Several games use arrays of ByteProperty to store various binary data streams. The current serde format is essentially Vec<Property<ByteProperty<u8>>>, which is inefficient to represent when the array gets very large. This change attempts to coerce this type of data in to a Vec<u8>, and falls back to Vec<Property> in the event of an error.
This is part of a proposed fix for #66.
Several games use arrays of ByteProperty to store various binary data streams. The current serde format is essentially
Vec<Property<ByteProperty<u8>>>
, which is inefficient to represent when the array gets very large. This change attempts to coerce this type of data in to aVec<u8>
, and falls back toVec<Property>
in the event of an error.