raze-gles/source/common/engine/serializer.h

323 lines
8.7 KiB
C++

#ifndef __SERIALIZER_H
#define __SERIALIZER_H
#include <stdint.h>
#include <type_traits>
#include "tarray.h"
#include "file_zip.h"
#include "tflags.h"
#include "vectors.h"
#include "palentry.h"
#include "name.h"
#include "dictionary.h"
extern bool save_full;
struct FWriter;
struct FReader;
class PClass;
class FFont;
class FSoundID;
union FRenderStyle;
class DObject;
class FTextureID;
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;
bool soundNamesAreUnique = false; // While in GZDoom, sound names are unique, that isn't universally true - let the serializer handle both cases with a flag.
unsigned ArraySize();
void WriteKey(const char *key);
void WriteObjects();
private:
virtual void CloseReaderCustom() {}
public:
~FSerializer()
{
mErrors = 0; // The destructor may not throw an exception so silence the error checker.
Close();
}
void SetUniqueSoundNames() { soundNamesAreUnique = true; }
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();
// The sprite serializer is a special case because it is needed by the VM to handle its 'spriteid' type.
virtual FSerializer &Sprite(const char *key, int32_t &spritenum, int32_t *def);
// This is only needed by the type system.
virtual FSerializer& StatePointer(const char* key, void* ptraddr, bool *res);
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<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, char& value, char* defval);
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);
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, class TT>
FSerializer &Serialize(FSerializer &arc, const char *key, TArray<T, TT> &value, TArray<T, TT> *def)
{
if (arc.isWriting())
{
if (value.Size() == 0 && key) 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<int size>
FSerializer& Serialize(FSerializer& arc, const char* key, FixedBitArray<size>& value, FixedBitArray<size>* def)
{
return arc.Array(key, value.Storage(), def ? def->Storage() : nullptr, value.StorageSize());
}
template<> FSerializer& Serialize(FSerializer& arc, const char* key, PClass*& clst, PClass** def);
template<> FSerializer& Serialize(FSerializer& arc, const char* key, FFont*& font, FFont** def);
template<> FSerializer &Serialize(FSerializer &arc, const char *key, Dictionary *&dict, Dictionary **def);
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);
}
FSerializer &Serialize(FSerializer &arc, const char *key, FRenderStyle &style, FRenderStyle *def);
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);
}
// Automatic save record registration
struct SaveRecord
{
const char* GameModule;
void (*Handler)(FSerializer& arc);
SaveRecord(const char* nm, void (*handler)(FSerializer& arc));
};
struct SaveRecords
{
TArray<SaveRecord*> records;
void RunHandlers(const char* gameModule, FSerializer& arc)
{
for (auto record : records)
{
if (!strcmp(gameModule, record->GameModule))
{
record->Handler(arc);
}
}
}
};
extern SaveRecords saveRecords;
inline SaveRecord::SaveRecord(const char* nm, void (*handler)(FSerializer& arc))
{
GameModule = nm;
Handler = handler;
saveRecords.records.Push(this);
}
FString DictionaryToString(const Dictionary &dict);
Dictionary *DictionaryFromString(const FString &string);
#endif