Add UESaveFile.

This commit is contained in:
Guillaume Jacquemin 2021-09-22 17:37:50 +02:00
parent 66d96bd893
commit de07b760d0
70 changed files with 3794 additions and 0 deletions

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@ -28,6 +28,83 @@ set_directory_properties(PROPERTIES CORRADE_USE_PEDANTIC_FLAGS ON)
corrade_add_resource(Assets assets.conf)
add_library(UESaveFile STATIC EXCLUDE_FROM_ALL
UESaveFile/Serialisers/AbstractUnrealCollectionPropertySerialiser.h
UESaveFile/Serialisers/AbstractUnrealPropertySerialiser.h
UESaveFile/Serialisers/AbstractUnrealStructSerialiser.h
UESaveFile/Serialisers/ArrayPropertySerialiser.h
UESaveFile/Serialisers/ArrayPropertySerialiser.cpp
UESaveFile/Serialisers/BoolPropertySerialiser.h
UESaveFile/Serialisers/BoolPropertySerialiser.cpp
UESaveFile/Serialisers/BytePropertySerialiser.h
UESaveFile/Serialisers/BytePropertySerialiser.cpp
UESaveFile/Serialisers/ColourPropertySerialiser.h
UESaveFile/Serialisers/ColourPropertySerialiser.cpp
UESaveFile/Serialisers/DateTimePropertySerialiser.h
UESaveFile/Serialisers/DateTimePropertySerialiser.cpp
UESaveFile/Serialisers/EnumPropertySerialiser.h
UESaveFile/Serialisers/EnumPropertySerialiser.cpp
UESaveFile/Serialisers/FloatPropertySerialiser.h
UESaveFile/Serialisers/FloatPropertySerialiser.cpp
UESaveFile/Serialisers/GuidPropertySerialiser.h
UESaveFile/Serialisers/GuidPropertySerialiser.cpp
UESaveFile/Serialisers/IntPropertySerialiser.h
UESaveFile/Serialisers/IntPropertySerialiser.cpp
UESaveFile/Serialisers/MapPropertySerialiser.h
UESaveFile/Serialisers/MapPropertySerialiser.cpp
UESaveFile/Serialisers/RotatorPropertySerialiser.h
UESaveFile/Serialisers/RotatorPropertySerialiser.cpp
UESaveFile/Serialisers/StringPropertySerialiser.h
UESaveFile/Serialisers/StringPropertySerialiser.cpp
UESaveFile/Serialisers/SetPropertySerialiser.h
UESaveFile/Serialisers/SetPropertySerialiser.cpp
UESaveFile/Serialisers/StructSerialiser.h
UESaveFile/Serialisers/StructSerialiser.cpp
UESaveFile/Serialisers/TextPropertySerialiser.h
UESaveFile/Serialisers/TextPropertySerialiser.cpp
UESaveFile/Serialisers/UnrealPropertySerialiser.h
UESaveFile/Serialisers/VectorPropertySerialiser.h
UESaveFile/Serialisers/VectorPropertySerialiser.cpp
UESaveFile/Serialisers/Vector2DPropertySerialiser.h
UESaveFile/Serialisers/Vector2DPropertySerialiser.cpp
UESaveFile/Types/ArrayProperty.h
UESaveFile/Types/BoolProperty.h
UESaveFile/Types/ByteProperty.h
UESaveFile/Types/ColourStructProperty.h
UESaveFile/Types/DateTimeStructProperty.h
UESaveFile/Types/EnumProperty.h
UESaveFile/Types/FloatProperty.h
UESaveFile/Types/GenericStructProperty.h
UESaveFile/Types/GuidStructProperty.h
UESaveFile/Types/IntProperty.h
UESaveFile/Types/MapProperty.h
UESaveFile/Types/NoneProperty.h
UESaveFile/Types/RotatorStructProperty.h
UESaveFile/Types/SetProperty.h
UESaveFile/Types/StringProperty.h
UESaveFile/Types/StructProperty.h
UESaveFile/Types/TextProperty.h
UESaveFile/Types/UnrealProperty.h
UESaveFile/Types/UnrealPropertyBase.h
UESaveFile/Types/VectorStructProperty.h
UESaveFile/Debug.h
UESaveFile/Debug.cpp
UESaveFile/UESaveFile.h
UESaveFile/UESaveFile.cpp
UESaveFile/BinaryReader.h
UESaveFile/BinaryReader.cpp
UESaveFile/BinaryWriter.h
UESaveFile/BinaryWriter.cpp
UESaveFile/PropertySerialiser.h
UESaveFile/PropertySerialiser.cpp)
target_link_libraries(UESaveFile PRIVATE
Corrade::Containers
Corrade::Utility
Magnum::Magnum)
add_executable(MassBuilderSaveTool WIN32
main.cpp
SaveTool/SaveTool.h
@ -78,6 +155,7 @@ target_link_libraries(MassBuilderSaveTool PRIVATE
Magnum::GL
Magnum::Sdl2Application
MagnumIntegration::ImGui
UESaveFile
efsw
zip
cpr::cpr

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@ -0,0 +1,122 @@
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <cstring>
#include <string>
#include "BinaryReader.h"
BinaryReader::BinaryReader(const std::string& filename) {
_file = std::fopen(filename.c_str(), "rb");
if(!_file) {
Utility::Error{} << "Couldn't open" << filename.c_str() << "for reading:\n"
<< std::strerror(errno);
}
}
BinaryReader::~BinaryReader() {
closeFile();
}
auto BinaryReader::open() -> bool {
return _file;
}
auto BinaryReader::eof() -> bool {
return std::feof(_file) != 0;
}
auto BinaryReader::position() -> Long {
return _ftelli64(_file);
}
void BinaryReader::closeFile() {
std::fclose(_file);
_file = nullptr;
}
auto BinaryReader::readChar(char& value) -> bool {
return std::fread(&value, sizeof(char), 1, _file) == 1;
}
auto BinaryReader::readByte(Byte& value) -> bool {
return std::fread(&value, sizeof(Byte), 1, _file) == 1;
}
auto BinaryReader::readUnsignedByte(UnsignedByte& value) -> bool {
return std::fread(&value, sizeof(UnsignedByte), 1, _file) == 1;
}
auto BinaryReader::readShort(Short& value) -> bool {
return std::fread(&value, sizeof(Short), 1, _file) == 1;
}
auto BinaryReader::readUnsignedShort(UnsignedShort& value) -> bool {
return std::fread(&value, sizeof(UnsignedShort), 1, _file) == 1;
}
auto BinaryReader::readInt(Int& value) -> bool {
return std::fread(&value, sizeof(Int), 1, _file) == 1;
}
auto BinaryReader::readUnsignedInt(UnsignedInt& value) -> bool {
return std::fread(&value, sizeof(UnsignedInt), 1, _file) == 1;
}
auto BinaryReader::readLong(Long& value) -> bool {
return std::fread(&value, sizeof(Long), 1, _file) == 1;
}
auto BinaryReader::readUnsignedLong(UnsignedLong& value) -> bool {
return std::fread(&value, sizeof(UnsignedLong), 1, _file) == 1;
}
auto BinaryReader::readFloat(Float& value) -> bool {
return std::fread(&value, sizeof(Float), 1, _file) == 1;
}
auto BinaryReader::readDouble(Double& value) -> bool {
return std::fread(&value, sizeof(Double), 1, _file) == 1;
}
auto BinaryReader::readArray(Containers::Array<char>& array, std::size_t count) -> bool {
if(array.size() < count) {
array = Containers::Array<char>{ValueInit, count};
}
return std::fread(array.data(), sizeof(char), count, _file) == count;
}
auto BinaryReader::readUEString(std::string& str) -> bool {
UnsignedInt length = 0;
if(!readUnsignedInt(length) || length == 0) {
return false;
}
str = std::string{};
str.resize(length - 1);
return std::fread(&str[0], sizeof(char), length, _file) == length;
}
auto BinaryReader::peekChar() -> Int {
Int c;
c = std::fgetc(_file);
std::ungetc(c, _file);
return c;
}

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@ -0,0 +1,65 @@
#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <cstdio>
#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/StaticArray.h>
#include <Corrade/Utility/StlForwardString.h>
#include <Magnum/Types.h>
using namespace Corrade;
using namespace Magnum;
class BinaryReader {
public:
explicit BinaryReader(const std::string& filename);
~BinaryReader();
auto open() -> bool;
auto eof() -> bool;
auto position() -> Long;
void closeFile();
auto readChar(char& value) -> bool;
auto readByte(Byte& value) -> bool;
auto readUnsignedByte(UnsignedByte& value) -> bool;
auto readShort(Short& value) -> bool;
auto readUnsignedShort(UnsignedShort& value) -> bool;
auto readInt(Int& value) -> bool;
auto readUnsignedInt(UnsignedInt& value) -> bool;
auto readLong(Long& value) -> bool;
auto readUnsignedLong(UnsignedLong& value) -> bool;
auto readFloat(Float& value) -> bool;
auto readDouble(Double& value) -> bool;
auto readArray(Containers::Array<char>& array, std::size_t count) -> bool;
template<std::size_t S>
auto readStaticArray(Containers::StaticArray<S, char>& array) -> bool {
return std::fread(array.data(), sizeof(char), S, _file) == S;
}
auto readUEString(std::string& str) -> bool;
auto peekChar() -> Int;
private:
std::FILE* _file = nullptr;
};

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@ -0,0 +1,133 @@
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <cstring>
#include <string>
#include "BinaryWriter.h"
