#ifndef __SERIALIZER_H #define __SERIALIZER_H #include #include #include "tarray.h" #include "r_defs.h" #include "resourcefiles/file_zip.h" #include "tflags.h" extern bool save_full; struct ticcmd_t; struct usercmd_t; struct FWriter; struct FReader; class PClass; class PClassActor; struct FStrifeDialogueNode; class FFont; struct FState; struct FDoorAnimation; class FSoundID; struct FPolyObj; union FRenderStyle; struct FInterpolator; inline bool nullcmp(const void *buffer, size_t length) { const char *p = (const char *)buffer; for (; length > 0; length--) { if (*p++ != 0) return false; } return true; } struct NumericValue { enum EType { NM_invalid, NM_signed, NM_unsigned, NM_float } type; union { int64_t signedval; uint64_t unsignedval; double floatval; }; bool operator !=(const NumericValue &other) { return type != other.type || signedval != other.signedval; } }; class FSerializer { public: FWriter *w = nullptr; FReader *r = nullptr; FLevelLocals *Level; unsigned ArraySize(); void WriteKey(const char *key); void WriteObjects(); public: FSerializer(FLevelLocals *l) : Level(l) {} ~FSerializer() { mErrors = 0; // The destructor may not throw an exception so silence the error checker. Close(); } bool OpenWriter(bool pretty = true); bool OpenReader(const char *buffer, size_t length); bool OpenReader(FCompressedBuffer *input); void Close(); void ReadObjects(bool hubtravel); bool BeginObject(const char *name); void EndObject(); bool BeginArray(const char *name); void EndArray(); unsigned GetSize(const char *group); const char *GetKey(); const char *GetOutput(unsigned *len = nullptr); FCompressedBuffer GetCompressedOutput(); FSerializer &Args(const char *key, int *args, int *defargs, int special); FSerializer &Terrain(const char *key, int &terrain, int *def = nullptr); FSerializer &Sprite(const char *key, int32_t &spritenum, int32_t *def); 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. FSerializer &AddString(const char *key, const char *charptr); const char *GetString(const char *key); FSerializer &ScriptNum(const char *key, int &num); bool isReading() const { return r != nullptr; } bool isWriting() const { return w != nullptr; } bool canSkip() const; template FSerializer &operator()(const char *key, T &obj) { return Serialize(*this, key, obj, (T*)nullptr); } template FSerializer &operator()(const char *key, T &obj, T &def) { return Serialize(*this, key, obj, save_full? nullptr : &def); } template FSerializer &Array(const char *key, T *obj, int count, bool fullcompare = false) { if (!save_full && fullcompare && isWriting() && nullcmp(obj, count * sizeof(T))) { return *this; } if (BeginArray(key)) { if (isReading()) { int max = ArraySize(); if (max < count) count = max; } for (int i = 0; i < count; i++) { Serialize(*this, nullptr, obj[i], (T*)nullptr); } EndArray(); } return *this; } template FSerializer &Array(const char *key, T *obj, T *def, int count, bool fullcompare = false) { if (!save_full && fullcompare && isWriting() && def != nullptr && !memcmp(obj, def, count * sizeof(T))) { return *this; } if (BeginArray(key)) { if (isReading()) { int max = ArraySize(); if (max < count) count = max; } for (int i = 0; i < count; i++) { Serialize(*this, nullptr, obj[i], def ? &def[i] : nullptr); } EndArray(); } return *this; } template FSerializer &Enum(const char *key, T &obj) { auto val = (typename std::underlying_type::type)obj; Serialize(*this, key, val, nullptr); obj = (T)val; return *this; } int mErrors = 0; }; FSerializer &Serialize(FSerializer &arc, const char *key, bool &value, bool *defval); FSerializer &Serialize(FSerializer &arc, const char *key, int64_t &value, int64_t *defval); FSerializer &Serialize(FSerializer &arc, const char *key, uint64_t &value, uint64_t *defval); FSerializer &Serialize(FSerializer &arc, const char *key, int32_t &value, int32_t *defval); FSerializer &Serialize(FSerializer &arc, const char *key, uint32_t &value, uint32_t *defval); FSerializer &Serialize(FSerializer &arc, const char *key, int8_t &value, int8_t *defval); FSerializer &Serialize(FSerializer &arc, const char *key, uint8_t &value, uint8_t *defval); FSerializer &Serialize(FSerializer &arc, const char *key, int16_t &value, int16_t *defval); FSerializer &Serialize(FSerializer &arc, const char *key, uint16_t &value, uint16_t *defval); FSerializer &Serialize(FSerializer &arc, const char *key, double &value, double *defval); FSerializer &Serialize(FSerializer &arc, const char *key, float &value, float *defval); FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTextureID *defval); FSerializer &Serialize(FSerializer &arc, const char *key, DObject *&value, DObject ** /*defval*/, bool *retcode = nullptr); FSerializer &Serialize(FSerializer &arc, const char *key, FName &value, FName *defval); FSerializer &Serialize(FSerializer &arc, const char *key, FSoundID &sid, FSoundID *def); FSerializer &Serialize(FSerializer &arc, const char *key, FString &sid, FString *def); FSerializer &Serialize(FSerializer &arc, const char *key, NumericValue &sid, NumericValue *def); FSerializer &Serialize(FSerializer &arc, const char *key, ticcmd_t &sid, ticcmd_t *def); FSerializer &Serialize(FSerializer &arc, const char *key, usercmd_t &cmd, usercmd_t *def); FSerializer &Serialize(FSerializer &arc, const char *key, FInterpolator &rs, FInterpolator *def); template FSerializer &Serialize(FSerializer &arc, const char *key, T *&value, T **) { DObject *v = static_cast(value); Serialize(arc, key, v, nullptr); value = static_cast(v); return arc; } template FSerializer &Serialize(FSerializer &arc, const char *key, TObjPtr &value, TObjPtr *) { Serialize(arc, key, value.o, nullptr); return arc; } template FSerializer &Serialize(FSerializer &arc, const char *key, TObjPtr &value, T *) { Serialize(arc, key, value.o, nullptr); return arc; } template FSerializer &Serialize(FSerializer &arc, const char *key, TArray &value, TArray *def) { if (arc.isWriting()) { if (value.Size() == 0) return arc; // do not save empty arrays } bool res = arc.BeginArray(key); if (arc.isReading()) { if (!res) { value.Clear(); return arc; } value.Resize(arc.ArraySize()); } for (unsigned i = 0; i < value.Size(); i++) { Serialize(arc, nullptr, value[i], def? &(*def)[i] : nullptr); } arc.EndArray(); return arc; } template<> FSerializer &Serialize(FSerializer &arc, const char *key, FPolyObj *&value, FPolyObj **defval); template<> FSerializer &Serialize(FSerializer &arc, const char *key, sector_t *&value, sector_t **defval); template<> FSerializer &Serialize(FSerializer &arc, const char *key, const FPolyObj *&value, const FPolyObj **defval); template<> FSerializer &Serialize(FSerializer &arc, const char *key, const sector_t *&value, const sector_t **defval); template<> FSerializer &Serialize(FSerializer &arc, const char *key, player_t *&value, player_t **defval); template<> FSerializer &Serialize(FSerializer &arc, const char *key, line_t *&value, line_t **defval); template<> FSerializer &Serialize(FSerializer &arc, const char *key, side_t *&value, side_t **defval); template<> FSerializer &Serialize(FSerializer &arc, const char *key, vertex_t *&value, vertex_t **defval); template<> FSerializer &Serialize(FSerializer &arc, const char *key, PClassActor *&clst, PClassActor **def); template<> FSerializer &Serialize(FSerializer &arc, const char *key, PClass *&clst, PClass **def); template<> FSerializer &Serialize(FSerializer &arc, const char *key, FStrifeDialogueNode *&node, FStrifeDialogueNode **def); template<> FSerializer &Serialize(FSerializer &arc, const char *key, FString *&pstr, FString **def); template<> FSerializer &Serialize(FSerializer &arc, const char *key, FDoorAnimation *&pstr, FDoorAnimation **def); template<> FSerializer &Serialize(FSerializer &arc, const char *key, char *&pstr, char **def); template<> FSerializer &Serialize(FSerializer &arc, const char *key, FFont *&font, FFont **def); template<> FSerializer &Serialize(FSerializer &arc, const char *key, FLevelLocals *&font, FLevelLocals **def); FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState **def, bool *retcode); template<> inline FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState **def) { return Serialize(arc, key, state, def, nullptr); } inline FSerializer &Serialize(FSerializer &arc, const char *key, DVector3 &p, DVector3 *def) { return arc.Array(key, &p[0], def? &(*def)[0] : nullptr, 3, true); } inline FSerializer &Serialize(FSerializer &arc, const char *key, DRotator &p, DRotator *def) { return arc.Array(key, &p[0], def? &(*def)[0] : nullptr, 3, true); } inline FSerializer &Serialize(FSerializer &arc, const char *key, DVector2 &p, DVector2 *def) { return arc.Array(key, &p[0], def? &(*def)[0] : nullptr, 2, true); } inline FSerializer &Serialize(FSerializer &arc, const char *key, DAngle &p, DAngle *def) { return Serialize(arc, key, p.Degrees, def? &def->Degrees : nullptr); } inline FSerializer &Serialize(FSerializer &arc, const char *key, PalEntry &pe, PalEntry *def) { return Serialize(arc, key, pe.d, def? &def->d : nullptr); } FSerializer &Serialize(FSerializer &arc, const char *key, FRenderStyle &style, FRenderStyle *def); template FSerializer &Serialize(FSerializer &arc, const char *key, TFlags &flags, TFlags *def) { return Serialize(arc, key, flags.Value, def? &def->Value : nullptr); } #endif