Files
UnrealEngineUWP/Engine/Source/Runtime/WebBrowser/Private/MobileJS/MobileJSStructSerializerBackend.cpp
jamie dale a287480c36 Allow FString instances containing code units outside of the basic multilingual plane to be losslessly processed regardless of whether TCHAR is 2 or 4 bytes.
Most UE4 platforms use a 2-byte TCHAR, however some still use a 4-byte TCHAR. The platforms that use a 4-byte TCHAR expect their string data to be UTF-32, however there are parts of UE4 that serialize FString data as a series of UCS2CHAR, simply narrowing or widening each TCHAR in turn. This can result in invalid or corrupted UTF-32 strings (either UTF-32 strings containing UTF-16 surrogates, or UTF-32 code points that have been truncated to 2-bytes), which leads to either odd behavior or crashes.

This change updates the parts of UE4 that process FString data as a series of 2-byte values to do so on the correct UTF-16 interpretation of the data, converting to/from UTF-32 as required on platforms that use a 4-byte TCHAR. This conversion is a no-op on platforms that use a 2-byte TCHAR as the string is already assumed to be valid UTF-16 data. It should also be noted that while FString may contain UTF-16 code units on platforms using a 2-byte TCHAR, this change doesn't do anything to make FString represent a Unicode string on those platforms (ie, a string that understands and works on code points), but is rather just a bag of code units.

Two new variable-width string converters have be added to facilitate the conversion (modelled after the TCHAR<->UTF-8 converters), TUTF16ToUTF32_Convert and TUTF32ToUTF16_Convert. These are used for both TCHAR<->UTF16CHAR conversion when needed, but also for TCHAR<->wchar_t conversion on platforms that use char16_t for TCHAR along with having a 4-byte wchar_t (as defined by the new PLATFORM_WCHAR_IS_4_BYTES option).

These conversion routines are accessed either via the conversion macros (TCHAR_TO_UTF16, UTF16_TO_TCHAR, TCHAR_TO_WCHAR, and WCHAR_TO_TCHAR), or by using a conversion struct (FTCHARToUTF16, FUTF16ToTCHAR, FTCHARToWChar, and FWCharToTCHAR), which is the same pattern as the existing TCHAR<->UTF-8 conversion. Both the macros and the structs are defined as no-ops when the conversion isn't needed, but always exist so that code can be written in a portable way.

Very little code actually needed updating to use UTF-16, as the vast majority makes no assumptions about the size of TCHAR, nor how FString should be serialized. The main places were the FString archive serialization and the JSON reader/writer, along with some minor fixes to the UTF-8 conversion logic for platforms using a 4-byte TCHAR.

Tests have been added to verify that an FString representing a UTF-32 code point can be losslessly converted to/from UTF-8 and UTF-16, and serialized to/from an archive.

#jira
#rb Steve.Robb, Josh.Adams


#ROBOMERGE-SOURCE: CL 8676728 via CL 8687863
#ROBOMERGE-BOT: (v421-8677696)

[CL 8688048 by jamie dale in Main branch]
2019-09-16 05:44:11 -04:00

61 lines
2.0 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "MobileJSStructSerializerBackend.h"
#if PLATFORM_ANDROID || PLATFORM_IOS
#include "MobileJSScripting.h"
#include "UObject/UnrealType.h"
#include "UObject/PropertyPortFlags.h"
#include "Templates/Casts.h"
void FMobileJSStructSerializerBackend::WriteProperty(const FStructSerializerState& State, int32 ArrayIndex)
{
// The parent class serialzes UObjects as NULLs
if (State.ValueType == UObjectProperty::StaticClass())
{
WriteUObject(State, CastChecked<UObjectProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
// basic property type (json serializable)
else
{
FJsonStructSerializerBackend::WriteProperty(State, ArrayIndex);
}
}
void FMobileJSStructSerializerBackend::WriteUObject(const FStructSerializerState& State, UObject* Value)
{
// Note this function uses WriteRawJSONValue to append non-json data to the output stream.
FString RawValue = Scripting->ConvertObject(Value);
if ((State.ValueProperty == nullptr) || (State.ValueProperty->ArrayDim > 1) || (State.ValueProperty->GetOuter()->GetClass() == UArrayProperty::StaticClass()))
{
GetWriter()->WriteRawJSONValue(RawValue);
}
else if (State.KeyProperty != nullptr)
{
FString KeyString;
State.KeyProperty->ExportTextItem(KeyString, State.KeyData, nullptr, nullptr, PPF_None);
GetWriter()->WriteRawJSONValue(KeyString, RawValue);
}
else
{
GetWriter()->WriteRawJSONValue(Scripting->GetBindingName(State.ValueProperty), RawValue);
}
}
FString FMobileJSStructSerializerBackend::ToString()
{
ReturnBuffer.Add(0);
ReturnBuffer.Add(0); // Add two as we're dealing with UTF-16, so 2 bytes
return UTF16_TO_TCHAR((UTF16CHAR*)ReturnBuffer.GetData());
}
FMobileJSStructSerializerBackend::FMobileJSStructSerializerBackend(TSharedRef<class FMobileJSScripting> InScripting)
: FJsonStructSerializerBackend(Writer, EStructSerializerBackendFlags::Legacy)
, Scripting(InScripting)
, ReturnBuffer()
, Writer(ReturnBuffer)
{
}
#endif // PLATFORM_ANDROID || PLATFORM_IOS