BinaryWriter::BinaryWriter(const std::string& filename) {
_file = std::fopen(filename.c_str(), "wb");
if(!_file) {
Utility::Error{} << "Couldn't open" << filename.c_str() << "for reading:\n"
<< std::strerror(errno);
}
}
BinaryWriter::~BinaryWriter() {
closeFile();
}
auto BinaryWriter::open() -> bool {
return _file;
}
void BinaryWriter::closeFile() {
std::fflush(_file);
std::fclose(_file);
_file = nullptr;
}
auto BinaryWriter::position() -> Long {
return _ftelli64(_file);
}
auto BinaryWriter::arrayPosition() const -> UnsignedLong {
return _index;
}
auto BinaryWriter::flushToFile() -> bool {
bool ret = writeArray(_data);
std::fflush(_file);
_data = Containers::Array<char>{};
_index = 0;
return ret;
}
auto BinaryWriter::writeChar(char value) -> bool {
return std::fwrite(&value, sizeof(char), 1, _file) == 1;
}
auto BinaryWriter::writeByte(Byte value) -> bool {
return std::fwrite(&value, sizeof(Byte), 1, _file) == 1;
}
auto BinaryWriter::writeUnsignedByte(UnsignedByte value) -> bool {
return std::fwrite(&value, sizeof(UnsignedByte), 1, _file) == 1;
}
auto BinaryWriter::writeShort(Short value) -> bool {
return std::fwrite(&value, sizeof(Short), 1, _file) == 1;
}
auto BinaryWriter::writeUnsignedShort(UnsignedShort value) -> bool {
return std::fwrite(&value, sizeof(UnsignedShort), 1, _file) == 1;
}
auto BinaryWriter::writeInt(Int value) -> bool {
return std::fwrite(&value, sizeof(Int), 1, _file) == 1;
}
auto BinaryWriter::writeUnsignedInt(UnsignedInt value) -> bool {
return std::fwrite(&value, sizeof(UnsignedInt), 1, _file) == 1;
}
auto BinaryWriter::writeLong(Long value) -> bool {
return std::fwrite(&value, sizeof(Long), 1, _file) == 1;
}
auto BinaryWriter::writeUnsignedLong(UnsignedLong value) -> bool {
return std::fwrite(&value, sizeof(UnsignedLong), 1, _file) == 1;
}
auto BinaryWriter::writeFloat(Float value) -> bool {
return std::fwrite(&value, sizeof(Float), 1, _file) == 1;
}
auto BinaryWriter::writeDouble(Double value) -> bool {
return std::fwrite(&value, sizeof(Double), 1, _file) == 1;
}
auto BinaryWriter::writeArray(Containers::ArrayView<char> array) -> bool {
if(array.size() == 0) {
return false;
}
return std::fwrite(array.data(), sizeof(char), array.size(), _file) == array.size();
}
auto BinaryWriter::writeUEString(const std::string& str) -> bool {
if(str.length() > UINT32_MAX) {
Utility::Error{} << "BinaryWriter::writeUEString(): string is too big.";
return false;
}
writeUnsignedInt(static_cast<UnsignedInt>(str.length()) + 1);
if(str.length() > 0) {
std::size_t count = std::fwrite(&str[0], sizeof(char), str.length(), _file);
if(count != str.length()) {
return false;
}
}
return writeChar('\0');
}
auto BinaryWriter::writeUEStringToArray(const std::string& value) -> UnsignedLong {
Containers::ArrayView<const char> view{value.c_str(), value.length()};
return writeValueToArray<UnsignedInt>(UnsignedInt(value.length()) + 1u) + writeDataToArray(view) + writeValueToArray<char>('\0');
}

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@ -0,0 +1,99 @@
#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <cstdio>
#include <Corrade/Containers/ArrayView.h>
#include <Corrade/Containers/GrowableArray.h>
#include <Corrade/Containers/StaticArray.h>
#include <Corrade/Utility/StlForwardString.h>
#include <Magnum/Types.h>
using namespace Corrade;
using namespace Magnum;
class BinaryWriter {
public:
explicit BinaryWriter(const std::string& filename);
~BinaryWriter();
auto open() -> bool;
void closeFile();
auto position() -> Long;
auto arrayPosition() const -> UnsignedLong;
auto flushToFile() -> bool;
auto writeByte(Byte value) -> bool;
auto writeChar(char value) -> bool;
auto writeUnsignedByte(UnsignedByte value) -> bool;
auto writeShort(Short value) -> bool;
auto writeUnsignedShort(UnsignedShort value) -> bool;
auto writeInt(Int value) -> bool;
auto writeUnsignedInt(UnsignedInt value) -> bool;
auto writeLong(Long value) -> bool;
auto writeUnsignedLong(UnsignedLong value) -> bool;
auto writeFloat(Float value) -> bool;
auto writeDouble(Double value) -> bool;
auto writeArray(Containers::ArrayView<char> array) -> bool;
template<std::size_t S>
auto writeStaticArray(Containers::StaticArrayView<S, const char> array) -> bool {
return std::fwrite(array.data(), sizeof(char), S, _file) == S;
}
auto writeUEString(const std::string& str) -> bool;
template<typename T, typename U = std::conditional_t<std::is_trivially_copyable<T>::value, T, T&>>
auto writeValueToArray(U value) -> UnsignedLong {
Containers::ArrayView<U> view{&value, 1};
return writeDataToArray(view);
}
auto writeUEStringToArray(const std::string& value) -> UnsignedLong;
template<typename T>
void writeValueToArrayAt(T& value, UnsignedLong position) {
Containers::ArrayView<T> view{&value, 1};
writeDataToArrayAt(view, position);
}
template<typename T>
auto writeDataToArray(Containers::ArrayView<T> view) -> UnsignedLong {
arrayAppend(_data, Containers::arrayCast<const char>(view));
_index += sizeof(T) * view.size();
return sizeof(T) * view.size();
}
template<typename T>
void writeDataToArrayAt(Containers::ArrayView<T> view, UnsignedLong position) {
auto casted_view = Containers::arrayCast<const char>(view);
for(UnsignedLong i = 0; i < casted_view.size(); i++) {
_data[position + i] = casted_view[i];
}
}
private:
FILE* _file = nullptr;
Containers::Array<char> _data;
UnsignedLong _index = 0;
};

76
src/UESaveFile/Debug.cpp Normal file
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@ -0,0 +1,76 @@
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "Types/UnrealPropertyBase.h"
#include "Types/ArrayProperty.h"
#include "Types/SetProperty.h"
#include "Types/StructProperty.h"
#include "Types/GenericStructProperty.h"
#include "Debug.h"
Utility::Debug& operator<<(Utility::Debug& debug, const ArrayProperty* prop) {
return debug << (*prop->name).c_str() << Utility::Debug::nospace << ":" <<
prop->propertyType.c_str() << "of" << prop->items.size() << prop->itemType.c_str();
}
Utility::Debug& operator<<(Utility::Debug& debug, const SetProperty* prop) {
return debug << (*prop->name).c_str() << Utility::Debug::nospace << ":" <<
prop->propertyType.c_str() << "of" << prop->items.size() << prop->itemType.c_str();
}
Utility::Debug& operator<<(Utility::Debug& debug, const GenericStructProperty* prop) {
debug << (*prop->name).c_str() << Utility::Debug::nospace << ":" <<
prop->structType.c_str() << "(" << Utility::Debug::nospace << prop->propertyType.c_str() << Utility::Debug::nospace <<
") Contents:";
for(const auto& item : prop->properties) {
debug << "\n " << Utility::Debug::nospace << item.get();
}
return debug;
}
Utility::Debug& operator<<(Utility::Debug& debug, const StructProperty* prop) {
auto cast = dynamic_cast<const GenericStructProperty*>(prop);
if(cast) {
return debug << cast;
}
return debug << (*prop->name).c_str() << Utility::Debug::nospace << ":" <<
prop->structType.c_str() << "(" << Utility::Debug::nospace << prop->propertyType.c_str() << Utility::Debug::nospace << ")";
}
Utility::Debug& operator<<(Utility::Debug& debug, const UnrealPropertyBase* prop) {
if(prop->propertyType == "ArrayProperty") {
auto array_prop = dynamic_cast<const ArrayProperty*>(prop);
if(array_prop) {
return debug << array_prop;
}
}
else if(prop->propertyType == "SetProperty") {
auto set_prop = dynamic_cast<const SetProperty*>(prop);
if(set_prop) {
return debug << set_prop;
}
}
else if(prop->propertyType == "StructProperty") {
auto struct_prop = dynamic_cast<const StructProperty*>(prop);
if(struct_prop) {
return debug << struct_prop;
}
}
return debug << (*prop->name).c_str() << Utility::Debug::nospace << ":" << prop->propertyType.c_str();
}

33
src/UESaveFile/Debug.h Normal file
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@ -0,0 +1,33 @@
#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <Corrade/Utility/Debug.h>
