Files
FlaxEngine/Source/Engine/Engine/GameplayGlobals.cpp
2023-01-10 15:29:37 +01:00

259 lines
6.1 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "GameplayGlobals.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Types/CommonValue.h"
#include "Engine/Serialization/MemoryReadStream.h"
#include "Engine/Serialization/MemoryWriteStream.h"
#include "Engine/Content/Factories/BinaryAssetFactory.h"
#include "Engine/Content/Upgraders/BinaryAssetUpgrader.h"
#include "Engine/Threading/Threading.h"
#if USE_EDITOR
class GameplayGlobalsUpgrader : public BinaryAssetUpgrader
{
public:
GameplayGlobalsUpgrader()
{
static const Upgrader upgraders[] =
{
{ 1, 2, &Upgrade_1_To_2 },
};
setup(upgraders, ARRAY_COUNT(upgraders));
}
private:
static bool Upgrade_1_To_2(AssetMigrationContext& context)
{
ASSERT(context.Input.SerializedVersion == 1 && context.Output.SerializedVersion == 2);
if (context.AllocateChunk(0))
return true;
auto& data = context.Input.Header.Chunks[0]->Data;
MemoryReadStream stream(data.Get(), data.Length());
MemoryWriteStream output;
int32 count;
stream.ReadInt32(&count);
output.WriteInt32(count);
String name;
for (int32 i = 0; i < count; i++)
{
stream.ReadString(&name, 71);
CommonValue commonValue;
stream.ReadCommonValue(&commonValue);
Variant variant(commonValue);
output.WriteVariant(variant);
}
context.Output.Header.Chunks[0]->Data.Copy(output.GetHandle(), output.GetPosition());
return false;
}
};
#endif
REGISTER_BINARY_ASSET_WITH_UPGRADER(GameplayGlobals, "FlaxEngine.GameplayGlobals", GameplayGlobalsUpgrader, true);
GameplayGlobals::GameplayGlobals(const SpawnParams& params, const AssetInfo* info)
: BinaryAsset(params, info)
{
}
Dictionary<String, Variant> GameplayGlobals::GetValues() const
{
ScopeLock lock(Locker);
Dictionary<String, Variant> result;
for (auto& e : Variables)
result.Add(e.Key, e.Value.Value);
return result;
}
void GameplayGlobals::SetValues(const Dictionary<String, Variant>& values)
{
ScopeLock lock(Locker);
for (auto it = Variables.Begin(); it.IsNotEnd(); ++it)
{
if (!values.ContainsKey(it->Key))
{
Variables.Remove(it);
}
}
for (auto i = values.Begin(); i.IsNotEnd(); ++i)
{
auto e = Variables.TryGet(i->Key);
if (!e)
{
e = &Variables[i->Key];
e->DefaultValue = i->Value;
}
e->Value = i->Value;
}
}
Dictionary<String, Variant> GameplayGlobals::GetDefaultValues() const
{
ScopeLock lock(Locker);
Dictionary<String, Variant> result;
for (auto& e : Variables)
result.Add(e.Key, e.Value.DefaultValue);
return result;
}
void GameplayGlobals::SetDefaultValues(const Dictionary<String, Variant>& values)
{
ScopeLock lock(Locker);
for (auto it = Variables.Begin(); it.IsNotEnd(); ++it)
{
if (!values.ContainsKey(it->Key))
{
Variables.Remove(it);
}
}
for (auto i = values.Begin(); i.IsNotEnd(); ++i)
{
auto e = Variables.TryGet(i->Key);
if (!e)
{
e = &Variables[i->Key];
e->Value = i->Value;
}
e->DefaultValue = i->Value;
}
}
Variant GameplayGlobals::GetValue(const StringView& name) const
{
ScopeLock lock(Locker);
auto e = Variables.TryGet(name);
return e ? e->Value : Variant::Zero;
}
void GameplayGlobals::SetValue(const StringView& name, const Variant& value)
{
ScopeLock lock(Locker);
auto e = Variables.TryGet(name);
if (e)
{
e->Value = value;
}
}
void GameplayGlobals::ResetValues()
{
ScopeLock lock(Locker);
for (auto& e : Variables)
{
e.Value.Value = e.Value.DefaultValue;
}
}
#if USE_EDITOR
bool GameplayGlobals::Save(const StringView& path)
{
// Validate state
if (WaitForLoaded())
{
LOG(Error, "Asset loading failed. Cannot save it.");
return true;
}
if (IsVirtual() && path.IsEmpty())
{
LOG(Error, "To save virtual asset asset you need to specify the target asset path location.");
return true;
}
ScopeLock lock(Locker);
// Save to bytes
MemoryWriteStream stream(1024);
stream.WriteInt32(Variables.Count());
for (auto& e : Variables)
{
stream.WriteString(e.Key, 71);
stream.WriteVariant(e.Value.DefaultValue);
}
// Set chunk data
FlaxChunk* chunk;
if (IsVirtual())
{
_header.Chunks[0] = chunk = New<FlaxChunk>();
}
else
{
chunk = GetOrCreateChunk(0);
}
chunk->Data.Copy(stream.GetHandle(), stream.GetPosition());
// Save
AssetInitData data;
data.SerializedVersion = SerializedVersion;
const bool saveResult = path.HasChars() ? SaveAsset(path, data) : SaveAsset(data, true);
if (IsVirtual())
{
_header.Chunks[0] = nullptr;
Delete(chunk);
}
if (saveResult)
{
LOG(Error, "Cannot save \'{0}\'", ToString());
return true;
}
return false;
}
#endif
void GameplayGlobals::InitAsVirtual()
{
BinaryAsset::InitAsVirtual();
Variables.Clear();
}
Asset::LoadResult GameplayGlobals::load()
{
// Get data
const auto chunk = GetChunk(0);
if (!chunk || !chunk->IsLoaded())
{
return LoadResult::MissingDataChunk;
}
MemoryReadStream stream(chunk->Get(), chunk->Size());
// Load all variables
int32 count;
stream.ReadInt32(&count);
Variables.EnsureCapacity(count);
String name;
for (int32 i = 0; i < count; i++)
{
stream.ReadString(&name, 71);
if (name.IsEmpty())
{
LOG(Warning, "Empty variable name");
return LoadResult::InvalidData;
}
auto& e = Variables[name];
stream.ReadVariant(&e.DefaultValue);
e.Value = e.DefaultValue;
}
return LoadResult::Ok;
}
void GameplayGlobals::unload(bool isReloading)
{
Variables.Clear();
}
AssetChunksFlag GameplayGlobals::getChunksToPreload() const
{
return GET_CHUNK_FLAG(0);
}