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UnrealEngineUWP/Engine/Source/Runtime/Serialization/Public/StructDeserializer.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
class Error;
class IStructDeserializerBackend;
/**
* Enumerates policies for various errors during de-serialization.
*/
enum class EStructDeserializerErrorPolicies
{
/** Fail the de-serialization. */
Error,
/** Ignore the error (default). */
Ignore,
/** Print a warning to the log. */
Warning,
};
/**
* Enumerates policies for map de-serialization.
*/
enum class EStructDeserializerMapPolicies
{
/** Deserialize maps as key-value pair - default. */
KeyValuePair,
/** Treat map properties as array using index. */
Array,
};
/**
* Structure for UStruct serialization policies.
*/
struct FStructDeserializerPolicies
{
/** Holds the policy for handling missing fields. */
EStructDeserializerErrorPolicies MissingFields;
/** Policy about map property deserialization */
EStructDeserializerMapPolicies MapPolicies;
/** Predicate for performing advanced filtering of struct properties.
If set, the predicate should return true for all properties it wishes to include in the output.
*/
TFunction<bool (const FProperty* /*CurrentProp*/, const FProperty* /*ParentProp*/)> PropertyFilter;
/** Default constructor. */
FStructDeserializerPolicies()
: MissingFields(EStructDeserializerErrorPolicies::Ignore)
, MapPolicies(EStructDeserializerMapPolicies::KeyValuePair)
, PropertyFilter()
{ }
};
/**
* Implements a static class that can deserialize UStruct based types.
*
* This class implements the basic functionality for the serialization of UStructs, such as
* iterating a structure's properties and writing property values. The actual reading of
* serialized input data is performed by de-serialization backends, which allows this
* class to remain serialization format agnostic.
*/
class FStructDeserializer
{
public:
/**
* Deserializes a data structure from an archive using the specified policy.
*
* @param OutStruct A pointer to the data structure to deserialize into.
* @param TypeInfo The data structure's type information.
* @param Backend The de-serialization backend to use.
* @param Policies The de-serialization policies to use.
* @return true if deserialization was successful, false otherwise.
*/
SERIALIZATION_API static bool Deserialize( void* OutStruct, UStruct& TypeInfo, IStructDeserializerBackend& Backend, const FStructDeserializerPolicies& Policies );
/**
* Deserializes a data structure element from an archive using the specified policy.
*
* @param OutStruct A pointer to the data structure to deserialize into.
* @param TypeInfo The data structure's type information.
* @param ElementIndex The element index to deserialize in case of a container property.
* @param Backend The de-serialization backend to use.
* @param Policies The de-serialization policies to use.
* @return true if deserialization was successful, false otherwise.
*/
SERIALIZATION_API static bool DeserializeElement(void* OutStruct, UStruct& TypeInfo, int32 ElementIndex, IStructDeserializerBackend& Backend, const FStructDeserializerPolicies& Policies);
/**
* Deserializes a data structure from an archive using the default policy.
*
* @param OutStruct A pointer to the data structure to deserialize into.
* @param TypeInfo The data structure's type information.
* @param Backend The de-serialization backend to use.
* @return true if deserialization was successful, false otherwise.
*/
static bool Deserialize( void* OutStruct, UStruct& TypeInfo, IStructDeserializerBackend& Backend )
{
return Deserialize(OutStruct, TypeInfo, Backend, FStructDeserializerPolicies());
}
public:
/**
* Deserializes a data structure from an archive using the default policy.
*
* @param OutStruct The struct to deserialize into.
* @param Backend The de-serialization backend to use.
* @return true if deserialization was successful, false otherwise.
*/
template<typename StructType>
static bool Deserialize( StructType& OutStruct, IStructDeserializerBackend& Backend )
{
return Deserialize(&OutStruct, *StructType::StaticStruct(), Backend);
}
/**
* Deserializes a data structure from an archive using the specified policy.
*
* @param OutStruct The struct to deserialize into.
* @param Backend The de-serialization backend to use.
* @param Policies The de-serialization policies to use.
* @return true if deserialization was successful, false otherwise.
*/
template<typename StructType>
static bool Deserialize( StructType& OutStruct, IStructDeserializerBackend& Backend, const FStructDeserializerPolicies& Policies )
{
return Deserialize(&OutStruct, *StructType::StaticStruct(), Backend, Policies);
}
};