struct ArrayProperty;
struct SetProperty;
struct GenericStructProperty;
struct StructProperty;
struct UnrealPropertyBase;
using namespace Corrade;
Utility::Debug& operator<<(Utility::Debug& debug, const ArrayProperty* prop);
Utility::Debug& operator<<(Utility::Debug& debug, const SetProperty* prop);
Utility::Debug& operator<<(Utility::Debug& debug, const GenericStructProperty* prop);
Utility::Debug& operator<<(Utility::Debug& debug, const StructProperty* prop);
Utility::Debug& operator<<(Utility::Debug& debug, const UnrealPropertyBase* prop);

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@ -0,0 +1,252 @@
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <algorithm>
#include "Serialisers/ArrayPropertySerialiser.h"
#include "Serialisers/BoolPropertySerialiser.h"
#include "Serialisers/BytePropertySerialiser.h"
#include "Serialisers/ColourPropertySerialiser.h"
#include "Serialisers/DateTimePropertySerialiser.h"
#include "Serialisers/EnumPropertySerialiser.h"
#include "Serialisers/FloatPropertySerialiser.h"
#include "Serialisers/GuidPropertySerialiser.h"
#include "Serialisers/IntPropertySerialiser.h"
#include "Serialisers/MapPropertySerialiser.h"
#include "Serialisers/RotatorPropertySerialiser.h"
#include "Serialisers/StringPropertySerialiser.h"
#include "Serialisers/SetPropertySerialiser.h"
#include "Serialisers/StructSerialiser.h"
#include "Serialisers/TextPropertySerialiser.h"
#include "Serialisers/VectorPropertySerialiser.h"
#include "Serialisers/Vector2DPropertySerialiser.h"
#include "Types/NoneProperty.h"
#include "BinaryReader.h"
#include "BinaryWriter.h"
#include "PropertySerialiser.h"
PropertySerialiser::PropertySerialiser() {
arrayAppend(_serialisers, Containers::pointer<ArrayPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<BoolPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<BytePropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<ColourPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<DateTimePropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<EnumPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<FloatPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<GuidPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<IntPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<MapPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<RotatorPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<StringPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<SetPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<TextPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<VectorPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<Vector2DPropertySerialiser>());
arrayAppend(_serialisers, Containers::pointer<StructSerialiser>());
arrayAppend(_collectionSerialisers, Containers::pointer<StructSerialiser>());
}
auto PropertySerialiser::read(BinaryReader& reader) -> UnrealPropertyBase::ptr {
if(reader.peekChar() < 0 || reader.eof()) {
return nullptr;
}
std::string name;
if(!reader.readUEString(name)) {
return nullptr;
}
if(name == "None") {
return Containers::pointer<NoneProperty>();
}
std::string type;
if(!reader.readUEString(type)) {
return nullptr;
}
UnsignedLong value_length;
if(!reader.readUnsignedLong(value_length)) {
return nullptr;
}
return deserialise(std::move(name), std::move(type), value_length, reader);
}
auto PropertySerialiser::readItem(BinaryReader& reader, std::string type, UnsignedLong value_length, std::string name) -> UnrealPropertyBase::ptr {
if(reader.peekChar() < 0 || reader.eof()) {
return nullptr;
}
return deserialise(std::move(name), std::move(type), value_length, reader);
}
auto PropertySerialiser::readSet(BinaryReader& reader, const std::string& item_type, UnsignedInt count) -> Containers::Array<UnrealPropertyBase::ptr> {
if(reader.peekChar() < 0 || reader.eof()) {
return nullptr;
}
auto serialiser = getCollectionSerialiser(item_type);
Containers::Array<UnrealPropertyBase::ptr> array;
if(serialiser) {
std::string name;
if(!reader.readUEString(name)) {
return nullptr;
}
std::string type;
if(!reader.readUEString(type)) {
return nullptr;
}
UnsignedLong value_length;
if(!reader.readUnsignedLong(value_length)) {
return nullptr;
}
array = serialiser->deserialise(name, type, value_length, count, reader, *this);
for(auto& item : array) {
if(item->name == Containers::NullOpt) {
item->name.emplace(name);
}
}
}
else {
for(UnsignedInt i = 0; i < count; i++) {
auto item = readItem(reader, item_type, -1, "");
arrayAppend(array, std::move(item));
}
}
return array;
}
auto PropertySerialiser::deserialise(std::string name, std::string type, UnsignedLong value_length,
BinaryReader& reader) -> UnrealPropertyBase::ptr
{
UnrealPropertyBase::ptr prop;
auto serialiser = getSerialiser(type);
if(serialiser == nullptr) {
return nullptr;
}
prop = serialiser->deserialise(name, type, value_length, reader, *this);
if(!prop) {
!Utility::Error{} << "No prop in" << __func__;
return nullptr;
}
prop->name = std::move(name);
prop->propertyType = std::move(type);
return prop;
}
auto PropertySerialiser::serialise(UnrealPropertyBase::ptr& prop, const std::string& item_type, UnsignedLong& bytes_written,
BinaryWriter& writer) -> bool
{
auto serialiser = getSerialiser(item_type);
if(!serialiser) {
return false;
}
return serialiser->serialise(prop, bytes_written, writer, *this);
}
auto PropertySerialiser::write(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool {
if(prop->name == "None" && prop->propertyType == "NoneProperty" && dynamic_cast<NoneProperty*>(prop.get())) {
bytes_written += writer.writeUEStringToArray(*prop->name);
return true;
}
bytes_written += writer.writeUEStringToArray(*prop->name);
bytes_written += writer.writeUEStringToArray(prop->propertyType);
UnsignedLong value_length = 0;
UnsignedLong vl_position = writer.arrayPosition();
bytes_written += writer.writeValueToArray<UnsignedLong>(value_length);
bool ret = serialise(prop, prop->propertyType, value_length, writer);
writer.writeValueToArrayAt(value_length, vl_position);
bytes_written += value_length;
return ret;
}
auto PropertySerialiser::writeItem(UnrealPropertyBase::ptr& prop, const std::string& item_type,
UnsignedLong& bytes_written, BinaryWriter& writer) -> bool
{
if(prop->name == "None" && prop->propertyType == "NoneProperty" && dynamic_cast<NoneProperty*>(prop.get())) {
bytes_written += writer.writeUEStringToArray(*prop->name);
return true;
}
return serialise(prop, item_type, bytes_written, writer);
}
auto PropertySerialiser::writeSet(Containers::ArrayView<UnrealPropertyBase::ptr> props, const std::string& item_type,
UnsignedLong& bytes_written, BinaryWriter& writer) -> bool
{
auto serialiser = getCollectionSerialiser(item_type);
if(serialiser) {
return serialiser->serialise(props, item_type, bytes_written, writer, *this);
}
else {
for(auto& prop : props) {
if(!writeItem(prop, item_type, bytes_written, writer)) {
return false;
}
}
return true;
}
}
auto PropertySerialiser::getSerialiser(const std::string& item_type) -> AbstractUnrealPropertySerialiser* {
for(auto& item : _serialisers) {
for(const std::string& serialiser_type : item->types()) {
if(item_type == serialiser_type) {
return item.get();
}
}
}
return nullptr;
}
auto PropertySerialiser::getCollectionSerialiser(const std::string& item_type) -> AbstractUnrealCollectionPropertySerialiser* {
for(auto& item : _collectionSerialisers) {
for(const std::string& serialiser_type : item->types()) {
if(item_type == serialiser_type) {
return item.get();
}
}
}
return nullptr;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <Corrade/Containers/GrowableArray.h>
#include "Serialisers/AbstractUnrealPropertySerialiser.h"
#include "Serialisers/AbstractUnrealCollectionPropertySerialiser.h"
#include "Types/UnrealPropertyBase.h"
