Files
UnrealEngine/Engine/Source/Runtime/Serialization/Private/Backends/JsonStructSerializerBackend.cpp
2025-05-18 13:04:45 +08:00

243 lines
9.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Backends/JsonStructSerializerBackend.h"
#include "UObject/UnrealType.h"
#include "UObject/EnumProperty.h"
#include "UObject/TextProperty.h"
#include "UObject/PropertyPortFlags.h"
/* IStructSerializerBackend interface
*****************************************************************************/
void FJsonStructSerializerBackend::BeginArray(const FStructSerializerState& State)
{
if (State.ValueProperty->GetOwner<FArrayProperty>())
{
JsonWriter->WriteArrayStart();
}
else if (State.KeyProperty != nullptr)
{
FString KeyString;
State.KeyProperty->ExportTextItem_Direct(KeyString, State.KeyData, nullptr, nullptr, PPF_None);
JsonWriter->WriteArrayStart(KeyString);
}
else
{
JsonWriter->WriteArrayStart(State.ValueProperty->GetName());
}
}
void FJsonStructSerializerBackend::BeginStructure(const FStructSerializerState& State)
{
if (State.ValueProperty != nullptr)
{
//Write only object start in case of struct contained in arrays and not a single element is targeted
if ((State.ValueProperty->ArrayDim > 1
|| State.ValueProperty->GetOwner<FArrayProperty>()
|| State.ValueProperty->GetOwner<FSetProperty>()
|| (State.ValueProperty->GetOwner<FMapProperty>() && State.KeyProperty == nullptr)) && !EnumHasAnyFlags(State.StateFlags, EStructSerializerStateFlags::WritingContainerElement))
{
JsonWriter->WriteObjectStart();
}
else if (State.KeyProperty != nullptr)
{
FString KeyString;
State.KeyProperty->ExportTextItem_Direct(KeyString, State.KeyData, nullptr, nullptr, PPF_None);
JsonWriter->WriteObjectStart(KeyString);
}
else
{
JsonWriter->WriteObjectStart(State.ValueProperty->GetName());
}
}
else
{
JsonWriter->WriteObjectStart();
}
}
void FJsonStructSerializerBackend::EndArray(const FStructSerializerState& /*State*/)
{
JsonWriter->WriteArrayEnd();
}
void FJsonStructSerializerBackend::EndStructure(const FStructSerializerState& /*State*/)
{
JsonWriter->WriteObjectEnd();
}
void FJsonStructSerializerBackend::WriteComment(const FString& Comment)
{
// Json does not support comments
}
void FJsonStructSerializerBackend::WriteProperty(const FStructSerializerState& State, int32 ArrayIndex)
{
// booleans
if (State.FieldType == FBoolProperty::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FBoolProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
// unsigned bytes & enumerations
else if (State.FieldType == FEnumProperty::StaticClass())
{
FEnumProperty* EnumProperty = CastFieldChecked<FEnumProperty>(State.ValueProperty);
WritePropertyValue(State, EnumProperty->GetEnum()->GetNameStringByValue(EnumProperty->GetUnderlyingProperty()->GetSignedIntPropertyValue(EnumProperty->ContainerPtrToValuePtr<void>(State.ValueData, ArrayIndex))));
}
else if (State.FieldType == FByteProperty::StaticClass())
{
FByteProperty* ByteProperty = CastFieldChecked<FByteProperty>(State.ValueProperty);
if (ByteProperty->IsEnum())
{
WritePropertyValue(State, ByteProperty->Enum->GetNameStringByValue(ByteProperty->GetPropertyValue_InContainer(State.ValueData, ArrayIndex)));
}
else
{
WritePropertyValue(State, ByteProperty->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
}
// floating point numbers
else if (State.FieldType == FDoubleProperty::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FDoubleProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
else if (State.FieldType == FFloatProperty::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FFloatProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
// signed integers
else if (State.FieldType == FIntProperty::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FIntProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
else if (State.FieldType == FInt8Property::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FInt8Property>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
else if (State.FieldType == FInt16Property::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FInt16Property>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
else if (State.FieldType == FInt64Property::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FInt64Property>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
