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UnrealEngine/Engine/Source/Runtime/Serialization/Public/Backends/CborStructSerializerBackend.h
2025-05-18 13:04:45 +08:00

65 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CborWriter.h"
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "CoreTypes.h"
#include "IStructSerializerBackend.h"
class FArchive;
/**
* Implements a writer for UStruct serialization using Cbor.
*/
class FCborStructSerializerBackend
: public IStructSerializerBackend
{
public:
/**
* Creates and initializes a new legacy instance.
* @note Deprecated, use the two-parameter constructor with EStructSerializerBackendFlags::Legacy if you need backwards compatibility with code compiled prior to 4.22.
*
* @param InArchive The archive to serialize into.
*/
UE_DEPRECATED(4.22, "Use the two-parameter constructor with EStructSerializerBackendFlags::Legacy only if you need backwards compatibility with code compiled prior to 4.22; otherwise use EStructSerializerBackendFlags::Default.")
SERIALIZATION_API FCborStructSerializerBackend(FArchive& InArchive);
/**
* Creates and initializes a new instance with the given flags.
*
* @param InArchive The archive to serialize into.
* @param InFlags The flags that control the serialization behavior (typically EStructSerializerBackendFlags::Default).
*/
SERIALIZATION_API FCborStructSerializerBackend(FArchive& InArchive, const EStructSerializerBackendFlags InFlags);
SERIALIZATION_API virtual ~FCborStructSerializerBackend();
public:
// IStructSerializerBackend interface
SERIALIZATION_API virtual void BeginArray(const FStructSerializerState& State) override;
SERIALIZATION_API virtual void BeginStructure(const FStructSerializerState& State) override;
SERIALIZATION_API virtual void EndArray(const FStructSerializerState& State) override;
SERIALIZATION_API virtual void EndStructure(const FStructSerializerState& State) override;
SERIALIZATION_API virtual void WriteComment(const FString& Comment) override;
SERIALIZATION_API virtual void WriteProperty(const FStructSerializerState& State, int32 ArrayIndex = 0) override;
SERIALIZATION_API virtual bool WritePODArray(const FStructSerializerState& State) override;
private:
/** Holds the Cbor writer used for the actual serialization. */
FCborWriter CborWriter;
/** Flags controlling the serialization behavior. */
EStructSerializerBackendFlags Flags;
/** Stores the accumulated bytes extracted from UByteProperty/UIntProperty when writing a TArray<uint8>/TArray<int8>. */
TArray<uint8> AccumulatedBytes;
/** Whether the serializer is encoding array of uint8/int8 */
bool bSerializingByteArray = false;
};