scummvm/common/serializer.h
2022-09-18 20:55:16 +02:00

321 lines
8.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef COMMON_SERIALIZER_H
#define COMMON_SERIALIZER_H
#include "common/stream.h"
#include "common/str.h"
namespace Common {
/**
* @defgroup common_serializer Serializer
* @ingroup common
*
* @brief API for serializing data.
*
* @{
*/
#define VER(x) Common::Serializer::Version(x)
#define SYNC_AS(SUFFIX,TYPE,SIZE) \
template<typename T> \
void syncAs ## SUFFIX(T &val, Version minVersion = 0, Version maxVersion = kLastVersion) { \
if (_version < minVersion || _version > maxVersion) \
return; \
if (_loadStream) \
val = static_cast<T>(_loadStream->read ## SUFFIX()); \
else { \
TYPE tmp = val; \
_saveStream->write ## SUFFIX(tmp); \
} \
_bytesSynced += SIZE; \
}
#define SYNC_PRIMITIVE(suffix) \
template <typename T> \
static inline void suffix(Serializer &s, T &value) { \
s.syncAs##suffix(value); \
}
/**
* This class allows syncing / serializing data (primarily game savestates)
* between memory and Read/WriteStreams.
* It optionally supports versioning the serialized data (client code must
* use the syncVersion() method for this). This makes it possible to support
* multiple versions of a savegame format with a single codepath
*
* This class was heavily inspired by the save/load code in the SCUMM engine.
*
* @todo Maybe rename this to Synchronizer?
*
* @todo One feature the SCUMM code has but that is missing here: Support for
* syncing arrays of a given type and *fixed* size; and also support
* for when the array size changed between versions. Also, support for
* 2D-arrays.
*
* @todo Proper error handling!
*/
class Serializer {
public:
typedef uint32 Version;
static const Version kLastVersion = 0xFFFFFFFF;
SYNC_PRIMITIVE(Uint32LE)
SYNC_PRIMITIVE(Uint32BE)
SYNC_PRIMITIVE(Sint32LE)
SYNC_PRIMITIVE(Sint32BE)
SYNC_PRIMITIVE(FloatLE)
SYNC_PRIMITIVE(FloatBE)
SYNC_PRIMITIVE(DoubleLE)
SYNC_PRIMITIVE(DoubleBE)
SYNC_PRIMITIVE(Uint16LE)
SYNC_PRIMITIVE(Uint16BE)
SYNC_PRIMITIVE(Sint16LE)
SYNC_PRIMITIVE(Sint16BE)
SYNC_PRIMITIVE(Byte)
SYNC_PRIMITIVE(SByte)
protected:
SeekableReadStream *_loadStream;
WriteStream *_saveStream;
uint _bytesSynced;
Version _version;
public:
Serializer(SeekableReadStream *in, WriteStream *out)
: _loadStream(in), _saveStream(out), _bytesSynced(0), _version(0) {
assert(in || out);
}
virtual ~Serializer() {}
inline bool isSaving() { return (_saveStream != 0); }
inline bool isLoading() { return (_loadStream != 0); }
SYNC_AS(Byte, byte, 1)
SYNC_AS(SByte, int8, 1)
SYNC_AS(Uint16LE, uint16, 2)
SYNC_AS(Uint16BE, uint16, 2)
SYNC_AS(Sint16LE, int16, 2)
SYNC_AS(Sint16BE, int16, 2)
SYNC_AS(Uint32LE, uint32, 4)
SYNC_AS(Uint32BE, uint32, 4)
SYNC_AS(Sint32LE, int32, 4)
SYNC_AS(Sint32BE, int32, 4)
SYNC_AS(FloatLE, float, 4)
SYNC_AS(FloatBE, float, 4)
SYNC_AS(DoubleLE, double, 8)
SYNC_AS(DoubleBE, double, 8)
/**
* Returns true if an I/O failure occurred.
* This flag is never cleared automatically. In order to clear it,
* client code has to call clearErr() explicitly.
*/
bool err() const {
if (_saveStream)
return _saveStream->err();
else
return _loadStream->err();
}
/**
* Reset the I/O error status as returned by err().
*/
void clearErr() {
if (_saveStream)
_saveStream->clearErr();
else
_loadStream->clearErr();
}
/**
* Sync the "version" of the savegame we are loading/creating.
* @param currentVersion current format version, used when writing a new file
* @return true if the version of the savestate is not too new.
