Files
UnrealEngineUWP/Engine/Source/Runtime/Serialization/Private/StructDeserializer.cpp
Max Preussner 619367728a Serialization: Initial revision of the UStruct serialization framework
[CL 2316688 by Max Preussner in Main branch]
2014-10-01 18:20:53 -04:00

306 lines
7.4 KiB
C++

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
#include "SerializationPrivatePCH.h"
#include "IStructDeserializerBackend.h"
#include "StructDeserializer.h"
/* Internal helpers
*****************************************************************************/
namespace StructDeserializer
{
// Structure for the read state stack.
struct FReadState
{
// Holds the property's current array index.
int32 ArrayIndex;
// Holds a pointer to the property's data.
void* Data;
// Holds the property's meta data.
UProperty* Property;
// Holds a pointer to the UStruct describing the data.
UStruct* TypeInfo;
};
// Finds the class for the given stack state.
UStruct* FindClass( const FReadState& State )
{
UStruct* Class = nullptr;
if (State.Property != nullptr)
{
UProperty* ParentProperty = State.Property;
UArrayProperty* ArrayProperty = Cast<UArrayProperty>(ParentProperty);
if (ArrayProperty != nullptr)
{
ParentProperty = ArrayProperty->Inner;
}
UStructProperty* StructProperty = Cast<UStructProperty>(ParentProperty);
UObjectPropertyBase* ObjectProperty = Cast<UObjectPropertyBase>(ParentProperty);
if (StructProperty != nullptr)
{
Class = StructProperty->Struct;
}
else if (ObjectProperty != nullptr)
{
Class = ObjectProperty->PropertyClass;
}
}
else
{
UObject* RootObject = static_cast<UObject*>(State.Data);
Class = RootObject->GetClass();
}
return Class;
}
}
/* FStructDeserializer static interface
*****************************************************************************/
bool FStructDeserializer::Deserialize( void* OutStruct, UStruct& TypeInfo, IStructDeserializerBackend& Backend, const FStructDeserializerPolicies& Policies )
{
using namespace StructDeserializer;
check(OutStruct != nullptr);
// initialize deserialization
FReadState CurrentState;
{
CurrentState.ArrayIndex = 0;
CurrentState.Data = OutStruct;
CurrentState.Property = nullptr;
CurrentState.TypeInfo = &TypeInfo;
}
TArray<FReadState> StateStack;
EStructDeserializerBackendTokens Token;
// process state stack
while (Backend.GetNextToken(Token))
{
FString PropertyName = Backend.GetCurrentPropertyName();
switch (Token)
{
case EStructDeserializerBackendTokens::ArrayEnd:
{
if (StateStack.Num() == 0)
{
UE_LOG(LogSerialization, Verbose, TEXT("Malformed input: Found ArrayEnd without matching ArrayStart"));
return false;
}
CurrentState = StateStack.Pop();
}
break;
case EStructDeserializerBackendTokens::ArrayStart:
{
FReadState NewState;
NewState.Property = FindField<UProperty>(CurrentState.TypeInfo, *PropertyName);
if (NewState.Property == nullptr)
{
if (Policies.MissingFields != EStructDeserializerErrorPolicies::Ignore)
{
UE_LOG(LogSerialization, Verbose, TEXT("The array property '%s' does not exist"), *PropertyName);
}
if (Policies.MissingFields == EStructDeserializerErrorPolicies::Error)
{
return false;
}
Backend.SkipArray();
}
else
{
NewState.ArrayIndex = 0;
NewState.Data = CurrentState.Data;
NewState.TypeInfo = FindClass(NewState);
StateStack.Push(CurrentState);
CurrentState = NewState;
}
}
break;
case EStructDeserializerBackendTokens::Error:
{
return false;
}
case EStructDeserializerBackendTokens::Property:
{
UProperty* Property = nullptr;
if (PropertyName.IsEmpty())
