Comments (5)
Oh it's still serializing as a number in the header, interesting. Thanks for uploading the replay. I've gotta check to see if it breaks any production code that might rely on this but I doubt it. Will get back to this.
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Do you have a replay and JSON output where this is the case? The JSON output of the parser is used to process many replays a day in some node apps, where the max value of a number is 2^53 I believe and I haven't heard about any issues there (but maybe those apps discard non-steam and epic players).
7a757b1
Looks like these IDs are supposed to be serialized to string already anyway. If you've got a replay where it serializes to a number that's too big please upload it here!
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Here is the replay file and resulting JSON file that was produced:
example.zip
Addendum:
The value in question is: 14661134270990616052
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Alright, all unsigned long longs in the header will now be serialized as a string! You're probably going to run into issues when implementing logic for epic players as their onlineID is always 0 and you'll have to read the UniqueNetId data from the body instead of the header though.
I won't merge these changes to master for a while, but you can check-out and compile cb39768 or use the attached binaries which include this change.
cpprp_binaries.zip
Thanks for the suggestion, let me know if there are any other issues!
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Perfect! Thank you.
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Related Issues (5)
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