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293 lines
7.9 KiB
C++
293 lines
7.9 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "StructSerializer.h"
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#include "UObject/UnrealType.h"
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#include "IStructSerializerBackend.h"
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/* Internal helpers
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*****************************************************************************/
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namespace StructSerializer
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{
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/**
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* Gets the value from the given property.
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*
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* @param PropertyType The type name of the property.
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* @param State The stack state that holds the property's data.
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* @param Property A pointer to the property.
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* @return A pointer to the property's value, or nullptr if it couldn't be found.
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*/
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template<typename UPropertyType, typename PropertyType>
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PropertyType* GetPropertyValue( const FStructSerializerState& State, UProperty* Property )
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{
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PropertyType* ValuePtr = nullptr;
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UArrayProperty* ArrayProperty = Cast<UArrayProperty>(State.ValueProperty);
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if (ArrayProperty)
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{
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check(ArrayProperty->Inner == Property);
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FScriptArrayHelper ArrayHelper(ArrayProperty, ArrayProperty->template ContainerPtrToValuePtr<void>(State.ValueData));
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int32 Index = ArrayHelper.AddValue();
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ValuePtr = (PropertyType*)ArrayHelper.GetRawPtr( Index );
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}
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else
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{
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UPropertyType* TypedProperty = Cast<UPropertyType>(Property);
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check(TypedProperty != nullptr);
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ValuePtr = TypedProperty->template ContainerPtrToValuePtr<PropertyType>(State.ValueData);
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}
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return ValuePtr;
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}
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}
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/* FStructSerializer static interface
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*****************************************************************************/
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void FStructSerializer::Serialize( const void* Struct, UStruct& TypeInfo, IStructSerializerBackend& Backend, const FStructSerializerPolicies& Policies )
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{
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using namespace StructSerializer;
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check(Struct != nullptr);
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// initialize serialization
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TArray<FStructSerializerState> StateStack;
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{
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FStructSerializerState NewState;
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{
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NewState.HasBeenProcessed = false;
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NewState.KeyData = nullptr;
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NewState.KeyProperty = nullptr;
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NewState.ValueData = Struct;
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NewState.ValueProperty = nullptr;
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NewState.ValueType = &TypeInfo;
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}
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StateStack.Push(NewState);
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}
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// process state stack
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while (StateStack.Num() > 0)
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{
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FStructSerializerState CurrentState = StateStack.Pop(/*bAllowShrinking=*/ false);
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// structures
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if ((CurrentState.ValueProperty == nullptr) || (CurrentState.ValueType == UStructProperty::StaticClass()))
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{
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if (!CurrentState.HasBeenProcessed)
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{
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const void* ValueData = CurrentState.ValueData;
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// write object start
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if (CurrentState.ValueProperty != nullptr)
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{
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UObject* Outer = CurrentState.ValueProperty->GetOuter();
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if ((Outer == nullptr) || (Outer->GetClass() != UArrayProperty::StaticClass()))
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{
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ValueData = CurrentState.ValueProperty->ContainerPtrToValuePtr<void>(CurrentState.ValueData);
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}
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}
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Backend.BeginStructure(CurrentState);
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CurrentState.HasBeenProcessed = true;
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StateStack.Push(CurrentState);
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// serialize fields
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if (CurrentState.ValueProperty != nullptr)
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{
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UStructProperty* StructProperty = Cast<UStructProperty>(CurrentState.ValueProperty);
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if (StructProperty != nullptr)
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{
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CurrentState.ValueType = StructProperty->Struct;
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}
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else
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{
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UObjectPropertyBase* ObjectProperty = Cast<UObjectPropertyBase>(CurrentState.ValueProperty);
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if (ObjectProperty != nullptr)
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{
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CurrentState.ValueType = ObjectProperty->PropertyClass;
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}
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}
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}
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TArray<FStructSerializerState> NewStates;
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for (TFieldIterator<UProperty> It(CurrentState.ValueType, EFieldIteratorFlags::IncludeSuper); It; ++It)
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{
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// Skip property if the filter function is set and rejects it.