*/
bool syncVersion(Version currentVersion) {
_version = currentVersion;
syncAsUint32LE(_version);
return _version <= currentVersion;
}
/**
* Return the version of the savestate being serialized. Useful if the engine
* needs to perform additional adjustments when loading old savestates.
*/
Version getVersion() const { return _version; }
/**
* Manually set the version
*/
void setVersion(Version version) { _version = version; }
/**
* Return the total number of bytes synced so far.
*/
uint bytesSynced() const { return _bytesSynced; }
/**
* Skip a number of bytes in the data stream.
* This is useful to skip obsolete fields in old savestates.
*/
void skip(uint32 size, Version minVersion = 0, Version maxVersion = kLastVersion) {
if (_version < minVersion || _version > maxVersion)
return; // Ignore anything which is not supposed to be present in this save game version
_bytesSynced += size;
if (isLoading())
_loadStream->skip(size);
else {
while (size--)
_saveStream->writeByte(0);
}
}
/**
* Sync a block of arbitrary fixed-length data.
*/
void syncBytes(byte *buf, uint32 size, Version minVersion = 0, Version maxVersion = kLastVersion) {
if (_version < minVersion || _version > maxVersion)
return; // Ignore anything which is not supposed to be present in this save game version
if (isLoading())
_loadStream->read(buf, size);
else
_saveStream->write(buf, size);
_bytesSynced += size;
}
/**
* Sync a 'magic id' of up to 256 bytes, and return whether it matched.
* When saving, this will simply write out the magic id and return true.
* When loading, this will read the specified number of bytes, compare it
* to the given magic id and return true on a match, false otherwise.
*
* A typical magic id is a FOURCC like 'MAGI'.
*
* @param magic magic id as a byte sequence
* @param size length of the magic id in bytes
* @return true if the magic id matched, false otherwise
*/
bool matchBytes(const char *magic, byte size, Version minVersion = 0, Version maxVersion = kLastVersion) {
if (_version < minVersion || _version > maxVersion)
return true; // Ignore anything which is not supposed to be present in this save game version
bool match;
if (isSaving()) {
_saveStream->write(magic, size);
match = true;
} else {
char buf[256];
_loadStream->read(buf, size);
match = (0 == memcmp(buf, magic, size));
}
_bytesSynced += size;
return match;
}
/**
* Sync a C-string, by treating it as a zero-terminated byte sequence.
* @todo Replace this method with a special Syncer class for Common::String
*/
void syncString(String &str, Version minVersion = 0, Version maxVersion = kLastVersion) {
if (_version < minVersion || _version > maxVersion)
return; // Ignore anything which is not supposed to be present in this save game version
if (isLoading()) {
char c;
str.clear();
while ((c = _loadStream->readByte())) {
str += c;
_bytesSynced++;
}
_bytesSynced++;
} else {
_saveStream->writeString(str);
_saveStream->writeByte(0);
_bytesSynced += str.size() + 1;
}
}
/**
* Sync a U32-string
*/
void syncString32(U32String &str, Version minVersion = 0, Version maxVersion = kLastVersion) {
if (_version < minVersion || _version > maxVersion)
return; // Ignore anything which is not supposed to be present in this save game version
uint32 len = str.size();
syncAsUint32LE(len);
if (isLoading()) {
U32String::value_type *sl = new U32String::value_type[len];
for (uint i = 0; i < len; i++)
syncAsUint32LE(sl[i]);
str = U32String(sl, len);
delete[] sl;
} else {
for (uint i = 0; i < len; i++)
_saveStream->writeUint32LE(str[i]);
_bytesSynced += 4 * len;
}
}
template <typename T>
void syncArray(T *arr, size_t entries, void (*serializer)(Serializer &, T &), Version minVersion = 0, Version maxVersion = kLastVersion) {
if (_version < minVersion || _version > maxVersion)
return;
for (size_t i = 0; i < entries; ++i) {
serializer(*this, arr[i]);
}
}
};
#undef SYNC_PRIMITIVE
#undef SYNC_AS
// Mixin class / interface
// TODO: Maybe rename this to Syncable ?
class Serializable {
public:
virtual ~Serializable() {}
// Maybe rename this method to "syncWithSerializer" or "syncUsingSerializer" ?
virtual void saveLoadWithSerializer(Serializer &ser) = 0;
};
/** @} */
} // End of namespace Common
#endif