Fix A_ChangeModel serialization

I overlooked this part on my first A_ChangeModel fix
This commit is contained in:
Ricardo Luís Vaz Silva 2024-03-17 17:47:53 -03:00
parent 631eb5847b
commit ce479e09ff
10 changed files with 95 additions and 76 deletions

View file

@ -294,6 +294,21 @@ bool FSerializer::BeginObject(const char *name)
//
//==========================================================================
bool FSerializer::HasKey(const char* name)
{
if (isReading())
{
return r->FindKey(name) != nullptr;
}
return false;
}
//==========================================================================
//
//
//
//==========================================================================
bool FSerializer::HasObject(const char* name)
{
if (isReading())

View file

@ -91,6 +91,7 @@ public:
void ReadObjects(bool hubtravel);
bool BeginObject(const char *name);
void EndObject();
bool HasKey(const char* name);
bool HasObject(const char* name);
bool BeginArray(const char *name);
void EndArray();
@ -245,6 +246,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FSoundID &sid, FSoundI
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, struct ModelOverride &mo, struct ModelOverride *def);
FSerializer &Serialize(FSerializer &arc, const char *key, struct AnimModelOverride &mo, struct AnimModelOverride *def);
FSerializer &Serialize(FSerializer &arc, const char *key, struct AnimOverride &ao, struct AnimOverride *def);
FSerializer& Serialize(FSerializer& arc, const char* key, FTranslationID& value, FTranslationID* defval);
@ -259,6 +261,16 @@ FSerializer &Serialize(FSerializer &arc, const char *key, T *&value, T **)
return arc;
}
template<class A, class B>
FSerializer &Serialize(FSerializer &arc, const char *key, std::pair<A, B> &value, std::pair<A, B> *def)
{
arc.BeginObject(key);
Serialize(arc, "first", value.first, def ? &def->first : nullptr);
Serialize(arc, "second", value.second, def ? &def->second : nullptr);
arc.EndObject();
return arc;
}
template<class T, class TT>
FSerializer &Serialize(FSerializer &arc, const char *key, TArray<T, TT> &value, TArray<T, TT> *def)
{

View file

@ -43,8 +43,6 @@
#include "texturemanager.h"
#include "modelrenderer.h"
TArray<FString> savedModelFiles;
TDeletingArray<FModel*> Models;
TArray<FSpriteModelFrame> SpriteModelFrames;
TMap<void*, FSpriteModelFrame> BaseSpriteModelFrames;
@ -160,7 +158,7 @@ unsigned FindModel(const char * path, const char * modelfile, bool silent)
for(unsigned i = 0; i< Models.Size(); i++)
{
if (!Models[i]->mFileName.CompareNoCase(fullname)) return i;
if (Models[i]->mFileName.CompareNoCase(fullname) == 0) return i;
}
auto len = fileSystem.FileLength(lump);
@ -236,6 +234,7 @@ unsigned FindModel(const char * path, const char * modelfile, bool silent)
}
// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
model->mFileName = fullname;
model->mFilePath = {path, modelfile};
return Models.Push(model);
}

View file

@ -18,7 +18,7 @@ struct FSpriteModelFrame;
FTextureID LoadSkin(const char* path, const char* fn);
void FlushModels();
extern TArray<FString> savedModelFiles;
extern TDeletingArray<FModel*> Models;
extern TArray<FSpriteModelFrame> SpriteModelFrames;
extern TMap<void*, FSpriteModelFrame> BaseSpriteModelFrames;
@ -76,6 +76,7 @@ enum EFrameError
class FModel
{
public:
FModel();
virtual ~FModel();
@ -100,7 +101,9 @@ public:
void DestroyVertexBuffer();
bool hasSurfaces = false;
FString mFileName;
std::pair<FString, FString> mFilePath;
FSpriteModelFrame *baseFrame;
private:

View file

@ -2148,14 +2148,6 @@ void G_DoLoadGame ()
BackupSaveName = savename;
//Push any added models from A_ChangeModel
for (auto& smf : savedModelFiles)
{
FString modelFilePath = smf.Left(smf.LastIndexOf("/")+1);
FString modelFileName = smf.Right(smf.Len() - smf.Left(smf.LastIndexOf("/") + 1).Len());
FindModel(modelFilePath.GetChars(), modelFileName.GetChars());
}
// At this point, the GC threshold is likely a lot higher than the
// amount of memory in use, so bring it down now by starting a
// collection.

