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3364988680
There is no need to do this deep inside the renderer where it required code duplication and made it problematic to execute on multiple levels. This is now being done before and after the top level call into the renderer in d_main.cpp. This also serializes the interpolator itself to avoid problems with the Serialize functions adding the interpolations into the list which can only work with a single global instance.
314 lines
9.7 KiB
C++
314 lines
9.7 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 "r_defs.h"
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#include "resourcefiles/file_zip.h"
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#include "tflags.h"
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extern bool save_full;
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struct ticcmd_t;
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struct usercmd_t;
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struct FWriter;
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struct FReader;
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class PClass;
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class PClassActor;
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struct FStrifeDialogueNode;
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class FFont;
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struct FState;
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struct FDoorAnimation;
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class FSoundID;
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struct FPolyObj;
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union FRenderStyle;
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struct FInterpolator;
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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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FLevelLocals *Level;
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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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public:
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FSerializer(FLevelLocals *l) : Level(l)
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{}
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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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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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FSerializer &Args(const char *key, int *args, int *defargs, int special);
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FSerializer &Terrain(const char *key, int &terrain, int *def = nullptr);
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FSerializer &Sprite(const char *key, int32_t &spritenum, int32_t *def);
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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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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 &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>
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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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};
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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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FSerializer &Serialize(FSerializer &arc, const char *key, ticcmd_t &sid, ticcmd_t *def);
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FSerializer &Serialize(FSerializer &arc, const char *key, usercmd_t &cmd, usercmd_t *def);
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FSerializer &Serialize(FSerializer &arc, const char *key, FInterpolator &rs, FInterpolator *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>
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FSerializer &Serialize(FSerializer &arc, const char *key, TObjPtr<T> &value, TObjPtr<T> *)
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{
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Serialize(arc, key, value.o, nullptr);
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return arc;
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}
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template<class T>
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FSerializer &Serialize(FSerializer &arc, const char *key, TObjPtr<T> &value, T *)
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{
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Serialize(arc, key, value.o, nullptr);
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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) 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<> FSerializer &Serialize(FSerializer &arc, const char *key, FPolyObj *&value, FPolyObj **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, sector_t *&value, sector_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, const FPolyObj *&value, const FPolyObj **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, const sector_t *&value, const sector_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, player_t *&value, player_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, line_t *&value, line_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, side_t *&value, side_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, vertex_t *&value, vertex_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, PClassActor *&clst, PClassActor **def);
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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, FStrifeDialogueNode *&node, FStrifeDialogueNode **def);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, FString *&pstr, FString **def);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, FDoorAnimation *&pstr, FDoorAnimation **def);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, char *&pstr, char **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, FLevelLocals *&font, FLevelLocals **def);
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FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState **def, bool *retcode);
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template<> inline FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState **def)
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{
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return Serialize(arc, key, state, def, nullptr);
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}
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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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inline FSerializer &Serialize(FSerializer &arc, const char *key, DAngle &p, DAngle *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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#endif
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