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3.3.5 - fix Il2Cpp Hashtable, boxed strings
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@@ -218,32 +218,37 @@ namespace UnityExplorer.UI.InteractiveValues
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private IDictionary EnumerateWithReflection()
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{
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var valueType = ReflectionUtility.GetType(Value);
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var valueType = ReflectionUtility.GetActualType(Value);
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// get keys and values
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var keys = valueType.GetProperty("Keys").GetValue(Value, null);
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var values = valueType.GetProperty("Values").GetValue(Value, null);
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// create lists to hold them
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var keyList = new List<object>();
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var valueList = new List<object>();
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// store entries with reflection
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EnumerateCollection(keys, keyList);
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EnumerateCollection(values, valueList);
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var hashtable = Value.Cast(typeof(Il2CppSystem.Collections.Hashtable)) as Il2CppSystem.Collections.Hashtable;
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// make actual mono dictionary
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var dict = (IDictionary)Activator.CreateInstance(typeof(Dictionary<,>)
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.MakeGenericType(m_typeOfKeys, m_typeofValues));
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if (hashtable != null)
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{
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EnumerateCppHashtable(hashtable, keyList, valueList);
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}
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else
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{
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var keys = valueType.GetProperty("Keys").GetValue(Value, null);
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var values = valueType.GetProperty("Values").GetValue(Value, null);
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EnumerateCppIDictionary(keys, keyList);
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EnumerateCppIDictionary(values, valueList);
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}
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var dict = Activator.CreateInstance(typeof(Dictionary<,>)
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.MakeGenericType(m_typeOfKeys, m_typeofValues))
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as IDictionary;
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// finally iterate into mono dictionary
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for (int i = 0; i < keyList.Count; i++)
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dict.Add(keyList[i], valueList[i]);
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return dict;
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}
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private void EnumerateCollection(object collection, List<object> list)
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private void EnumerateCppIDictionary(object collection, List<object> list)
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{
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// invoke GetEnumerator
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var enumerator = collection.GetType().GetMethod("GetEnumerator").Invoke(collection, null);
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@@ -258,11 +263,23 @@ namespace UnityExplorer.UI.InteractiveValues
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list.Add(current.GetValue(enumerator, null));
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}
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}
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private void EnumerateCppHashtable(Il2CppSystem.Collections.Hashtable hashtable, List<object> keys, List<object> values)
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{
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for (int i = 0; i < hashtable.buckets.Count; i++)
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{
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var bucket = hashtable.buckets[i];
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if (bucket == null || bucket.key == null)
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continue;
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keys.Add(bucket.key);
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values.Add(bucket.val);
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}
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}
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#endif
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#endregion
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#endregion
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#region UI CONSTRUCTION
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#region UI CONSTRUCTION
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internal GameObject m_listContent;
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internal LayoutElement m_listLayout;
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