Comments (6)
Thanks for the detailed report. It looks like I made a mistake with endianess. Message pack is big-endian by specification, but I assumed it's little-endian while implementing it. Although changes will take a little time (2 lines of code :-) ). I need to describe migration routine for those who have saved data with wrong endianess.
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Youโre welcome. Can you provide me with a hotfix in the meantime? Iโm just in the middle of development and would like to use msgpack over json for the final application.
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I made necessary changes in 1b8df78
Try it.
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Thanks! ๐
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BTW You can read and write directly to FileStream, bypassing the MemoryStream.
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I know, I just tried all the methods in case I did something wrong. :)
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Related Issues (20)
- ReflectionExtensions.GetDataMemberName doesn't work under WebGL in Unity HOT 3
- Got an exception in WebGL build on MsgPack.Deserialize<IndexedDictionary<string, object>>(s); HOT 6
- Ignore Getters HOT 1
- Failed to read value for member. HOT 13
- Compatibility with notepack.io's "undefined" value HOT 5
- BeginDeserialize/EndDeserialize HOT 2
- Guid de-serialization HOT 3
- Exposing JsonSerializationException.ErrorCode HOT 3
- Unexpected value when deserializing (int) HOT 5
- Json deserialization of null primitive types HOT 2
- Vector Crash HOT 6
- [Request] Support for Unity 2018.3.0f2 (Script Runtime Version .NET 4.x) HOT 4
- .NET Standard 2.0 HOT 5
- Decode bytes starting from offset HOT 3
- 'Unexpected token readed 'EndOfStream' while 'BeginObject' is expected.' ? HOT 4
- Unexpected token readed 'BeginArray' while 'BeginObject' is expected. HOT 6
- MsgPackReader.cs ReadBytes(long bytesRequired, bool forceNewBuffer = false) Problem HOT 5
- Can not JSON serialize an IndexedDictionary HOT 2
- "Invalid cast"? HOT 3
- [question] problem encoding types HOT 5
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