{
// handle array property
UArrayProperty* ArrayProperty = Cast<UArrayProperty>(CurrentState.Property);
if (ArrayProperty != nullptr)
{
// dynamic array property
Property = ArrayProperty->Inner;
}
else
{
// static array property
Property = CurrentState.Property;
}
if (Property == nullptr)
{
// error: no property for array element
if (Policies.MissingFields != EStructDeserializerErrorPolicies::Ignore)
{
UE_LOG(LogSerialization, Verbose, TEXT("Failed to serialize array element %i"), CurrentState.ArrayIndex);
}
return false;
}
else if (!Backend.ReadProperty(Property, CurrentState.Property, CurrentState.Data, CurrentState.ArrayIndex))
{
UE_LOG(LogSerialization, Verbose, TEXT("The array element '%s[%i]' could not be read (%s)"), *PropertyName, CurrentState.ArrayIndex, *Backend.GetDebugString());
}
++CurrentState.ArrayIndex;
}
else
{
// handle scalar property
Property = FindField<UProperty>(CurrentState.TypeInfo, *PropertyName);
if (Property == nullptr)
{
// error: property not found
if (Policies.MissingFields != EStructDeserializerErrorPolicies::Ignore)
{
UE_LOG(LogSerialization, Verbose, TEXT("The property '%s' does not exist"), *PropertyName);
}
if (Policies.MissingFields == EStructDeserializerErrorPolicies::Error)
{
return false;
}
}
else if (!Backend.ReadProperty(Property, CurrentState.Property, CurrentState.Data, CurrentState.ArrayIndex))
{
UE_LOG(LogSerialization, Verbose, TEXT("The property '%s' could not be read (%s)"), *PropertyName, *Backend.GetDebugString());
}
}
}
break;
case EStructDeserializerBackendTokens::StructureEnd:
{
if (StateStack.Num() == 0)
{
return true;
}
CurrentState = StateStack.Pop();
}
break;
case EStructDeserializerBackendTokens::StructureStart:
{
FReadState NewState;
if (PropertyName.IsEmpty())
{
// skip root structure
if (CurrentState.Property == nullptr)
{
continue;
}
// handle structured array element
UArrayProperty* ArrayProperty = Cast<UArrayProperty>(CurrentState.Property);
if (ArrayProperty == nullptr)
{
UE_LOG(LogSerialization, Verbose, TEXT("Property %s is not an array"));
return false;
}
FScriptArrayHelper ArrayHelper(ArrayProperty, ArrayProperty->ContainerPtrToValuePtr<void>(CurrentState.Data));
const int32 ArrayIndex = ArrayHelper.AddValue();
NewState.Property = ArrayProperty->Inner;
NewState.Data = ArrayHelper.GetRawPtr(ArrayIndex);
}
else
{
// handle structured property
NewState.Property = FindField<UProperty>(CurrentState.TypeInfo, *PropertyName);
if (NewState.Property == nullptr)
{
// error: structured property not found
if (Policies.MissingFields != EStructDeserializerErrorPolicies::Ignore)
{
UE_LOG(LogSerialization, Verbose, TEXT("Structured property '%s' not found"), *PropertyName);
}
if (Policies.MissingFields == EStructDeserializerErrorPolicies::Error)
{
return false;
}
}
else
{
NewState.Data = NewState.Property->ContainerPtrToValuePtr<void>(CurrentState.Data);
}
}
if (NewState.Property != nullptr)
{
NewState.ArrayIndex = 0;
NewState.TypeInfo = FindClass(NewState);
StateStack.Push(CurrentState);
CurrentState = NewState;
}
else
{
// error: structured property not found
Backend.SkipStructure();
if (Policies.MissingFields != EStructDeserializerErrorPolicies::Ignore)
{
UE_LOG(LogSerialization, Verbose, TEXT("Structured property '%s' not found"), *PropertyName);
}
if (Policies.MissingFields == EStructDeserializerErrorPolicies::Error)
{
return false;
}
}
}
default:
continue;
}
}
// root structure not completed
return false;
}