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Bakkes avatar Bakkes commented on August 10, 2024 1

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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Bakkes avatar Bakkes commented on August 10, 2024

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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aidant19 avatar aidant19 commented on August 10, 2024

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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Bakkes avatar Bakkes commented on August 10, 2024

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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aidant19 avatar aidant19 commented on August 10, 2024

Perfect! Thank you.

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