using namespace Corrade;
class BinaryReader;
class BinaryWriter;
class PropertySerialiser {
public:
PropertySerialiser();
auto read(BinaryReader& reader) -> UnrealPropertyBase::ptr;
auto readItem(BinaryReader& reader, std::string type, UnsignedLong value_length, std::string name) -> UnrealPropertyBase::ptr;
auto readSet(BinaryReader& reader, const std::string& item_type, UnsignedInt count) -> Containers::Array<UnrealPropertyBase::ptr>;
auto deserialise(std::string name, std::string type, UnsignedLong value_length, BinaryReader& reader) -> UnrealPropertyBase::ptr;
auto serialise(UnrealPropertyBase::ptr& prop, const std::string& item_type, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
auto write(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
auto writeItem(UnrealPropertyBase::ptr& prop, const std::string& item_type, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
auto writeSet(Containers::ArrayView<UnrealPropertyBase::ptr> props, const std::string& item_type, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
private:
auto getSerialiser(const std::string& item_type) -> AbstractUnrealPropertySerialiser*;
auto getCollectionSerialiser(const std::string& item_type) -> AbstractUnrealCollectionPropertySerialiser*;
Containers::Array<AbstractUnrealPropertySerialiser::ptr> _serialisers;
Containers::Array<AbstractUnrealCollectionPropertySerialiser::ptr> _collectionSerialisers;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <string>
#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/ArrayView.h>
#include <Corrade/Containers/Pointer.h>
#include <Magnum/Types.h>
#include "../Types/UnrealPropertyBase.h"
using namespace Corrade;
using namespace Magnum;
class BinaryReader;
class BinaryWriter;
class PropertySerialiser;
class AbstractUnrealCollectionPropertySerialiser {
public:
using ptr = Containers::Pointer<AbstractUnrealCollectionPropertySerialiser>;
virtual ~AbstractUnrealCollectionPropertySerialiser() = default;
virtual auto types() -> Containers::ArrayView<const std::string> = 0;
virtual auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length, UnsignedInt count, BinaryReader& reader, PropertySerialiser& serialiser) -> Containers::Array<UnrealPropertyBase::ptr> = 0;
virtual auto serialise(Containers::ArrayView<UnrealPropertyBase::ptr> props, const std::string& item_type, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool = 0;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <string>
#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/Pointer.h>
#include <Magnum/Types.h>
#include "../Types/UnrealPropertyBase.h"
using namespace Corrade;
using namespace Magnum;
class BinaryReader;
class BinaryWriter;
class PropertySerialiser;
class AbstractUnrealPropertySerialiser {
public:
using ptr = Containers::Pointer<AbstractUnrealPropertySerialiser>;
virtual ~AbstractUnrealPropertySerialiser() = default;
virtual auto types() -> Containers::ArrayView<const std::string> = 0;
virtual auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr = 0;
virtual auto serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool = 0;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <string>
#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/ArrayView.h>
#include <Corrade/Containers/Pointer.h>
#include <Magnum/Types.h>
#include "../Types/UnrealPropertyBase.h"
using namespace Corrade;
using namespace Magnum;
class BinaryReader;
class BinaryWriter;
class AbstractUnrealStructSerialiser {
public:
using ptr = Containers::Pointer<AbstractUnrealStructSerialiser>;
virtual ~AbstractUnrealStructSerialiser() = default;
virtual auto supportsType(const std::string& type) -> bool = 0;
virtual auto deserialise(BinaryReader& reader) -> UnrealPropertyBase::ptr = 0;
virtual auto serialise(UnrealPropertyBase::ptr& structProp, BinaryWriter& writer, UnsignedLong& bytes_written) -> bool = 0;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "../PropertySerialiser.h"
#include "ArrayPropertySerialiser.h"
auto ArrayPropertySerialiser::deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
std::string item_type;
if(!reader.readUEString(item_type)) {
return nullptr;
}
char terminator;
if(!reader.readChar(terminator) || terminator != '\0') {
return nullptr;
}
UnsignedInt item_count;
if(!reader.readUnsignedInt(item_count)) {
return nullptr;
}
auto prop = Containers::pointer<ArrayProperty>();
prop->itemType = std::move(item_type);
prop->items = serialiser.readSet(reader, prop->itemType, item_count);
return prop;
}
auto ArrayPropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto array_prop = dynamic_cast<ArrayProperty*>(prop.get());
if(!array_prop) {
return false;
}
writer.writeUEStringToArray(array_prop->itemType);
writer.writeValueToArray<char>('\0');
bytes_written += writer.writeValueToArray<UnsignedInt>(UnsignedInt(array_prop->items.size()));
UnsignedLong start_pos = writer.arrayPosition();
UnsignedLong dummy_bytes_written = 0;
bool ret = serialiser.writeSet(array_prop->items, array_prop->itemType, dummy_bytes_written, writer);
bytes_written += writer.arrayPosition() - start_pos;
return ret;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertySerialiser.h"
#include "../Types/ArrayProperty.h"
class ArrayPropertySerialiser : public UnrealPropertySerialiser<ArrayProperty> {
public:
using ptr = Containers::Pointer<ArrayPropertySerialiser>;
private:
auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "BoolPropertySerialiser.h"
auto BoolPropertySerialiser::types() -> Containers::ArrayView<const std::string> {
static const Containers::Array<std::string> types{InPlaceInit, {"BoolProperty"}};
return types;
}
auto BoolPropertySerialiser::deserialise(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
if(value_length != 0) {
return nullptr;
}
Short value;
if(!reader.readShort(value)) {
return nullptr;
}
if(value > 1 || value < 0) {
return nullptr;
}
auto prop = Containers::pointer<BoolProperty>();
prop->value = value;
return prop;
}
auto BoolPropertySerialiser::serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto bool_prop = dynamic_cast<BoolProperty*>(prop.get());
if(!bool_prop) {
return false;
}
writer.writeValueToArray<Short>(Short(bool_prop->value));
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "AbstractUnrealPropertySerialiser.h"
#include "../Types/BoolProperty.h"
class BoolPropertySerialiser : public AbstractUnrealPropertySerialiser {
public:
using ptr = Containers::Pointer<BoolPropertySerialiser>;
auto types() -> Containers::ArrayView<const std::string> override;
auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "BytePropertySerialiser.h"
auto BytePropertySerialiser::types() -> Containers::ArrayView<const std::string> {
static const Containers::Array<std::string> types{InPlaceInit, {"ByteProperty"}};
return types;
}
auto BytePropertySerialiser::deserialise(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<ByteProperty>();
if(!reader.readUEString(prop->enumType)) {
return nullptr;
}
char terminator;
if(!reader.readChar(terminator) || terminator != '\0') {
return nullptr;
}
if(!reader.readUEString(prop->enumValue)) {
return nullptr;
}
//UnsignedInt count = 0;
//if(!reader.readUnsignedInt(count)) {
// return nullptr;
//}
//if(!reader.readArray(prop->value, count)) {
// return nullptr;
//}
return prop;
}
auto BytePropertySerialiser::serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto byte_prop = dynamic_cast<ByteProperty*>(prop.get());
if(!byte_prop) {
return false;
}
//writer.writeValueToArray<char>('\0');
//bytes_written += writer.writeValueToArray<UnsignedInt>(byte_prop->value.size());
//bytes_written += writer.writeDataToArray<char>(byte_prop->value);
writer.writeUEStringToArray(byte_prop->enumType);
writer.writeValueToArray<char>('\0');
