View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0000345 | Gameplay + OpenGL | [All Projects] Bug | public | 2017-02-27 05:34 | 2017-02-27 09:51 |
Reporter | ZZYZX | ||||
Assigned To | |||||
Priority | normal | Severity | crash | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Platform | x86_64 | OS | Windows | OS Version | 7 |
Summary | 0000345: Serializer doesn't check for ZScript class compatibility | ||||
Description | There should be something similar to ACS bytecode compatibility check in ZScript, since right now incompatible classes cause various problems (from undefined behavior to crashing), while expected behavior would be "fatal: can't unserialize incompatible zscript entity %classname%". | ||||
Steps To Reproduce | 1. Load ZTEST02.wad 2. summon TestActor 3. Save the game 4. Load ZTEST01.wad It will crash. | ||||
Tags | No tags attached. | ||||
Note that this situation (with similarly named classes with completely different hierarchy/contents/whatever) is quite real for a large mod that updates frequently, like D4D, and even GZDoom's own classes should they ever be altered in the future. |
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ZTEST01.wad (327 bytes) ZTEST02.wad (417 bytes) |
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This problem has been present in one form or another since ZDoom was created. I see no urgency that suddenly has developed now. |
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Fixed this particular crash which wasn't lack of handling in the serializer but the inability of the C runtime to handle an exception being called from within a destructor. | |
>This problem has been present in one form or another since ZDoom was created. I see no urgency that suddenly has developed now. ZScript was added. With DECORATE, the worst thing that could happen with altered class is messing up the states of the actor, while in ZScript it means that completely different objects are tried to be serialized with unpredictable effects on the mod logic. This really needs to be handled on the GZDoom side rather than making people remember that savegames+different ZScript mod versions=nono. |
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Maybe. I think there needs to be some hash over the actor defaults that gets stored in the savegame as well. But like I said: That has been an even worse problem with the old binary savegame format than it is now. | |
Date Modified | Username | Field | Change |
---|---|---|---|
2017-02-27 05:34 | ZZYZX | New Issue | |
2017-02-27 05:35 | ZZYZX | Note Added: 0000798 | |
2017-02-27 05:49 | ZZYZX | Note Edited: 0000798 | View Revisions |
2017-02-27 05:54 | ZZYZX | File Added: ZTEST01.wad | |
2017-02-27 05:54 | ZZYZX | File Added: ZTEST02.wad | |
2017-02-27 07:55 | Graf Zahl | Note Added: 0000799 | |
2017-02-27 08:16 | Graf Zahl | Note Added: 0000800 | |
2017-02-27 08:17 | Graf Zahl | Status | new => resolved |
2017-02-27 08:17 | Graf Zahl | Resolution | open => fixed |
2017-02-27 09:01 | ZZYZX | Note Added: 0000801 | |
2017-02-27 09:07 | ZZYZX | Note Edited: 0000801 | View Revisions |
2017-02-27 09:51 | Graf Zahl | Note Added: 0000802 |