Environment:
I'm trying to decode serialized data in Unreal Engine 5 (c++) by using protoc
. If the message contains the value of int var less than 127 everything is okay. But if the value more than 127 I catch the error: Failed to parse input.
player.proto:
syntax = "proto3";
package com.game;
message Player {
string username = 1;
int64 experience = 2;
}
C++ serialization and save to file:
com::game::Player MyPlayer;
MyPlayer.set_username("test user name");
MyPlayer.set_experience(127); // <-- PAY ATTENTION
// serialization
std::string MyPlayerString;
if(!MyPlayer.SerializeToString(&MyPlayerString))
{
UE_LOG(LogGameInstance, Error, TEXT("Can't serialize MyPlayer to String"));
return;
}
const FString MyPlayerFString(MyPlayerString.c_str());
// save to file
const FString File = *FPaths::Combine(FPaths::GameSourceDir(), FApp::GetProjectName(), TEXT("temp.dat"));
FFileHelper::SaveStringToFile(
MyPlayerFString,
*File,
FFileHelper::EEncodingOptions::AutoDetect,
&IFileManager::Get()
);
protoc --decode_raw < temp.dat
1: "test user name"
2: 127
C++ serialization and save to file:
...
MyPlayer.set_experience(128); // <-- PAY ATTENTION
...
protoc --decode_raw < temp.dat
Failed to parse input.
I guess the problem occurs when I try to convert std::string -> FString
. Any ideas?
I found a solution.
I'll keep it here, maybe it will help somebody. I changed the implementation to avoid string conversion.
Before:
...
// serialization
std::string MyPlayerString;
if(!MyPlayer.SerializeToString(&MyPlayerString))
{
UE_LOG(LogGameInstance, Error, TEXT("Can't serialize MyPlayer to String"));
return;
}
const FString MyPlayerFString(MyPlayerString.c_str());
// save to file
const FString File = *FPaths::Combine(FPaths::GameSourceDir(), FApp::GetProjectName(), TEXT("temp.dat"));
FFileHelper::SaveStringToFile(
MyPlayerFString,
*File,
FFileHelper::EEncodingOptions::AutoDetect,
&IFileManager::Get()
);
After:
// serialization
const auto MyPlayerSize = MyPlayer.ByteSizeLong();
const auto MyPlayerBytes = new uint8[MyPlayerSize]();
if(!MyPlayer.SerializeToArray(MyPlayerBytes, MyPlayerSize))
{
UE_LOG(LogGameInstance, Error, TEXT("Can't serialize MyPlayer to Array"));
return;
}
TArray64<uint8>* MyPlayerArray = new TArray<uint8, FDefaultAllocator64>(MyPlayerBytes, MyPlayerSize);
// save to file
const FString File = *FPaths::Combine(FPaths::GameSourceDir(), FApp::GetProjectName(), TEXT("temp.dat"));
FFileHelper::SaveArrayToFile(
*MyPlayerArray,
*File,
&IFileManager::Get()
);