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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2014-10-01 18:20:53 -04:00
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class IStructSerializerBackend;
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/**
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* Enumerates policies for serializing null values.
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*/
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enum class EStructSerializerNullValuePolicies
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{
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/** Do not serialize NULL values. */
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Ignore,
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/** Serialize NULL values. */
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Serialize
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};
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/**
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* Enumerates policies for serializing object reference loops.
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*/
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enum class EStructSerializerReferenceLoopPolicies
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{
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/** Circular references generate an error. */
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Error,
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/** Ignore circular references. */
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Ignore,
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/** Serialize circular references. */
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Serialize
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};
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2020-10-09 22:42:26 -04:00
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/**
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* Enumerates policies for serializing map property type.
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*/
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enum class EStructSerializerMapPolicies
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{
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/** Write map normally, as key value pair. */
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KeyValuePair,
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/** Ignore keys and write values as array. */
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Array,
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};
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2014-10-01 18:20:53 -04:00
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/**
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* Structure for UStruct serialization policies.
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*/
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struct FStructSerializerPolicies
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{
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/** Holds the policy for null values. */
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EStructSerializerNullValuePolicies NullValues;
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/** Holds the policy for reference loops. */
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EStructSerializerReferenceLoopPolicies ReferenceLoops;
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2020-10-09 22:42:26 -04:00
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/** Policies dicting how maps are being written out */
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EStructSerializerMapPolicies MapSerialization;
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2015-07-17 17:27:47 -04:00
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/** Predicate for performing advanced filtering of struct properties.
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If set, the predicate should return true for all properties it wishes to include in the output.
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*/
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TFunction<bool (const FProperty* /*CurrentProp*/, const FProperty* /*ParentProp*/)> PropertyFilter;
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2014-10-01 18:20:53 -04:00
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/** Default constructor. */
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FStructSerializerPolicies()
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: NullValues(EStructSerializerNullValuePolicies::Serialize)
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, ReferenceLoops(EStructSerializerReferenceLoopPolicies::Ignore)
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, MapSerialization(EStructSerializerMapPolicies::KeyValuePair)
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2015-07-17 17:27:47 -04:00
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, PropertyFilter()
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2014-10-01 18:20:53 -04:00
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{ }
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};
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/**
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* Implements a static class that can serialize UStruct based types.
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*
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* This class implements the basic functionality for the serialization of UStructs, such as
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* iterating a structure's properties and writing property values. The actual writing of
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* serialized output data is performed by serialization backends, which allows this class
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* to remain serialization format agnostic.
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*
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* The serializer's behavior can be customized with serialization policies. This allows for
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* control over how to handle null values, circular references and other edge cases.
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*/
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class FStructSerializer
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{
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public:
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/**
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* Serializes a given data structure of the specified type using the specified policy.
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*
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* @param Struct The data structure to serialize.
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* @param TypeInfo The structure's type information.
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* @param Backend The serialization backend to use.
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* @param Policies The serialization policies to use.
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* @see Deserialize
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*/
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SERIALIZATION_API static void Serialize( const void* Struct, UStruct& TypeInfo, IStructSerializerBackend& Backend, const FStructSerializerPolicies& Policies );
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2020-10-09 22:42:26 -04:00
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/**
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* Serializes a given element of a data structure of the specified type using the specified policy.
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*
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* @param Address The address of the container of the property to serialize.
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* @param Property The property to serialize.
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* @param ElementIndex The index of the element to serialize if property is a container.
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* @param Backend The serialization backend to use.
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* @param Policies The serialization policies to use.
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* @see Deserialize
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*/
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SERIALIZATION_API static void SerializeElement(const void* Address, FProperty* Property, int32 ElementIndex, IStructSerializerBackend& Backend, const FStructSerializerPolicies& Policies);
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2014-10-01 18:20:53 -04:00
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/**
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* Serializes a given data structure of the specified type using the default policy.
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*
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* @param Struct The data structure to serialize.
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* @param TypeInfo The structure's type information.
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* @param Backend The serialization backend to use.
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* @see Deserialize
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*/
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static void Serialize( const void* Struct, UStruct& TypeInfo, IStructSerializerBackend& Backend )
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{
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Serialize(Struct, TypeInfo, Backend, FStructSerializerPolicies());
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}
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public:
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/**
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* Serializes a given USTRUCT to a string using the default policy.
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*
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* @param StructType The type of the struct to serialize.
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* @param Struct The struct to serialize.
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* @param Backend The serialization backend to use.
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* @return A string holding the serialized object.
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*/
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template<typename StructType>
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static void Serialize( const StructType& Struct, IStructSerializerBackend& Backend )
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{
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Serialize(&Struct, *Struct.StaticStruct(), Backend, FStructSerializerPolicies());
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}
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/**
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* Serializes a given USTRUCT to a string using the specified policy.
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*
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* @param StructType The type of the struct to serialize.
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* @param Struct The struct to serialize.
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* @param Backend The serialization backend to use.
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* @param Policies The serialization policies to use.
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* @return A string holding the serialized object.
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*/
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template<typename StructType>
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static void Serialize( const StructType& Struct, IStructSerializerBackend& Backend, const FStructSerializerPolicies& Policies )
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{
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Serialize(&Struct, *Struct.StaticStruct(), Backend, Policies);
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}
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};
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