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

212 lines
6.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Misc/EnumClassFlags.h"
#include "UObject/Field.h"
#include "UObject/UnrealType.h"
/**
* Flags controlling the behavior of struct serializer backends.
*/
enum class EStructSerializerBackendFlags
{
/**
* No special behavior.
*/
None = 0,
/**
* Write text in its complex exported format (eg, NSLOCTEXT(...)) rather than as a simple string.
* @note This is required to correctly support localization
*/
WriteTextAsComplexString = 1<<0,
/**
* Write TArray<uint8>/TArray<int> as byte string if possible (CBOR), starting at 4.25.
*/
WriteByteArrayAsByteStream = 1<<1,
/**
* Force the CBOR backend to write CBOR data in big endian (CBOR compliant endianness), available from 4.25. Caller must be opt-in.
* By default, the CBOR backend uses the endianness of the platform.
*/
WriteCborStandardEndianness = 1 << 2,
/**
* Support backward compatibility for LWC types by writing double properties as floats.
*/
WriteLWCTypesAsFloats = 1 << 3,
/**
* Legacy settings for backwards compatibility with code compiled prior to 4.22.
*/
Legacy = None,
/**
* Legacy settings for backwards compatibility with code compiled for 4.25 up to UE5.
*/
LegacyUE4 = WriteTextAsComplexString | WriteByteArrayAsByteStream | WriteLWCTypesAsFloats,
/**
* Default settings for code compiled for 5.0 onwards.
*/
Default = WriteTextAsComplexString | WriteByteArrayAsByteStream,
};
ENUM_CLASS_FLAGS(EStructSerializerBackendFlags);
/**
* Flags related to the current state being serialized.
*/
enum class EStructSerializerStateFlags
{
/**
* Nothing special.
*/
None = 0,
/**
* Whether its serializing a single element from a container (array, set, map)
*/
WritingContainerElement = 1 << 0,
};
ENUM_CLASS_FLAGS(EStructSerializerStateFlags);
/**
* Structure for the write state stack.
*/
struct FStructSerializerState
{
FStructSerializerState() = default;
FStructSerializerState(void* InValuePtr, FProperty* InProperty, EStructSerializerStateFlags InFlags)
: ValueData(InValuePtr)
, ValueProperty(InProperty)
, FieldType(InProperty->GetClass())
, StateFlags(InFlags)
{
}
/** Holds a flag indicating whether the property has been processed. */
bool HasBeenProcessed = false;
/** Holds a pointer to the key property's data. */
const void* KeyData = nullptr;
/** Holds the key property's meta data (only used for TMap). */
FProperty* KeyProperty = nullptr;
/** Holds a pointer to the property value's data. */
const void* ValueData = nullptr;
/** Holds the property value's meta data. */
FProperty* ValueProperty = nullptr;
/** Holds a pointer to the UStruct describing the data. */
UStruct* ValueType = nullptr;
/** Holds a pointer to the field type describing the data. */
FFieldClass* FieldType = nullptr;
/** Holds the element index that is targeted if an array/set/map */
int32 ElementIndex = INDEX_NONE;
/** Flags related for the current state */
EStructSerializerStateFlags StateFlags = EStructSerializerStateFlags::None;
};
/**
* Interface for UStruct serializer backends.
*/
class IStructSerializerBackend
{
public:
/**
* Signals the beginning of an array.
*
* State.ValueProperty points to the property that holds the array.
*
* @param State The serializer's current state.
* @see BeginStructure, EndArray
*/
virtual void BeginArray(const FStructSerializerState& State) = 0;
/**
* Signals the beginning of a child structure.
*
* State.ValueProperty points to the property that holds the struct.
*
* @param State The serializer's current state.
* @see BeginArray, EndStructure
*/
virtual void BeginStructure(const FStructSerializerState& State) = 0;
/**
* Signals the end of an array.
*
* State.ValueProperty points to the property that holds the array.
*
* @param State The serializer's current state.
* @see BeginArray, EndStructure
*/
virtual void EndArray(const FStructSerializerState& State) = 0;
/**
* Signals the end of an object.
*
* State.ValueProperty points to the property that holds the struct.
*
* @param State The serializer's current state.
* @see BeginStructure, EndArray
*/
virtual void EndStructure(const FStructSerializerState& State) = 0;
/**
* Writes a comment to the output stream.
*
* @param Comment The comment text.
* @see BeginArray, BeginStructure, EndArray, EndStructure, WriteProperty
*/
virtual void WriteComment(const FString& Comment) = 0;
/**
* Writes a property to the output stream.
*
* Depending on the context, properties to be written can be either object properties or array elements.
*
* State.KeyProperty points to the key property that holds the data to write.
* State.KeyData points to the key property's data.
* State.ValueProperty points to the property that holds the value to write.
* State.ValueData points to the actual data to write.
* State.TypeInfo contains the data's type information
* State.ArrayIndex is the optional index if the data is a value in an array.
*
* @param State The serializer's current state.
* @see BeginArray, BeginStructure, EndArray, EndStructure, WriteComment
*/
virtual void WriteProperty(const FStructSerializerState& State, int32 ArrayIndex = 0) = 0;
/**
* Writes a POD Array property to the output stream.
* @note implementations will support only a Int8 or Byte array at the moment
*
* State.ValueProperty points to the property that holds the value to write. needs to be an ArrayProperty with a properly supported InnerProperty.
* State.ValueData points to the actual data to write. The array itself in this case
* State.TypeInfo contains the data's type information
*
* @param State The serializer's current state.
* @return true if the array was properly written entirely as a pod array, false is we need to fallback to per element serialization
* @see BeginArray, BeginStructure, EndArray, EndStructure, WriteComment
*/
virtual bool WritePODArray(const FStructSerializerState& State) { return false; };
public:
/** Virtual destructor. */
virtual ~IStructSerializerBackend() { }
};