bytes_written += writer.writeUEStringToArray(byte_prop->enumValue);
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "AbstractUnrealPropertySerialiser.h"
#include "../Types/ByteProperty.h"
class BytePropertySerialiser : public AbstractUnrealPropertySerialiser {
public:
using ptr = Containers::Pointer<BytePropertySerialiser>;
auto types() -> Containers::ArrayView<const std::string> override;
auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "ColourPropertySerialiser.h"
auto ColourPropertySerialiser::deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<ColourStructProperty>();
if(!reader.readFloat(prop->r) || !reader.readFloat(prop->g) ||
!reader.readFloat(prop->b) || !reader.readFloat(prop->a))
{
return nullptr;
}
return prop;
}
auto ColourPropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto colour_prop = dynamic_cast<ColourStructProperty*>(prop.get());
if(!colour_prop) {
return false;
}
bytes_written += writer.writeValueToArray<Float>(colour_prop->r) + writer.writeValueToArray<Float>(colour_prop->g) +
writer.writeValueToArray<Float>(colour_prop->b) + writer.writeValueToArray<Float>(colour_prop->a);
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertySerialiser.h"
#include "../Types/ColourStructProperty.h"
class ColourPropertySerialiser : public UnrealPropertySerialiser<ColourStructProperty> {
public:
using ptr = Containers::Pointer<ColourPropertySerialiser>;
private:
auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "DateTimePropertySerialiser.h"
auto DateTimePropertySerialiser::deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<DateTimeStructProperty>();
if(!reader.readUnsignedLong(prop->timestamp)) {
return nullptr;
}
return prop;
}
auto DateTimePropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto dt_prop = dynamic_cast<DateTimeStructProperty*>(prop.get());
if(!dt_prop) {
return false;
}
bytes_written += writer.writeValueToArray<UnsignedLong>(dt_prop->timestamp);
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertySerialiser.h"
#include "../Types/DateTimeStructProperty.h"
class DateTimePropertySerialiser : public UnrealPropertySerialiser<DateTimeStructProperty> {
public:
using ptr = Containers::Pointer<DateTimePropertySerialiser>;
private:
auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "EnumPropertySerialiser.h"
auto EnumPropertySerialiser::types() -> Containers::ArrayView<const std::string> {
static const Containers::Array<std::string> types{InPlaceInit, {"EnumProperty"}};
return types;
}
auto EnumPropertySerialiser::deserialise(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<EnumProperty>();
if(!reader.readUEString(prop->enumType)) {
return nullptr;
}
char terminator;
if(!reader.readChar(terminator) || terminator != '\0') {
return nullptr;
}
if(!reader.readUEString(prop->value)) {
return nullptr;
}
return prop;
}
auto EnumPropertySerialiser::serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto enum_prop = dynamic_cast<EnumProperty*>(prop.get());
if(!enum_prop) {
return false;
}
writer.writeUEStringToArray(enum_prop->enumType);
writer.writeValueToArray<char>('\0');
bytes_written += writer.writeUEStringToArray(enum_prop->value);
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "AbstractUnrealPropertySerialiser.h"
#include "../Types/EnumProperty.h"
class EnumPropertySerialiser : public AbstractUnrealPropertySerialiser {
public:
using ptr = Containers::Pointer<EnumPropertySerialiser>;
auto types() -> Containers::ArrayView<const std::string> override;
auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "FloatPropertySerialiser.h"
auto FloatPropertySerialiser::types() -> Containers::ArrayView<const std::string> {
static const Containers::Array<std::string> types{InPlaceInit, {"FloatProperty"}};
return types;
}
auto FloatPropertySerialiser::deserialise(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<FloatProperty>();
char terminator;
if(!reader.readChar(terminator) || terminator != '\0') {
return nullptr;
}
if(!reader.readFloat(prop->value)) {
return nullptr;
}
return prop;
}
auto FloatPropertySerialiser::serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto float_prop = dynamic_cast<FloatProperty*>(prop.get());
if(!float_prop) {
return false;
}
writer.writeValueToArray<char>('\0');
bytes_written += writer.writeValueToArray<Float>(float_prop->value);
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "AbstractUnrealPropertySerialiser.h"
#include "../Types/FloatProperty.h"
class FloatPropertySerialiser : public AbstractUnrealPropertySerialiser {
public:
using ptr = Containers::Pointer<FloatPropertySerialiser>;
auto types() -> Containers::ArrayView<const std::string> override;
auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "GuidPropertySerialiser.h"
auto GuidPropertySerialiser::deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<GuidStructProperty>();
if(!reader.readStaticArray(prop->guid)) {
Utility::Error{} << "Couldn't read guid in" << __func__;
return nullptr;
}
return prop;
}
auto GuidPropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto guid_prop = dynamic_cast<GuidStructProperty*>(prop.get());
if(!guid_prop) {
return false;
}
bytes_written += writer.writeDataToArray<char>({guid_prop->guid.data(), guid_prop->guid.size()});
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertySerialiser.h"
#include "../Types/GuidStructProperty.h"
class GuidPropertySerialiser : public UnrealPropertySerialiser<GuidStructProperty> {
public:
using ptr = Containers::Pointer<GuidPropertySerialiser>;
private:
auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "IntPropertySerialiser.h"
auto IntPropertySerialiser::deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<IntProperty>();
if(value_length == UnsignedLong(-1)) {
if(!reader.readInt(prop->value)) {
return nullptr;
}
prop->valueLength = UnsignedLong(-1);
return prop;
}
char terminator;
if(!reader.readChar(terminator) || terminator != '\0') {
return nullptr;
}
if(!reader.readInt(prop->value)) {
return nullptr;
}
prop->name.emplace(name);
return prop;
}
auto IntPropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto int_prop = dynamic_cast<IntProperty*>(prop.get());
if(!int_prop) {
return false;
}
if(prop->valueLength != UnsignedLong(-1)) {
writer.writeValueToArray<char>('\0');
}
bytes_written += writer.writeValueToArray<Int>(int_prop->value);
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertySerialiser.h"
#include "../Types/IntProperty.h"
class IntPropertySerialiser : public UnrealPropertySerialiser<IntProperty> {
public:
using ptr = Containers::Pointer<IntPropertySerialiser>;
private:
auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "../PropertySerialiser.h"
#include "../Types/NoneProperty.h"
#include "MapPropertySerialiser.h"
auto MapPropertySerialiser::deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<MapProperty>();
if(!reader.readUEString(prop->keyType)) {
return nullptr;
}
if(!reader.readUEString(prop->valueType)) {
return nullptr;
}
char terminator;
if(!reader.readChar(terminator) || terminator != '\0') {
return nullptr;
}
UnsignedInt null;
if(!reader.readUnsignedInt(null) || null != 0u) {
return nullptr;
}
UnsignedInt count;
if(!reader.readUnsignedInt(count)) {
return nullptr;
}
// Begin dirty code because the MapProperty format doesn't seem to match any of the GVAS reading stuff I've found,
// so I'm just gonna write stuff that matches the only MapProperty I can find in MB's save files.
arrayReserve(prop->map, count);
for(UnsignedInt i = 0; i < count; i++) {
MapProperty::KeyValuePair pair;
if(prop->keyType == "IntProperty") {
pair.key = serialiser.readItem(reader, prop->keyType, -1, name);
if(pair.key == nullptr) {
return nullptr;
}
}
else { // Add other branches depending on key type, should more maps appear in the future.
