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817fa8aba3
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
354 lines
9.4 KiB
C++
354 lines
9.4 KiB
C++
#ifndef __SERIALIZER_H
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#define __SERIALIZER_H
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#include <stdint.h>
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#include <type_traits>
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#include "tarray.h"
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#include "file_zip.h"
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#include "tflags.h"
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#include "vectors.h"
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#include "palentry.h"
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#include "name.h"
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#include "dictionary.h"
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extern bool save_full;
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struct FWriter;
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struct FReader;
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class PClass;
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class FFont;
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class FSoundID;
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union FRenderStyle;
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class DObject;
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class FTextureID;
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inline bool nullcmp(const void *buffer, size_t length)
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{
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const char *p = (const char *)buffer;
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for (; length > 0; length--)
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{
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if (*p++ != 0) return false;
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}
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return true;
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}
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struct NumericValue
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{
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enum EType
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{
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NM_invalid,
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NM_signed,
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NM_unsigned,
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NM_float
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} type;
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union
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{
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int64_t signedval;
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uint64_t unsignedval;
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double floatval;
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};
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bool operator !=(const NumericValue &other)
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{
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return type != other.type || signedval != other.signedval;
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}
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};
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class FSerializer
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{
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public:
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FWriter *w = nullptr;
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FReader *r = nullptr;
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bool soundNamesAreUnique = false; // While in GZDoom, sound names are unique, that isn't universally true - let the serializer handle both cases with a flag.
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unsigned ArraySize();
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void WriteKey(const char *key);
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void WriteObjects();
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private:
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virtual void CloseReaderCustom() {}
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public:
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~FSerializer()
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{
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mErrors = 0; // The destructor may not throw an exception so silence the error checker.
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Close();
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}
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void SetUniqueSoundNames() { soundNamesAreUnique = true; }
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bool OpenWriter(bool pretty = true);
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bool OpenReader(const char *buffer, size_t length);
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bool OpenReader(FCompressedBuffer *input);
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void Close();
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void ReadObjects(bool hubtravel);
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bool BeginObject(const char *name);
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void EndObject();
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bool BeginArray(const char *name);
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void EndArray();
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unsigned GetSize(const char *group);
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const char *GetKey();
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const char *GetOutput(unsigned *len = nullptr);
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FCompressedBuffer GetCompressedOutput();
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// The sprite serializer is a special case because it is needed by the VM to handle its 'spriteid' type.
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virtual FSerializer &Sprite(const char *key, int32_t &spritenum, int32_t *def);
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// This is only needed by the type system.
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virtual FSerializer& StatePointer(const char* key, void* ptraddr, bool *res);
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FSerializer& SerializeMemory(const char* key, void* mem, size_t length);
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FSerializer &StringPtr(const char *key, const char *&charptr); // This only retrieves the address but creates no permanent copy of the string unlike the regular char* serializer.
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FSerializer &AddString(const char *key, const char *charptr);
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const char *GetString(const char *key);
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FSerializer &ScriptNum(const char *key, int &num);
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bool isReading() const
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{
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return r != nullptr;
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}
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bool isWriting() const
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{
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return w != nullptr;
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}
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bool canSkip() const;
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template<class T>
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FSerializer &operator()(const char *key, T &obj)
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{
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return Serialize(*this, key, obj, (T*)nullptr);
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}
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template<class T>
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FSerializer &operator()(const char *key, T &obj, T &def)
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{
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return Serialize(*this, key, obj, save_full? nullptr : &def);
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}
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template<class T>
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FSerializer& operator()(const char* key, T& obj, T* def)
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{
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return Serialize(*this, key, obj, !def || save_full ? nullptr : def);
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}
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template<class T>
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FSerializer &Array(const char *key, T *obj, int count, bool fullcompare = false)
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{
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if (!save_full && fullcompare && isWriting() && nullcmp(obj, count * sizeof(T)))
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{
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return *this;
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}
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if (BeginArray(key))
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{
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if (isReading())
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{
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int max = ArraySize();
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if (max < count) count = max;
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}
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for (int i = 0; i < count; i++)
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{
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Serialize(*this, nullptr, obj[i], (T*)nullptr);
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}
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EndArray();
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}
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return *this;
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}
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template<class T>
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FSerializer &Array(const char *key, T *obj, T *def, int count, bool fullcompare = false)
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{
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if (!save_full && fullcompare && isWriting() && def != nullptr && !memcmp(obj, def, count * sizeof(T)))
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{
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return *this;
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}
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if (BeginArray(key))
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{
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if (isReading())
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{
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int max = ArraySize();
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if (max < count) count = max;
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}
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for (int i = 0; i < count; i++)
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{
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Serialize(*this, nullptr, obj[i], def ? &def[i] : nullptr);
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}
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EndArray();
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}
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return *this;
