194 lines
5.1 KiB
C++
194 lines
5.1 KiB
C++
//
|
|
// CSerializer
|
|
//
|
|
// This code was based on the CScriptReloader written by FDsagizi
|
|
// http://www.gamedev.net/topic/604890-dynamic-reloading-script/
|
|
//
|
|
|
|
#ifndef SERIALIZER_H
|
|
#define SERIALIZER_H
|
|
|
|
#ifndef ANGELSCRIPT_H
|
|
// Avoid having to inform include path if header is already include before
|
|
#include <angelscript.h>
|
|
#endif
|
|
|
|
#include <vector>
|
|
#include <string>
|
|
#include <map>
|
|
|
|
BEGIN_AS_NAMESPACE
|
|
|
|
class CSerializer;
|
|
class CSerializedValue;
|
|
|
|
// Need for register user types objects
|
|
// string, any, array... for all object
|
|
// user ref type.
|
|
struct CUserType
|
|
{
|
|
virtual ~CUserType() {};
|
|
virtual void Store(CSerializedValue *val, void *ptr) = 0;
|
|
virtual void Restore(CSerializedValue *val, void *ptr) = 0;
|
|
virtual void CleanupUserData(CSerializedValue * /*val*/) {}
|
|
};
|
|
|
|
|
|
class CSerializedValue
|
|
{
|
|
public:
|
|
CSerializedValue();
|
|
CSerializedValue(CSerializedValue *parent, const std::string &name, const std::string &nameSpace, void *ref, int typeId);
|
|
~CSerializedValue();
|
|
|
|
// Save the object and its children
|
|
void Store(void *ref, int refTypeId);
|
|
|
|
// Restore the object and its children
|
|
void Restore(void *ref, int refTypeId);
|
|
|
|
// Set type of this var
|
|
void SetType(int typeId);
|
|
|
|
// Returns the object type for non-primitives
|
|
asITypeInfo *GetType();
|
|
|
|
// Get child by name variable
|
|
CSerializedValue *FindByName(const std::string &name, const std::string &nameSpace);
|
|
|
|
// Find variable by ptr
|
|
CSerializedValue *FindByPtr(void *ptr);
|
|
|
|
// User data
|
|
void *GetUserData();
|
|
void SetUserData(void *data);
|
|
|
|
// Children, e.g. properties of a script class, or elements
|
|
// of an array, or object pointed to by a handle unless it
|
|
// is already a variable)
|
|
std::vector<CSerializedValue*> m_children;
|
|
|
|
protected:
|
|
friend class CSerializer;
|
|
|
|
void Init();
|
|
void Uninit();
|
|
|
|
// you first need to save all the objects before you can save references to objects
|
|
void ReplaceHandles();
|
|
|
|
// After the objects has been restored, the handles needs to
|
|
// be updated to point to the right objects
|
|
void RestoreHandles();
|
|
|
|
// Recursively get all ptrs of the children
|
|
void GetAllPointersOfChildren(std::vector<void*> *ptrs);
|
|
|
|
// may be that the two references refer to the same variable.
|
|
// But this variable is not available in the global list.
|
|
// According to this reference will be restores it.
|
|
// And so two links are not created 2 variables,
|
|
// it is necessary to cancel the creation of one of them.
|
|
void CancelDuplicates(CSerializedValue *from);
|
|
|
|
// Find variable by ptr but looking only at those in the references, which will create a new object
|
|
CSerializedValue *FindByPtrInHandles(void *ptr);
|
|
|
|
// ptr - is a handle to class
|
|
void *GetPointerToRestoredObject(void *ptr);
|
|
|
|
// Cleanup children
|
|
void ClearChildren();
|
|
|
|
// The serializer object
|
|
CSerializer *m_serializer;
|
|
|
|
// The user data can be used by CUserType to store extra information
|
|
void *m_userData;
|
|
|
|
// The type id of the stored value
|
|
int m_typeId;
|
|
|
|
// For non-primitives the typeId may change if the module is reloaded so
|
|
// it is necessary to store the type name to determine the new type id
|
|
std::string m_typeName;
|
|
|
|
// Name of variable or property
|
|
std::string m_name;
|
|
std::string m_nameSpace;
|
|
|
|
// Is initialized
|
|
bool m_isInit;
|
|
|
|
// 'this' pointer to variable.
|
|
// While storing, this points to the actual variable that was stored.
|
|
// While restoring, it is just a unique identifier.
|
|
void *m_originalPtr;
|
|
|
|
// where handle references
|
|
// While storing, this points to the actual object.
|
|
// While restoring, it is just a unique identifier.
|
|
void *m_handlePtr;
|
|
|
|
// new address object, ie address the restoration
|
|
// While storing this isn't used.
|
|
// While restoring it will point to the actual variable/object that is restored.
|
|
void *m_restorePtr;
|
|
|
|
// Serialized data for primitives
|
|
std::vector<char> m_mem;
|
|
};
|
|
|
|
|
|
// This class keeps a list of variables, then restores them after the script is rebuilt.
|
|
// But you have to be careful with the change of signature in classes, or
|
|
// changing the types of objects. You can remove or add variables, functions,
|
|
// methods, but you can not (yet) change the type of variables.
|
|
//
|
|
// You also need to understand that after a rebuild you should get
|
|
// new functions and typeids from the module.
|
|
class CSerializer
|
|
{
|
|
public:
|
|
CSerializer();
|
|
~CSerializer();
|
|
|
|
// Add implementation for serializing user types
|
|
void AddUserType(CUserType *ref, const std::string &name);
|
|
|
|
// Store all global variables in the module
|
|
int Store(asIScriptModule *mod);
|
|
|
|
// Restore all global variables after reloading script
|
|
int Restore(asIScriptModule *mod);
|
|
|
|
// Store extra objects that are not seen from the module's global variables
|
|
void AddExtraObjectToStore(asIScriptObject *object);
|
|
|
|
// Return new pointer to restored object
|
|
void *GetPointerToRestoredObject(void *originalObject);
|
|
|
|
protected:
|
|
friend class CSerializedValue;
|
|
|
|
CSerializedValue m_root;
|
|
asIScriptEngine *m_engine;
|
|
asIScriptModule *m_mod;
|
|
|
|
std::map<std::string, CUserType*> m_userTypes;
|
|
|
|
struct SExtraObject
|
|
{
|
|
asIScriptObject *originalObject;
|
|
std::string originalClassName;
|
|
int originalTypeId;
|
|
};
|
|
|
|
std::vector<SExtraObject> m_extraObjects;
|
|
};
|
|
|
|
|
|
END_AS_NAMESPACE
|
|
|
|
#endif
|