return nullptr;
}
UnrealPropertyBase::ptr value_item;
while((value_item = serialiser.read(reader)) != nullptr) {
arrayAppend(pair.values, std::move(value_item));
if(pair.values.back()->name == "None" &&
pair.values.back()->propertyType == "NoneProperty" &&
dynamic_cast<NoneProperty*>(pair.values.back().get()) != nullptr)
{
break;
}
}
arrayAppend(prop->map, std::move(pair));
}
// End dirty code
return prop;
}
auto MapPropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto map_prop = dynamic_cast<MapProperty*>(prop.get());
if(!map_prop) {
return false;
}
writer.writeUEStringToArray(map_prop->keyType);
writer.writeUEStringToArray(map_prop->valueType);
writer.writeValueToArray<char>('\0');
UnsignedLong value_start = writer.arrayPosition();
writer.writeValueToArray<UnsignedInt>(0u);
writer.writeValueToArray<UnsignedInt>(UnsignedInt(map_prop->map.size()));
UnsignedLong dummy_bytes_written = 0;
for(auto& pair : map_prop->map) {
if(!serialiser.writeItem(pair.key, map_prop->keyType, dummy_bytes_written, writer)) {
return false;
}
for(auto& value : pair.values) {
if(!serialiser.write(value, dummy_bytes_written, writer)) {
return false;
}
}
}
bytes_written += (writer.arrayPosition() - value_start);
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertySerialiser.h"
#include "../Types/MapProperty.h"
class MapPropertySerialiser : public UnrealPropertySerialiser<MapProperty> {
public:
using ptr = Containers::Pointer<MapPropertySerialiser>;
private:
auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "RotatorPropertySerialiser.h"
auto RotatorPropertySerialiser::deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<RotatorStructProperty>();
if(!reader.readFloat(prop->x) || !reader.readFloat(prop->y) || !reader.readFloat(prop->z)) {
return nullptr;
}
return prop;
}
auto RotatorPropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto rotator = dynamic_cast<RotatorStructProperty*>(prop.get());
if(!rotator) {
return false;
}
bytes_written += writer.writeValueToArray<Float>(rotator->x) + writer.writeValueToArray<Float>(rotator->y) +
writer.writeValueToArray<Float>(rotator->z);
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertySerialiser.h"
#include "../Types/RotatorStructProperty.h"
class RotatorPropertySerialiser : public UnrealPropertySerialiser<RotatorStructProperty> {
public:
using ptr = Containers::Pointer<RotatorPropertySerialiser>;
private:
auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "../PropertySerialiser.h"
#include "SetPropertySerialiser.h"
auto SetPropertySerialiser::deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
std::string item_type;
if(!reader.readUEString(item_type)) {
return nullptr;
}
char terminator;
if(!reader.readChar(terminator) || terminator != '\0') {
return nullptr;
}
UnsignedInt four_bytes;
if(!reader.readUnsignedInt(four_bytes) || four_bytes != 0u) {
return nullptr;
}
UnsignedInt item_count;
if(!reader.readUnsignedInt(item_count)) {
return nullptr;
}
auto prop = Containers::pointer<SetProperty>();
prop->itemType = std::move(item_type);
prop->items = serialiser.readSet(reader, prop->itemType, item_count);
return prop;
}
auto SetPropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto set_prop = dynamic_cast<SetProperty*>(prop.get());
if(!set_prop) {
return false;
}
writer.writeUEStringToArray(set_prop->itemType);
writer.writeValueToArray<char>('\0');
bytes_written += writer.writeValueToArray<UnsignedInt>(0u);
bytes_written += writer.writeValueToArray<UnsignedInt>(UnsignedInt(set_prop->items.size()));
UnsignedLong start_pos = writer.arrayPosition();
UnsignedLong dummy_bytes_written = 0;
serialiser.writeSet(set_prop->items, set_prop->itemType, dummy_bytes_written, writer);
bytes_written += writer.arrayPosition() - start_pos;
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertySerialiser.h"
#include "../Types/SetProperty.h"
class SetPropertySerialiser : public UnrealPropertySerialiser<SetProperty> {
public:
using ptr = Containers::Pointer<SetPropertySerialiser>;
private:
auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "StringPropertySerialiser.h"
auto StringPropertySerialiser::types() -> Containers::ArrayView<const std::string> {
static const Containers::Array<std::string> types{InPlaceInit, {"NameProperty", "StrProperty", "SoftObjectProperty", "ObjectProperty"}};
return types;
}
auto StringPropertySerialiser::deserialise(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<StringProperty>(type);
if(value_length != UnsignedLong(-1)) {
char terminator;
if(!reader.readChar(terminator) || terminator != '\0') {
return nullptr;
}
}
if(!reader.readUEString(prop->value)) {
return nullptr;
}
prop->valueLength = value_length;
return prop;
}
auto StringPropertySerialiser::serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto str_prop = dynamic_cast<StringProperty*>(prop.get());
if(!str_prop) {
return false;
}
if(str_prop->valueLength != UnsignedLong(-1)) {
writer.writeValueToArray<char>('\0');
}
bytes_written += writer.writeUEStringToArray(str_prop->value);
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "AbstractUnrealPropertySerialiser.h"
#include "../Types/StringProperty.h"
class StringPropertySerialiser : public AbstractUnrealPropertySerialiser {
public:
using ptr = Containers::Pointer<StringPropertySerialiser>;
auto types() -> Containers::ArrayView<const std::string> override;
auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "../PropertySerialiser.h"
#include "../Types/GenericStructProperty.h"
#include "../Types/NoneProperty.h"
#include "StructSerialiser.h"
auto StructSerialiser::types() -> Containers::ArrayView<const std::string> {
static const Containers::Array<std::string> types{InPlaceInit, {"StructProperty"}};
return types;
}
auto StructSerialiser::deserialise(const std::string& name, const std::string& type, UnsignedLong value_length,
UnsignedInt count, BinaryReader& reader, PropertySerialiser& serialiser) -> Containers::Array<UnrealPropertyBase::ptr>
{
std::string item_type;
if(!reader.readUEString(item_type)) {
return nullptr;
}
Containers::StaticArray<16, char> guid{ValueInit};
if(!reader.readStaticArray(guid)) {
return nullptr;
}
char terminator;
if(!reader.readChar(terminator) || terminator != '\0') {
return nullptr;
}
Containers::Array<UnrealPropertyBase::ptr> array;
if(count == 0) {
auto prop = Containers::pointer<GenericStructProperty>();
prop->structType = std::move(item_type);
prop->structGuid = std::move(guid);
}
else {
for(UnsignedInt i = 0; i < count; i++) {
auto prop = readStructValue(name, item_type, value_length, reader, serialiser);
if(!prop) {
return nullptr;
}
prop->structGuid = guid;
arrayAppend(array, std::move(prop));
}
}
return array;
}
auto StructSerialiser::deserialise(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
std::string item_type;
if(!reader.readUEString(item_type)) {
return nullptr;
}
if(item_type == "None") {
return Containers::pointer<NoneProperty>();
}
Containers::StaticArray<16, char> guid{ValueInit};
if(!reader.readStaticArray(guid)) {
return nullptr;
}
char terminator;
if(!reader.readChar(terminator) || terminator != '\0') {
return nullptr;
}
UnrealPropertyBase::ptr prop = serialiser.readItem(reader, item_type, value_length, name);
if(!prop) {
prop = readStructValue(name, item_type, value_length, reader, serialiser);
if(prop) {
dynamic_cast<GenericStructProperty*>(prop.get())->structGuid = std::move(guid);
}
}
return prop;
}
auto StructSerialiser::serialise(Containers::ArrayView<UnrealPropertyBase::ptr> props, const std::string& item_type,
UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
bytes_written += writer.writeUEStringToArray(*(props.front()->name));
bytes_written += writer.writeUEStringToArray(item_type);
UnsignedLong vl_pos = writer.arrayPosition();
bytes_written += writer.writeValueToArray<UnsignedLong>(0ull);
auto struct_prop = dynamic_cast<StructProperty*>(props.front().get());
if(!struct_prop) {
return false;
}
bytes_written += writer.writeUEStringToArray(struct_prop->structType);
bytes_written += writer.writeDataToArray(arrayView(struct_prop->structGuid));
bytes_written += writer.writeValueToArray<char>('\0');
UnsignedLong vl_start = writer.arrayPosition();
UnsignedLong bytes_written_here = 0;
for(auto& prop : props) {
struct_prop = dynamic_cast<StructProperty*>(prop.get());
if(!struct_prop) {
return false;
}
if(!writeStructValue(struct_prop, bytes_written_here, writer, serialiser)) {
return false;
}
}
UnsignedLong vl_stop = writer.arrayPosition() - vl_start;
writer.writeValueToArrayAt(vl_stop, vl_pos);
bytes_written += vl_stop;
return true;
}
auto StructSerialiser::serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto struct_prop = dynamic_cast<StructProperty*>(prop.get());
if(!struct_prop) {
return false;
}
writer.writeUEStringToArray(struct_prop->structType);
writer.writeDataToArray(arrayView(struct_prop->structGuid));
writer.writeValueToArray<char>('\0');
if(!serialiser.writeItem(prop, struct_prop->structType, bytes_written, writer)) {
UnsignedLong dummy_bytes_written = 0;
UnsignedLong vl_start = writer.arrayPosition();
if(!writeStructValue(struct_prop, dummy_bytes_written, writer, serialiser)) {
return false;
}
bytes_written += writer.arrayPosition() - vl_start;
}
return true;
}
auto StructSerialiser::readStructValue(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> StructProperty::ptr
