop) {
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prop = readStructValue(name, item_type, value_length, reader, serialiser);
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}
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if(!prop) {
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return nullptr;
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}
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prop->structGuid = guid;
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static_cast<StructProperty*>(prop.get())->structGuid = guid;
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arrayAppend(array, std::move(prop));
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}
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@ -131,8 +137,10 @@ auto StructSerialiser::serialise(Containers::ArrayView<UnrealPropertyBase::ptr>
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return false;
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}
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if(!writeStructValue(struct_prop, bytes_written_here, writer, serialiser)) {
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return false;
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if(!serialiser.writeItem(prop, struct_prop->structType, bytes_written_here, writer)) {
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if(!writeStructValue(struct_prop, bytes_written_here, writer, serialiser)) {
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return false;
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}
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}
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}
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