Lua (unlike JS) does not convert table indices to String, which can result in table indices being of various types. Instead of throwing an unhandled exception, we now handle invalid-data more gracefully.
How is this PR achieving the goal
This change mimics the msgpack-c example impl. of map -> JSON conversion with added checks and verbose console errors.
Handling for the following cases has been added:
Out-ouf-bounds exception when key type is int
Duplicate key check (when converting from int->string)
Invalid type as key -> type ≠ string, int, binary
On error, the map object will get nullified to avoid partial data.
While not every case necessarily needs to throw an error, this was done to avoid 'wrong' user-data staying unnoticed.
Different key types (string, int) in the same map are also now supported.
This PR applies to the following area(s)
FiveM
Successfully tested on
Game builds: Not applicable
Platforms: Windows (Client)
Checklist
[x] Code compiles and has been tested successfully.
[x] Code explains itself well and/or is documented.
[x] My commit message explains what the changes do and what they are for.
[x] No extra compilation warnings are added by these changes.
Goal of this PR
Lua (unlike JS) does not convert table indices to String, which can result in table indices being of various types. Instead of throwing an unhandled exception, we now handle invalid-data more gracefully.
How is this PR achieving the goal
This change mimics the msgpack-c example impl. of map -> JSON conversion with added checks and verbose console errors.
Handling for the following cases has been added:
On error, the map object will get nullified to avoid partial data. While not every case necessarily needs to throw an error, this was done to avoid 'wrong' user-data staying unnoticed.
Different key types (string, int) in the same map are also now supported.
This PR applies to the following area(s)
FiveM
Successfully tested on
Game builds: Not applicable
Platforms: Windows (Client)
Checklist
Fixes issues
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