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Serializer refactoring: fix FileStream usage for game loading
Miss this one rebase. Without this one non-English characters in paths to saves cause issues.
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@ -15,7 +15,8 @@
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extern template void registerTypes<BinaryDeserializer>(BinaryDeserializer & s);
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CLoadFile::CLoadFile(const boost::filesystem::path & fname, int minimalVersion /*= version*/): serializer(this)
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CLoadFile::CLoadFile(const boost::filesystem::path & fname, int minimalVersion /*= version*/)
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: serializer(this)
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{
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registerTypes(serializer);
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openNextFile(fname, minimalVersion);
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@ -39,7 +40,7 @@ void CLoadFile::openNextFile(const boost::filesystem::path & fname, int minimalV
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try
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{
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fName = fname.string();
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sfile = make_unique<boost::filesystem::ifstream>(fname, std::ios::binary);
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sfile = make_unique<FileStream>(fname, std::ios::in | std::ios::binary);
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sfile->exceptions(std::ifstream::failbit | std::ifstream::badbit); //we throw a lot anyway
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if(!(*sfile))
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@ -514,7 +514,7 @@ public:
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BinaryDeserializer serializer;
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std::string fName;
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std::unique_ptr<boost::filesystem::ifstream> sfile;
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std::unique_ptr<FileStream> sfile;
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CLoadFile(const boost::filesystem::path & fname, int minimalVersion = SERIALIZATION_VERSION); //throws!
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~CLoadFile();
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@ -15,7 +15,8 @@
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extern template void registerTypes<BinarySerializer>(BinarySerializer & s);
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CSaveFile::CSaveFile(const boost::filesystem::path &fname): serializer(this)
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CSaveFile::CSaveFile(const boost::filesystem::path &fname)
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: serializer(this)
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{
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registerTypes(serializer);
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openNextFile(fname);
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