View file

@ -1013,8 +1013,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
("scrolls", Scrolls)
("automap", automap)
("interpolator", interpolator)
("frozenstate", frozenstate)
("savedModelFiles", savedModelFiles);
("frozenstate", frozenstate);
// Hub transitions must keep the current total time

View file

@ -719,6 +719,16 @@ struct ModelOverride
TArray<FTextureID> surfaceSkinIDs;
};
struct AnimModelOverride
{
int id;
AnimModelOverride() = default;
AnimModelOverride(int i) : id(i) {}
operator int() { return id; }
};
enum EModelDataFlags
{
MODELDATA_HADMODEL = 1 << 0,
@ -729,14 +739,14 @@ class DActorModelData : public DObject
{
DECLARE_CLASS(DActorModelData, DObject);
public:
PClass * modelDef;
TArray<ModelOverride> models;
TArray<FTextureID> skinIDs;
TArray<int> animationIDs;
TArray<int> modelFrameGenerators;
int flags;
int overrideFlagsSet;
int overrideFlagsClear;
PClass * modelDef;
TArray<ModelOverride> models;
TArray<FTextureID> skinIDs;
TArray<AnimModelOverride> animationIDs;
TArray<int> modelFrameGenerators;
int flags;
int overrideFlagsSet;
int overrideFlagsClear;
AnimOverride curAnim;
AnimOverride prevAnim; // used for interpolation when switching anims

View file

@ -5438,57 +5438,6 @@ void ChangeModelNative(
}
}
//[SM] - We need to serialize file paths and model names so that they are pushed on loading save files. Likewise, let's not include models that were already parsed when initialized.
if (queryModel >= 0)
{
FString fullName;
fullName.Format("%s%s", modelpath.GetChars(), model.GetChars());
bool found = false;
for (auto &m : savedModelFiles)
{
if(m.CompareNoCase(fullName) == 0)
{
found = true;
break;
}
}
if(!found) for (auto &m : Models)
{
if (m->mFileName.CompareNoCase(fullName) == 0)
{
found = true;
break;
}
}
if(!found) savedModelFiles.Push(fullName);
}
//Same for animations
if (queryAnimation >= 0)
{
FString fullName;
fullName.Format("%s%s", animationpath.GetChars(), animation.GetChars());
bool found = false;
for (auto &m : savedModelFiles)
{
if(m.CompareNoCase(fullName) == 0)
{
found = true;
break;
}
}
if(!found) for (auto &m : Models)
{
if (m->mFileName.CompareNoCase(fullName) == 0)
{
found = true;
break;
}
}
if(!found) savedModelFiles.Push(fullName);
}
CleanupModelData(mobj);
return;

View file

@ -101,6 +101,7 @@
#include "fragglescript/t_fs.h"
#include "shadowinlines.h"
#include "d_net.h"
#include "model.h"
// MACROS ------------------------------------------------------------------
@ -1387,18 +1388,57 @@ bool AActor::Massacre ()
//
//----------------------------------------------------------------------------
void SerializeModelID(FSerializer &arc, const char *key, int &id)
{ // TODO: make it a proper serializable type (FModelID) instead of an int
if(arc.isWriting())
{
if(id >= 0)
{
arc(key, Models[id]->mFilePath);
}
}
else
{
if(arc.HasKey(key))
{
std::pair<FString, FString> modelFile;
arc(key, modelFile);
id = FindModel(modelFile.first.GetChars(), modelFile.second.GetChars(), true);
}
else
{
id = -1;
}
}
}
FSerializer &Serialize(FSerializer &arc, const char *key, ModelOverride &mo, ModelOverride *def)
{
arc.BeginObject(key);
arc("modelID", mo.modelID);
SerializeModelID(arc, "model", mo.modelID);
arc("surfaceSkinIDs", mo.surfaceSkinIDs);
arc.EndObject();
return arc;
}
FSerializer &Serialize(FSerializer &arc, const char *key, AnimModelOverride &amo, AnimModelOverride *def)
{
int ok = arc.BeginObject(key);
if(arc.isReading() && !ok)
{
amo.id = -1;
}
else if(ok)
{
SerializeModelID(arc, "model", amo.id);
arc.EndObject();
}
return arc;
}
FSerializer &Serialize(FSerializer &arc, const char *key, struct AnimOverride &ao, struct AnimOverride *def)
{
//TODO
arc.BeginObject(key);
arc("firstFrame", ao.firstFrame);
arc("lastFrame", ao.lastFrame);

View file

@ -506,7 +506,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
skinid = smf->skinIDs[i];
}
if (modelid >= 0)
if (modelid >= 0 && modelid < Models.size())
{
FModel * mdl = Models[modelid];
auto tex = skinid.isValid() ? TexMan.GetGameTexture(skinid, true) : nullptr;