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60 lines
2.2 KiB
C++
60 lines
2.2 KiB
C++
#ifndef COMPONENTS_LUA_SERIALIZATION_H
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#define COMPONENTS_LUA_SERIALIZATION_H
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#include <sol/sol.hpp>
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#include <components/esm3/cellref.hpp>
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namespace LuaUtil
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{
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// Note: it can contain \0
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using BinaryData = std::string;
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class UserdataSerializer
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{
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public:
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virtual ~UserdataSerializer() {}
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// Appends serialized sol::userdata to the end of BinaryData.
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// Returns false if this type of userdata is not supported by this serializer.
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virtual bool serialize(BinaryData&, const sol::userdata&) const = 0;
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// Deserializes userdata of type "typeName" from binaryData. Should push the result on stack using
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// sol::stack::push. Returns false if this type is not supported by this serializer.
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virtual bool deserialize(std::string_view typeName, std::string_view binaryData, lua_State*) const = 0;
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protected:
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static void append(BinaryData&, std::string_view typeName, const void* data, size_t dataSize);
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static constexpr std::string_view sRefNumTypeName = "o";
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static void appendRefNum(BinaryData&, ESM::RefNum);
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static ESM::RefNum loadRefNum(std::string_view data);
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};
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// Serializer that can load Lua data from content files and saved games, but doesn't depend on apps/openmw.
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// Instead of LObject/GObject (that are defined in apps/openmw) it loads refnums directly as ESM::RefNum.
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class BasicSerializer final : public UserdataSerializer
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{
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public:
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BasicSerializer() = default;
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explicit BasicSerializer(std::function<int(int)> adjustContentFileIndexFn)
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: mAdjustContentFilesIndexFn(std::move(adjustContentFileIndexFn))
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{
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}
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private:
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bool serialize(LuaUtil::BinaryData& out, const sol::userdata& data) const override;
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bool deserialize(std::string_view typeName, std::string_view binaryData, lua_State* lua) const override;
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std::function<int(int)> mAdjustContentFilesIndexFn;
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};
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BinaryData serialize(const sol::object&, const UserdataSerializer* customSerializer = nullptr);
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sol::object deserialize(lua_State* lua, std::string_view binaryData,
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const UserdataSerializer* customSerializer = nullptr, bool readOnly = false);
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}
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#endif // COMPONENTS_LUA_SERIALIZATION_H
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