2019-12-26 14:45:42 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-10-01 18:20:53 -04:00
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#pragma once
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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
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#include "CoreMinimal.h"
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2014-10-01 18:20:53 -04:00
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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
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class Error;
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/**
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* Enumerates serialization tokens.
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*/
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enum class EStructDeserializerBackendTokens
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{
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/** End of an array. */
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ArrayEnd,
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/** Beginning of an array. */
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ArrayStart,
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/** A comment. */
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Comment,
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/** An error occurred when reading the token. */
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Error,
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/** No token available. */
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None,
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/** A scalar property. */
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Property,
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/** End of a data structure. */
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StructureEnd,
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/** Beginning of a data structure. */
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StructureStart,
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};
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/**
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* Interface for UStruct serializer backends.
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*/
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class IStructDeserializerBackend
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{
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public:
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/**
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* Gets the identifier of the current field.
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*
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* @return The field's name.
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*/
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virtual const FString& GetCurrentPropertyName() const = 0;
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/**
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* Gets a debug string for the reader's current state.
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*
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* The returned string contains debug information that is relevant to the reader's
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* serialization format. For example, it could be a line and column number for text
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* based formats, or a byte offset for binary serialization formats.
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*
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* @return The debug string.
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*/
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virtual FString GetDebugString() const = 0;
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/**
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* Gets the last error message.
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*
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* @return Error message.
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*/
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virtual const FString& GetLastErrorMessage() const = 0;
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/**
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* Reads the next token from the stream.
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*
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* @param OutToken Will contain the read token, if any.
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* @return true if a token was read, false otherwise.
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*/
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virtual bool GetNextToken( EStructDeserializerBackendTokens& OutToken ) = 0;
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/**
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* Reads the specified property from the stream.
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*
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* @param Property The property to read into.
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* @param Outer The outer property holding the property to read (in case of arrays).
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* @param Data The buffer that will hold the read data.
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* @param ArrayIndex An index into the property array (for static arrays).
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* @return true on success, false otherwise.
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*/
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virtual bool ReadProperty( FProperty* Property, FProperty* Outer, void* Data, int32 ArrayIndex ) = 0;
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2021-02-03 14:57:28 -04:00
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/**
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* Reads the specified POD Array property from the stream.
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* @note implementations will support only a Int8 or Byte array at the moment
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*
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* @param ArrayProperty The array property to read into.
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* @param Data The location of array to read the data into.
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* @return true on success, false if need to fall back to per element array serialization.
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*/
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virtual bool ReadPODArray(FArrayProperty* ArrayProperty, void* Data) { return false; };
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/** Skips the array that is currently being read from the stream. */
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virtual void SkipArray() = 0;
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/** Skips the object that is currently being read from the stream. */
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virtual void SkipStructure() = 0;
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public:
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/** Virtual destructor. */
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virtual ~IStructDeserializerBackend() { }
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};
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