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}
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template<class T, class Map>
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FSerializer &SparseArray(const char *key, T *obj, int count, const Map &map, bool fullcompare = false)
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{
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if (BeginArray(key))
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{
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int max = count;
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if (isReading())
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{
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max = ArraySize();
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}
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for (int i = 0; i < count; i++)
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{
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if (map[i])
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{
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Serialize(*this, nullptr, obj[i], (T*)nullptr);
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if (--max < 0) break;
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}
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}
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EndArray();
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}
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return *this;
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}
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template<class T>
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FSerializer &Enum(const char *key, T &obj)
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{
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auto val = (typename std::underlying_type<T>::type)obj;
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Serialize(*this, key, val, nullptr);
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obj = (T)val;
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return *this;
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}
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int mErrors = 0;
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int mObjectErrors = 0;
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};
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FSerializer& Serialize(FSerializer& arc, const char* key, char& value, char* defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, bool &value, bool *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, int64_t &value, int64_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, uint64_t &value, uint64_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, int32_t &value, int32_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, uint32_t &value, uint32_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, int8_t &value, int8_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, uint8_t &value, uint8_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, int16_t &value, int16_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, uint16_t &value, uint16_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, double &value, double *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, float &value, float *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTextureID *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, DObject *&value, DObject ** /*defval*/, bool *retcode = nullptr);
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FSerializer &Serialize(FSerializer &arc, const char *key, FName &value, FName *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, FSoundID &sid, FSoundID *def);
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FSerializer &Serialize(FSerializer &arc, const char *key, FString &sid, FString *def);
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FSerializer &Serialize(FSerializer &arc, const char *key, NumericValue &sid, NumericValue *def);
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template<class T>
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FSerializer &Serialize(FSerializer &arc, const char *key, T *&value, T **)
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{
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DObject *v = static_cast<DObject*>(value);
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Serialize(arc, key, v, nullptr);
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value = static_cast<T*>(v);
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return arc;
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}
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template<class T, class TT>
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FSerializer &Serialize(FSerializer &arc, const char *key, TArray<T, TT> &value, TArray<T, TT> *def)
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{
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if (arc.isWriting())
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{
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if (value.Size() == 0 && key) return arc; // do not save empty arrays
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}
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bool res = arc.BeginArray(key);
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if (arc.isReading())
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{
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if (!res)
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{
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value.Clear();
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return arc;
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}
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value.Resize(arc.ArraySize());
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}
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for (unsigned i = 0; i < value.Size(); i++)
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{
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Serialize(arc, nullptr, value[i], def? &(*def)[i] : nullptr);
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}
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arc.EndArray();
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return arc;
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}
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template<int size>
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FSerializer& Serialize(FSerializer& arc, const char* key, FixedBitArray<size>& value, FixedBitArray<size>* def)
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{
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return arc.SerializeMemory(key, value.Storage(), value.StorageSize());
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}
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template<> FSerializer& Serialize(FSerializer& arc, const char* key, PClass*& clst, PClass** def);
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template<> FSerializer& Serialize(FSerializer& arc, const char* key, FFont*& font, FFont** def);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, Dictionary *&dict, Dictionary **def);
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inline FSerializer &Serialize(FSerializer &arc, const char *key, DVector3 &p, DVector3 *def)
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{
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return arc.Array<double>(key, &p[0], def? &(*def)[0] : nullptr, 3, true);
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}
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inline FSerializer &Serialize(FSerializer &arc, const char *key, DRotator &p, DRotator *def)
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{
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return arc.Array<DAngle>(key, &p[0], def? &(*def)[0] : nullptr, 3, true);
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}
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inline FSerializer &Serialize(FSerializer &arc, const char *key, DVector2 &p, DVector2 *def)
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{
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return arc.Array<double>(key, &p[0], def? &(*def)[0] : nullptr, 2, true);
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}
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template<class T>
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inline FSerializer &Serialize(FSerializer &arc, const char *key, TAngle<T> &p, TAngle<T> *def)
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{
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return Serialize(arc, key, p.Degrees, def? &def->Degrees : nullptr);
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}
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inline FSerializer &Serialize(FSerializer &arc, const char *key, PalEntry &pe, PalEntry *def)
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{
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return Serialize(arc, key, pe.d, def? &def->d : nullptr);
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}
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FSerializer &Serialize(FSerializer &arc, const char *key, FRenderStyle &style, FRenderStyle *def);
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template<class T, class TT>
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FSerializer &Serialize(FSerializer &arc, const char *key, TFlags<T, TT> &flags, TFlags<T, TT> *def)
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{
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return Serialize(arc, key, flags.Value, def? &def->Value : nullptr);
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}
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// Automatic save record registration
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struct SaveRecord
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{
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const char* GameModule;
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void (*Handler)(FSerializer& arc);
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SaveRecord(const char* nm, void (*handler)(FSerializer& arc));
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};
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struct SaveRecords
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{
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TArray<SaveRecord*> records;
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void RunHandlers(const char* gameModule, FSerializer& arc)
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{
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for (auto record : records)
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{
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if (!strcmp(gameModule, record->GameModule))
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{
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record->Handler(arc);
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}
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}
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}
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};
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extern SaveRecords saveRecords;
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inline SaveRecord::SaveRecord(const char* nm, void (*handler)(FSerializer& arc))
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{
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GameModule = nm;
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Handler = handler;
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saveRecords.records.Push(this);
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}
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FString DictionaryToString(const Dictionary &dict);
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Dictionary *DictionaryFromString(const FString &string);
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#endif
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