// unsigned integers
else if (State.FieldType == FUInt16Property::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FUInt16Property>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
else if (State.FieldType == FUInt32Property::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FUInt32Property>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
else if (State.FieldType == FUInt64Property::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FUInt64Property>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
// names, strings & text
else if (State.FieldType == FNameProperty::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FNameProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex).ToString());
}
else if (State.FieldType == FStrProperty::StaticClass())
{
WritePropertyValue(State, CastFieldChecked<FStrProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
}
else if (State.FieldType == FTextProperty::StaticClass())
{
const FText& TextValue = CastFieldChecked<FTextProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex);
if (EnumHasAnyFlags(Flags, EStructSerializerBackendFlags::WriteTextAsComplexString))
{
FString TextValueString;
FTextStringHelper::WriteToBuffer(TextValueString, TextValue);
WritePropertyValue(State, TextValueString);
}
else
{
WritePropertyValue(State, TextValue.ToString());
}
}
// classes & objects
else if (State.FieldType == FSoftClassProperty::StaticClass())
{
FSoftObjectPtr const& Value = CastFieldChecked<FSoftClassProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex);
WritePropertyValue(State, Value.IsValid() ? Value->GetPathName() : FString());
}
else if (State.FieldType == FWeakObjectProperty::StaticClass())
{
FWeakObjectPtr const& Value = CastFieldChecked<FWeakObjectProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex);
WritePropertyValue(State, Value.IsValid() ? Value.Get()->GetPathName() : FString());
}
else if (State.FieldType == FSoftObjectProperty::StaticClass())
{
FSoftObjectPtr const& Value = CastFieldChecked<FSoftObjectProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex);
WritePropertyValue(State, Value.ToString());
}
else if (FObjectProperty* ObjectProperty = CastField<FObjectProperty>(State.ValueProperty))
{
// @TODO: Could this be expanded to include everything derived from FObjectPropertyBase?
// Generic handling for a property type derived from FObjectProperty that is obtainable as a pointer and will be stored using its path.
// This must come after all the more specialized handlers for object property types.
UObject* const Value = ObjectProperty->GetObjectPropertyValue_InContainer(State.ValueData, ArrayIndex);
WritePropertyValue(State, Value ? Value->GetPathName() : FString());
}
// unsupported property type
else
{
UE_LOG(LogSerialization, Verbose, TEXT("FJsonStructSerializerBackend: Property %s cannot be serialized, because its type (%s) is not supported"), *State.ValueProperty->GetFName().ToString(), *State.ValueType->GetFName().ToString());
}
}
bool FJsonStructSerializerBackend::WritePODArray(const FStructSerializerState& State)
{
if (State.ElementIndex != INDEX_NONE)
{
return false;
}
// This code serializes TArray<uint8> in the same way FStructSerializer would do. However, we iterate over
// elements directly while FStructSerializer allocates one FStructSerializerState (64 bytes) for each
// byte item. As a result, one 1 MB of binary data would require more than 64 MB of temporary state data.
FArrayProperty* ArrayProperty = CastField<FArrayProperty>(State.ValueProperty);
if (ArrayProperty && (CastField<FByteProperty>(ArrayProperty->Inner) || CastField<FInt8Property>(ArrayProperty->Inner)))
{
FScriptArrayHelper ArrayHelper(ArrayProperty, ArrayProperty->ContainerPtrToValuePtr<void>(State.ValueData));
FStructSerializerState InnerState(nullptr, ArrayProperty->Inner, EStructSerializerStateFlags::None);
for (int32 Index = 0; Index < ArrayHelper.Num(); ++Index)
{
if (ArrayHelper.IsValidIndex(Index))
{
InnerState.ValueData = ArrayHelper.GetRawPtr(Index);
WriteProperty(InnerState);
}
}
// We need to close the array ourselves because FStructSerializer doesn't do this after we've declared we've completed
// serialization by returning true.
EndArray(State);
return true;
}
return false;
}