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			57 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			57 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 sol::stack::push.
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        // 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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    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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