qzdoom/src/serializer.h
Christoph Oelckers 17a2666bd4 - moved DisplayName, the last remaining PlayerPawn meta property, to PClassActor so that PClassPlayerPawn could be removed.
Now all actors have the same metaclass and therefore it will always be the same size which will finally allow some needed changes to the type system which couldn't be done because it was occasionally necessary to replace tentatively created classes due to size mismatches.
2017-02-08 19:42:24 +01:00

293 lines
9.2 KiB
C++

#ifndef __SERIALIZER_H
#define __SERIALIZER_H
#include <stdint.h>
#include <type_traits>
#include "tarray.h"
#include "r_defs.h"
#include "resourcefiles/file_zip.h"
extern bool save_full;
struct ticcmd_t;
struct usercmd_t;
struct FWriter;
struct FReader;
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;
unsigned ArraySize();
void WriteKey(const char *key);
void WriteObjects();
public:
~FSerializer()
{
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);
FSerializer &ScriptNum(const char *key, int &num);
bool isReading() const
{
return r != nullptr;
}
bool isWriting() const
{
return w != nullptr;
}
bool canSkip() const;
template<class T>
FSerializer &operator()(const char *key, T &obj)
{
return Serialize(*this, key, obj, (T*)nullptr);
}
template<class T>
FSerializer &operator()(const char *key, T &obj, T &def)
{
return Serialize(*this, key, obj, save_full? nullptr : &def);
}
template<class T>
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<class T>
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<class T>
FSerializer &Enum(const char *key, T &obj)
{
auto val = (typename std::underlying_type<T>::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);
template<class T>
FSerializer &Serialize(FSerializer &arc, const char *key, T *&value, T **)
{
DObject *v = static_cast<DObject*>(value);
Serialize(arc, key, v, nullptr);
value = static_cast<T*>(v);
return arc;
}
template<class T>
FSerializer &Serialize(FSerializer &arc, const char *key, TObjPtr<T> &value, TObjPtr<T> *)
{
Serialize(arc, key, value.o, nullptr);
return arc;
}
template<class T, class TT>
FSerializer &Serialize(FSerializer &arc, const char *key, TArray<T, TT> &value, TArray<T, TT> *)
{
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], (T*)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, FDynamicColormap *&cm, FDynamicColormap **def);
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);
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<double>(key, &p[0], def? &(*def)[0] : nullptr, 3, true);
}
inline FSerializer &Serialize(FSerializer &arc, const char *key, DRotator &p, DRotator *def)
{
return arc.Array<DAngle>(key, &p[0], def? &(*def)[0] : nullptr, 3, true);
}
inline FSerializer &Serialize(FSerializer &arc, const char *key, DVector2 &p, DVector2 *def)
{
return arc.Array<double>(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);
}
inline FSerializer &Serialize(FSerializer &arc, const char *key, FRenderStyle &style, FRenderStyle *def)
{
return arc.Array(key, &style.BlendOp, def ? &def->BlendOp : nullptr, 4);
}
template<class T, class TT>
FSerializer &Serialize(FSerializer &arc, const char *key, TFlags<T, TT> &flags, TFlags<T, TT> *def)
{
return Serialize(arc, key, flags.Value, def? &def->Value : nullptr);
}
#endif