{
auto st_prop = Containers::pointer<GenericStructProperty>();
st_prop->structType = type;
UnrealPropertyBase::ptr prop;
while((prop = serialiser.read(reader)) != nullptr) {
arrayAppend(st_prop->properties, std::move(prop));
if(st_prop->properties.back()->name == "None" &&
st_prop->properties.back()->propertyType == "NoneProperty" &&
dynamic_cast<NoneProperty*>(st_prop->properties.back().get()) != nullptr)
{
break;
}
}
st_prop->name.emplace(name);
return st_prop;
}
auto StructSerialiser::writeStructValue(StructProperty* prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto struct_prop = dynamic_cast<GenericStructProperty*>(prop);
if(!struct_prop) {
return false;
}
for(auto& item : struct_prop->properties) {
if(!serialiser.write(item, bytes_written, writer)) {
return false;
}
}
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "AbstractUnrealCollectionPropertySerialiser.h"
#include "AbstractUnrealPropertySerialiser.h"
#include "AbstractUnrealStructSerialiser.h"
#include "../Types/StructProperty.h"
class StructSerialiser : public AbstractUnrealPropertySerialiser, public AbstractUnrealCollectionPropertySerialiser {
public:
using ptr = Containers::Pointer<StructSerialiser>;
auto types() -> Containers::ArrayView<const std::string> override;
auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length, UnsignedInt count,
BinaryReader& reader, PropertySerialiser& serialiser) -> Containers::Array<UnrealPropertyBase::ptr> override;
auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialise(Containers::ArrayView<UnrealPropertyBase::ptr> props, const std::string& item_type, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
auto serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
private:
auto readStructValue(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> StructProperty::ptr;
auto writeStructValue(StructProperty* prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "TextPropertySerialiser.h"
auto TextPropertySerialiser::deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<TextProperty>();
Long start_position = reader.position();
char terminator;
if(!reader.readChar(terminator) || terminator != '\0') {
return nullptr;
}
if(reader.peekChar() > 0) {
if(!reader.readArray(prop->flags, 8)) {
return nullptr;
}
}
else {
if(!reader.readArray(prop->flags, 4)) {
return nullptr;
}
}
if(!reader.readChar(prop->id)) {
return nullptr;
}
auto interval = reader.position() - start_position;
do {
std::string str;
if(!reader.readUEString(str)) {
return nullptr;
}
arrayAppend(prop->data, std::move(str));
interval = reader.position() - start_position;
} while(UnsignedLong(interval) < value_length);
prop->value = prop->data.back();
return prop;
}
auto TextPropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto text_prop = dynamic_cast<TextProperty*>(prop.get());
if(!text_prop) {
return false;
}
writer.writeValueToArray<char>('\0');
bytes_written += writer.writeDataToArray<char>(text_prop->flags);
for(const auto& str : text_prop->data) {
bytes_written += writer.writeUEStringToArray(str);
}
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertySerialiser.h"
#include "../Types/TextProperty.h"
class TextPropertySerialiser : public UnrealPropertySerialiser<TextProperty> {
public:
using ptr = Containers::Pointer<TextPropertySerialiser>;
private:
auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <type_traits>
#include "AbstractUnrealPropertySerialiser.h"
#include "../Types/StructProperty.h"
template<typename T>
class UnrealPropertySerialiser : public AbstractUnrealPropertySerialiser {
static_assert(std::is_base_of<UnrealPropertyBase, T>::value, "T must be derived from UnrealPropertyBase.");
public:
using ptr = Containers::Pointer<UnrealPropertySerialiser<T>>;
auto types() -> Containers::ArrayView<const std::string> override {
static const Containers::Array<std::string> types = []{
Containers::Array<std::string> array;
Containers::Pointer<T> p(new T);
if(std::is_base_of<StructProperty, T>::value) {
array = Containers::Array<std::string>{InPlaceInit, {dynamic_cast<StructProperty*>(p.get())->structType}};
}
else {
array = Containers::Array<std::string>{InPlaceInit, {p->propertyType}};
}
return array;
}();
return types;
}
auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override {
return deserialiseProperty(name, type, value_length, reader, serialiser);
}
auto serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override {
return serialiseProperty(prop, bytes_written, writer, serialiser);
}
private:
virtual auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> typename UnrealPropertyBase::ptr = 0;
virtual auto serialiseProperty(typename UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool = 0;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "Vector2DPropertySerialiser.h"
auto Vector2DPropertySerialiser::deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<Vector2DStructProperty>();
if(!reader.readFloat(prop->x) || !reader.readFloat(prop->y)) {
return nullptr;
}
return prop;
}
auto Vector2DPropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto vector = dynamic_cast<Vector2DStructProperty*>(prop.get());
if(!vector) {
return false;
}
bytes_written += writer.writeValueToArray<Float>(vector->x) + writer.writeValueToArray<Float>(vector->y);
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertySerialiser.h"
#include "../Types/Vector2DStructProperty.h"
class Vector2DPropertySerialiser : public UnrealPropertySerialiser<Vector2DStructProperty> {
public:
using ptr = Containers::Pointer<Vector2DPropertySerialiser>;
private:
auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "VectorPropertySerialiser.h"
auto VectorPropertySerialiser::deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length,
BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
{
auto prop = Containers::pointer<VectorStructProperty>();
if(!reader.readFloat(prop->x) || !reader.readFloat(prop->y) || !reader.readFloat(prop->z)) {
return nullptr;
}
return prop;
}
auto VectorPropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto vector = dynamic_cast<VectorStructProperty*>(prop.get());
if(!vector) {
return false;
}
bytes_written += writer.writeValueToArray<Float>(vector->x) + writer.writeValueToArray<Float>(vector->y) +
writer.writeValueToArray<Float>(vector->z);
return true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertySerialiser.h"
#include "../Types/VectorStructProperty.h"
class VectorPropertySerialiser : public UnrealPropertySerialiser<VectorStructProperty> {
public:
using ptr = Containers::Pointer<VectorPropertySerialiser>;
private:
auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override;
auto serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <Corrade/Containers/GrowableArray.h>
#include "UnrealPropertyBase.h"
struct ArrayProperty : public UnrealPropertyBase {
using ptr = Containers::Pointer<ArrayProperty>;
ArrayProperty() {
propertyType = "ArrayProperty";
}
auto at(std::size_t index) -> UnrealPropertyBase* {
if(index >= items.size()) {
return nullptr;
}
return items[index].get();
}
std::string itemType;
Containers::Array<UnrealPropertyBase::ptr> items;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealProperty.h"
struct BoolProperty : public UnrealProperty<bool> {
using ptr = Containers::Pointer<BoolProperty>;
BoolProperty() {
propertyType = "BoolProperty";
}
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <Corrade/Containers/GrowableArray.h>
#include "UnrealProperty.h"
struct ByteProperty : public UnrealProperty<Containers::Array<char>> {
using ptr = Containers::Pointer<ByteProperty>;
ByteProperty() {
propertyType = "ByteProperty";
}
// For some reason, M.A.S.S. Builder stores EnumProperties as ByteProperties. Ugh...
std::string enumType;
std::string enumValue;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "StructProperty.h"
struct ColourStructProperty : public StructProperty {
using ptr = Containers::Pointer<ColourStructProperty>;
ColourStructProperty() {
structType = "LinearColor";
}
Float r = 0.0f, g = 0.0f, b = 0.0f, a = 0.0f;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "StructProperty.h"
struct DateTimeStructProperty : public StructProperty {
using ptr = Containers::Pointer<DateTimeStructProperty>;
DateTimeStructProperty() {
structType = "DateTime";
}
UnsignedLong timestamp = 0;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealProperty.h"
struct EnumProperty : public UnrealProperty<std::string> {
using ptr = Containers::Pointer<EnumProperty>;
EnumProperty() {
propertyType = "EnumProperty";
}
std::string enumType;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealProperty.h"
struct FloatProperty : public UnrealProperty<Float> {
using ptr = Containers::Pointer<FloatProperty>;
FloatProperty() {
propertyType = "FloatProperty";
}
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <algorithm>
#include <Corrade/Containers/GrowableArray.h>
#include "StructProperty.h"
struct GenericStructProperty : public StructProperty {
using ptr = Containers::Pointer<GenericStructProperty>;
template<typename T>
auto at(const std::string& name) -> T* {
for(auto& item : properties) {
if(item->name == name) {
return static_cast<T*>(item.get());
}
}
return nullptr;
}
auto props() -> Containers::ArrayView<UnrealPropertyBase::ptr> {