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if (Policies.PropertyFilter && !Policies.PropertyFilter(*It, CurrentState.ValueProperty))
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{
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continue;
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}
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FStructSerializerState NewState;
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{
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NewState.HasBeenProcessed = false;
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NewState.KeyData = nullptr;
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NewState.KeyProperty = nullptr;
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NewState.ValueData = ValueData;
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NewState.ValueProperty = *It;
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NewState.ValueType = It->GetClass();
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}
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NewStates.Add(NewState);
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}
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// push child properties on stack (in reverse order)
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for (int Index = NewStates.Num() - 1; Index >= 0; --Index)
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{
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StateStack.Push(NewStates[Index]);
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}
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}
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else
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{
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Backend.EndStructure(CurrentState);
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}
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}
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// dynamic arrays
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else if (CurrentState.ValueType == UArrayProperty::StaticClass())
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{
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if (!CurrentState.HasBeenProcessed)
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{
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Backend.BeginArray(CurrentState);
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CurrentState.HasBeenProcessed = true;
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StateStack.Push(CurrentState);
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UArrayProperty* ArrayProperty = Cast<UArrayProperty>(CurrentState.ValueProperty);
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FScriptArrayHelper ArrayHelper(ArrayProperty, ArrayProperty->ContainerPtrToValuePtr<void>(CurrentState.ValueData));
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UProperty* ValueProperty = ArrayProperty->Inner;
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// push elements on stack (in reverse order)
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for (int Index = ArrayHelper.Num() - 1; Index >= 0; --Index)
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{
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FStructSerializerState NewState;
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{
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NewState.HasBeenProcessed = false;
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NewState.KeyData = nullptr;
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NewState.KeyProperty = nullptr;
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NewState.ValueData = ArrayHelper.GetRawPtr(Index);
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NewState.ValueProperty = ValueProperty;
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NewState.ValueType = ValueProperty->GetClass();
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}
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StateStack.Push(NewState);
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}
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}
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else
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{
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Backend.EndArray(CurrentState);
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}
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}
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// maps
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else if (CurrentState.ValueType == UMapProperty::StaticClass())
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{
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if (!CurrentState.HasBeenProcessed)
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{
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Backend.BeginStructure(CurrentState);
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CurrentState.HasBeenProcessed = true;
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StateStack.Push(CurrentState);
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UMapProperty* MapProperty = Cast<UMapProperty>(CurrentState.ValueProperty);
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FScriptMapHelper MapHelper(MapProperty, MapProperty->ContainerPtrToValuePtr<void>(CurrentState.ValueData));
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UProperty* ValueProperty = MapProperty->ValueProp;
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// push key-value pairs on stack (in reverse order)
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for (int Index = MapHelper.GetMaxIndex() - 1; Index >= 0; --Index)
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{
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if (MapHelper.IsValidIndex(Index))
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{
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uint8* PairPtr = MapHelper.GetPairPtr(Index);
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FStructSerializerState NewState;
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{
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NewState.HasBeenProcessed = false;
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NewState.KeyData = PairPtr;
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NewState.KeyProperty = MapProperty->KeyProp;
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NewState.ValueData = PairPtr;
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NewState.ValueProperty = ValueProperty;
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NewState.ValueType = ValueProperty->GetClass();
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}
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StateStack.Push(NewState);
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}
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}
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}
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else
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{
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Backend.EndStructure(CurrentState);
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}
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}
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// sets
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else if (CurrentState.ValueType == USetProperty::StaticClass())
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{
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if (!CurrentState.HasBeenProcessed)
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{
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Backend.BeginArray(CurrentState);
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CurrentState.HasBeenProcessed = true;
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StateStack.Push(CurrentState);
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USetProperty* SetProperty = CastChecked<USetProperty>(CurrentState.ValueProperty);
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FScriptSetHelper SetHelper(SetProperty, CurrentState.ValueData);
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UProperty* ValueProperty = SetProperty->ElementProp;
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// push elements on stack
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for (int Index = SetHelper.GetMaxIndex() - 1; Index >= 0; --Index)
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{
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if (SetHelper.IsValidIndex(Index))
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{
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FStructSerializerState NewState;
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{
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NewState.HasBeenProcessed = false;
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NewState.KeyData = nullptr;
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NewState.KeyProperty = nullptr;
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NewState.ValueData = SetHelper.GetElementPtr(Index);
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NewState.ValueProperty = ValueProperty;
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NewState.ValueType = ValueProperty->GetClass();
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}
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StateStack.Push(NewState);
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}
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}
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}
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else
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{
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Backend.EndArray(CurrentState);
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}
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}
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// static arrays
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else if (CurrentState.ValueProperty->ArrayDim > 1)
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{
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Backend.BeginArray(CurrentState);
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for (int32 ArrayIndex = 0; ArrayIndex < CurrentState.ValueProperty->ArrayDim; ++ArrayIndex)
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{
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Backend.WriteProperty(CurrentState, ArrayIndex);
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}
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Backend.EndArray(CurrentState);
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}
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// all other properties
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else
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{
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Backend.WriteProperty(CurrentState);
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}
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}
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}
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