#ifndef __SERIALIZER_H #define __SERIALIZER_H #include #include #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& SerializeMemory(const char* key, void* mem, size_t length); 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; int mObjectErrors = 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 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, TArray &value, TArray *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 FSerializer& Serialize(FSerializer& arc, const char* key, FixedBitArray& value, FixedBitArray* def) { return arc.SerializeMemory(key, value.Storage(), 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(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); } template inline FSerializer &Serialize(FSerializer &arc, const char *key, TAngle &p, TAngle *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); } // Automatic save record registration struct SaveRecord { const char* GameModule; void (*Handler)(FSerializer& arc); SaveRecord(const char* nm, void (*handler)(FSerializer& arc)); }; struct SaveRecords { TArray 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