return properties;
}
Containers::Array<UnrealPropertyBase::ptr> properties;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <Corrade/Containers/StaticArray.h>
#include "StructProperty.h"
struct GuidStructProperty : public StructProperty {
using ptr = Containers::Pointer<GuidStructProperty>;
GuidStructProperty() {
structType = "Guid";
}
Containers::StaticArray<16, char> guid{ValueInit};
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealProperty.h"
struct IntProperty : public UnrealProperty<Int> {
using ptr = Containers::Pointer<IntProperty>;
IntProperty() {
propertyType = "IntProperty";
}
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertyBase.h"
struct MapProperty : public UnrealPropertyBase {
using ptr = Containers::Pointer<MapProperty>;
MapProperty() {
propertyType = "MapProperty";
}
std::string keyType;
std::string valueType;
struct KeyValuePair {
UnrealPropertyBase::ptr key;
Containers::Array<UnrealPropertyBase::ptr> values;
};
Containers::Array<KeyValuePair> map;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertyBase.h"
struct NoneProperty : UnrealPropertyBase {
using ptr = Containers::Pointer<NoneProperty>;
NoneProperty() {
name.emplace("None");
propertyType = "NoneProperty";
}
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "StructProperty.h"
struct RotatorStructProperty : public StructProperty {
using ptr = Containers::Pointer<RotatorStructProperty>;
RotatorStructProperty() {
structType = "Rotator";
}
Float x = 0.0f, y = 0.0f, z = 0.0f;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <Corrade/Containers/GrowableArray.h>
#include "UnrealPropertyBase.h"
struct SetProperty : public UnrealPropertyBase {
using ptr = Containers::Pointer<SetProperty>;
SetProperty() {
propertyType = "SetProperty";
}
auto at(std::size_t index) -> UnrealPropertyBase* {
if(index >= items.size()) {
return nullptr;
}
return items[index].get();
}
std::string itemType;
Containers::Array<UnrealPropertyBase::ptr> items;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealProperty.h"
struct StringProperty : public UnrealProperty<std::string> {
using ptr = Containers::Pointer<StringProperty>;
explicit StringProperty(const std::string& type = "StrProperty") {
propertyType = type;
}
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <Corrade/Containers/StaticArray.h>
#include "UnrealPropertyBase.h"
struct StructProperty : public UnrealPropertyBase {
using ptr = Containers::Pointer<StructProperty>;
StructProperty() {
std::string propertyType = "StructProperty";
}
Containers::StaticArray<16, char> structGuid{ValueInit};
std::string structType;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealProperty.h"
struct TextProperty : public UnrealProperty<std::string> {
using ptr = Containers::Pointer<TextProperty>;
TextProperty() {
propertyType = "TextProperty";
}
Containers::Array<char> flags;
char id = 0;
Containers::Array<std::string> data;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "UnrealPropertyBase.h"
template<typename T>
struct UnrealProperty : public UnrealPropertyBase {
using ptr = Containers::Pointer<UnrealProperty<T>>;
T value;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <string>
#include <Corrade/Containers/Optional.h>
#include <Corrade/Containers/Pointer.h>
#include <Magnum/Types.h>
using namespace Corrade;
using namespace Magnum;
struct UnrealPropertyBase {
using ptr = Containers::Pointer<UnrealPropertyBase>;
virtual ~UnrealPropertyBase() = default;
Containers::Optional<std::string> name = Containers::NullOpt;
std::string propertyType;
UnsignedLong valueLength;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "StructProperty.h"
struct Vector2DStructProperty : public StructProperty {
using ptr = Containers::Pointer<Vector2DStructProperty>;
Vector2DStructProperty() {
structType = "Vector2D";
}
Float x = 0.0f, y = 0.0f;
};

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include "StructProperty.h"
struct VectorStructProperty : public StructProperty {
using ptr = Containers::Pointer<VectorStructProperty>;
VectorStructProperty() {
structType = "Vector";
}
Float x = 0.0f, y = 0.0f, z = 0.0f;
};

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// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <Corrade/Containers/ArrayView.h>
#include <Corrade/Containers/Optional.h>
#include <Corrade/Utility/Directory.h>
#include "BinaryReader.h"
#include "BinaryWriter.h"
#include "UESaveFile.h"
UESaveFile::UESaveFile(std::string filepath)
{
_filepath = std::move(filepath);
loadData();
}
auto UESaveFile::valid() const -> bool {
return _valid;
}
auto UESaveFile::lastError() const -> const std::string& {
return _lastError;
}
auto UESaveFile::reloadData() -> bool {
loadData();
return valid();
}
auto UESaveFile::at(const std::string& name) -> UnrealPropertyBase* {
for(auto& prop : _properties) {
if(*(prop->name) == name) {
return prop.get();
}
}
return nullptr;
}
auto UESaveFile::props() -> Containers::ArrayView<UnrealPropertyBase::ptr> {
return _properties;
}
auto UESaveFile::saveToFile() -> bool {
BinaryWriter writer{_filepath + ".other"};
if(!writer.open()) {
return false;
}
if(!writer.writeStaticArray(staticArrayView(_magicBytes)) ||
!writer.writeUnsignedInt(_saveVersion) ||
!writer.writeUnsignedInt(_packageVersion) ||
!writer.writeUnsignedShort(_engineVersion.major) ||
!writer.writeUnsignedShort(_engineVersion.minor) ||
!writer.writeUnsignedShort(_engineVersion.patch) ||
!writer.writeUnsignedInt(_engineVersion.build) ||
!writer.writeUEString(_engineVersion.buildId))
{
return false;
}
if(!writer.writeUnsignedInt(_customFormatVersion) ||
!writer.writeUnsignedInt(_customFormatData.size()))
{
return false;
}
for(UnsignedLong i = 0; i < _customFormatData.size(); i++) {
if(!writer.writeStaticArray(Containers::StaticArrayView<16, const char>{_customFormatData[i].id}) ||
!writer.writeUnsignedInt(_customFormatData[i].value))
{
return false;
}
}
if(!writer.writeUEString(_saveType)) {
return false;
}
for(auto& prop : _properties) {
UnsignedLong bytes_written = 0;
if(!_propSerialiser.write(prop, bytes_written, writer)) {
return false;
}
if(!writer.flushToFile()) {
return false;
}
}
writer.writeUnsignedInt(0);
return true;
}
void UESaveFile::loadData() {
_valid = false;
if(!Utility::Directory::exists(_filepath)) {
return;
}
BinaryReader reader{_filepath};
if(!reader.open()) {
_lastError = _filepath + " couldn't be opened.";
return;
}
Containers::Array<char> magic;
if(!reader.readArray(magic, 4)) {
_lastError = "Couldn't read magic bytes in " + _filepath;
return;
}
std::string invalid = _filepath + " isn't a valid UE4 save.";
if(std::strncmp(magic.data(), _magicBytes.data(), 4) != 0) {
_lastError = std::move(invalid);
return;
}
if(!reader.readUnsignedInt(_saveVersion) ||
!reader.readUnsignedInt(_packageVersion) ||
!reader.readUnsignedShort(_engineVersion.major) ||
!reader.readUnsignedShort(_engineVersion.minor) ||
!reader.readUnsignedShort(_engineVersion.patch) ||
!reader.readUnsignedInt(_engineVersion.build) ||
!reader.readUEString(_engineVersion.buildId))
{
_lastError = std::move(invalid);
return;
}
if(!reader.readUnsignedInt(_customFormatVersion)) {
_lastError = std::move(invalid);
return;
}
UnsignedInt custom_format_data_size = 0;
if(!reader.readUnsignedInt(custom_format_data_size)) {
_lastError = std::move(invalid);
return;
}
arrayReserve(_customFormatData, custom_format_data_size);
for(UnsignedInt i = 0; i < custom_format_data_size; i++) {
CustomFormatDataEntry entry;
if(!reader.readStaticArray(entry.id) ||
!reader.readInt(entry.value))
{
_lastError = std::move(invalid);
return;
}
arrayAppend(_customFormatData, entry);
}
if(!reader.readUEString(_saveType)) {
_lastError = std::move(invalid);
return;
}
UnrealPropertyBase::ptr prop;
while((prop = _propSerialiser.read(reader)) != nullptr) {
arrayAppend(_properties, std::move(prop));
}
_valid = true;
}

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// 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 <https://www.gnu.org/licenses/>.
#include <string>
#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/GrowableArray.h>
#include <Corrade/Containers/StaticArray.h>
#include <Magnum/Magnum.h>
#include "Types/UnrealPropertyBase.h"
#include "PropertySerialiser.h"
using namespace Corrade;
using namespace Magnum;
class UESaveFile {
public:
explicit UESaveFile(std::string filepath);
auto valid() const -> bool;
auto lastError() const -> std::string const&;
auto reloadData() -> bool;
auto at(const std::string& name) -> UnrealPropertyBase*;
auto props() -> Containers::ArrayView<UnrealPropertyBase::ptr>;
auto saveToFile() -> bool;
private:
void loadData();
bool _valid{false};
std::string _lastError;
std::string _filepath;
const Containers::StaticArray<4, char> _magicBytes{'G', 'V', 'A', 'S'};
UnsignedInt _saveVersion = 0;
UnsignedInt _packageVersion = 0;
struct {
UnsignedShort major = 0;
UnsignedShort minor = 0;
UnsignedShort patch = 0;
UnsignedInt build = 0;
std::string buildId;
} _engineVersion;
UnsignedInt _customFormatVersion = 0;
struct CustomFormatDataEntry {
Containers::StaticArray<16, char> id;
Int value = 0;
};
Containers::Array<CustomFormatDataEntry> _customFormatData;
std::string _saveType;
Containers::Array<UnrealPropertyBase::ptr> _properties;
PropertySerialiser _propSerialiser;
};