IndieGame/client/Assets/Plugins/Easy Save 3/Scripts/Writers/ES3Writer.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

513 lines
20 KiB
C#

using System.Collections.Generic;
using System.Collections;
using System.IO;
using UnityEngine;
using System;
using ES3Types;
using ES3Internal;
public abstract class ES3Writer : IDisposable
{
public ES3Settings settings;
protected HashSet<string> keysToDelete = new HashSet<string>();
internal bool writeHeaderAndFooter = true;
internal bool overwriteKeys = true;
protected int serializationDepth = 0;
#region ES3Writer Abstract Methods
internal abstract void WriteNull();
internal virtual void StartWriteFile()
{
serializationDepth++;
}
internal virtual void EndWriteFile()
{
serializationDepth--;
}
internal virtual void StartWriteObject(string name)
{
serializationDepth++;
}
internal virtual void EndWriteObject(string name)
{
serializationDepth--;
}
internal virtual void StartWriteProperty(string name)
{
if (name == null)
throw new ArgumentNullException("Key or field name cannot be NULL when saving data.");
ES3Debug.Log("<b>"+name +"</b> (writing property)", null, serializationDepth);
}
internal virtual void EndWriteProperty(string name)
{
}
internal virtual void StartWriteCollection()
{
serializationDepth++;
}
internal virtual void EndWriteCollection()
{
serializationDepth--;
}
internal abstract void StartWriteCollectionItem(int index);
internal abstract void EndWriteCollectionItem(int index);
internal abstract void StartWriteDictionary();
internal abstract void EndWriteDictionary();
internal abstract void StartWriteDictionaryKey(int index);
internal abstract void EndWriteDictionaryKey(int index);
internal abstract void StartWriteDictionaryValue(int index);
internal abstract void EndWriteDictionaryValue(int index);
public abstract void Dispose();
#endregion
#region ES3Writer Interface abstract methods
internal abstract void WriteRawProperty(string name, byte[] bytes);
internal abstract void WritePrimitive(int value);
internal abstract void WritePrimitive(float value);
internal abstract void WritePrimitive(bool value);
internal abstract void WritePrimitive(decimal value);
internal abstract void WritePrimitive(double value);
internal abstract void WritePrimitive(long value);
internal abstract void WritePrimitive(ulong value);
internal abstract void WritePrimitive(uint value);
internal abstract void WritePrimitive(byte value);
internal abstract void WritePrimitive(sbyte value);
internal abstract void WritePrimitive(short value);
internal abstract void WritePrimitive(ushort value);
internal abstract void WritePrimitive(char value);
internal abstract void WritePrimitive(string value);
internal abstract void WritePrimitive(byte[] value);
#endregion
protected ES3Writer(ES3Settings settings, bool writeHeaderAndFooter, bool overwriteKeys)
{
this.settings = settings;
this.writeHeaderAndFooter = writeHeaderAndFooter;
this.overwriteKeys = overwriteKeys;
}
/* User-facing methods used when writing randomly-accessible Key-Value pairs. */
#region Write(key, value) Methods
internal virtual void Write(string key, Type type, byte[] value)
{
StartWriteProperty(key);
StartWriteObject(key);
WriteType(type);
WriteRawProperty("value", value);
EndWriteObject(key);
EndWriteProperty(key);
MarkKeyForDeletion(key);
}
/// <summary>Writes a value to the writer with the given key.</summary>
/// <param name="key">The key which uniquely identifies this value.</param>
/// <param name="value">The value we want to write.</param>
public virtual void Write<T>(string key, object value)
{
if (typeof(T) == typeof(object))
{
if (value == null)
Write(typeof(System.Object), key, null);
else
Write(value.GetType(), key, value);
}
else
Write(typeof(T), key, value);
}
/// <summary>Writes a value to the writer with the given key, using the given type rather than the generic parameter.</summary>
/// <param name="key">The key which uniquely identifies this value.</param>
/// <param name="value">The value we want to write.</param>
/// <param name="type">The type we want to use for the header, and to retrieve an ES3Type.</param>
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public virtual void Write(Type type, string key, object value)
{
StartWriteProperty(key);
StartWriteObject(key);
WriteType(type);
WriteProperty("value", value, ES3TypeMgr.GetOrCreateES3Type(type), settings.referenceMode);
EndWriteObject(key);
EndWriteProperty(key);
MarkKeyForDeletion(key);
}
#endregion
#region Write(value) & Write(value, ES3Type) Methods
/// <summary>Writes a value to the writer. Note that this should only be called within an ES3Type.</summary>
/// <param name="value">The value we want to write.</param>
/// <param name="memberReferenceMode">Whether we want to write UnityEngine.Object fields and properties by reference, by value, or both.</param>
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public virtual void Write(object value, ES3.ReferenceMode memberReferenceMode = ES3.ReferenceMode.ByRef)
{
if(value == null){ WriteNull(); return; }
var type = ES3TypeMgr.GetOrCreateES3Type(value.GetType());
Write(value, type, memberReferenceMode);
}
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public virtual void Write(object value, ES3Type type, ES3.ReferenceMode memberReferenceMode = ES3.ReferenceMode.ByRef)
{
// Note that we have to check UnityEngine.Object types for null by casting it first, otherwise
// it will always return false.
if (value == null || (ES3Reflection.IsAssignableFrom(typeof(UnityEngine.Object), value.GetType()) && value as UnityEngine.Object == null))
{
WriteNull();
return;
}
// Deal with System.Objects
if (type == null || type.type == typeof(object))
{
var valueType = value.GetType();
type = ES3TypeMgr.GetOrCreateES3Type(valueType);
if(type == null)
throw new NotSupportedException("Types of " + valueType + " are not supported. Please see the Supported Types guide for more information: https://docs.moodkie.com/easy-save-3/es3-supported-types/");
if (!type.isCollection && !type.isDictionary)
{
StartWriteObject(null);
WriteType(valueType);
type.Write(value, this);
EndWriteObject(null);
return;
}
}
if(type == null)
throw new ArgumentNullException("ES3Type argument cannot be null.");
if (type.isUnsupported)
{
if(type.isCollection || type.isDictionary)
throw new NotSupportedException(type.type + " is not supported because it's element type is not supported. Please see the Supported Types guide for more information: https://docs.moodkie.com/easy-save-3/es3-supported-types/");
else
throw new NotSupportedException("Types of " + type.type + " are not supported. Please see the Supported Types guide for more information: https://docs.moodkie.com/easy-save-3/es3-supported-types/");
}
if (type.isPrimitive || type.isEnum)
type.Write(value, this);
else if (type.isCollection)
{
StartWriteCollection();
((ES3CollectionType)type).Write(value, this, memberReferenceMode);
EndWriteCollection();
}
else if (type.isDictionary)
{
StartWriteDictionary();
((ES3DictionaryType)type).Write(value, this, memberReferenceMode);
EndWriteDictionary();
}
else
{
if (type.type == typeof(GameObject))
((ES3Type_GameObject)type).saveChildren = settings.saveChildren;
StartWriteObject(null);
if (type.isES3TypeUnityObject)
((ES3UnityObjectType)type).WriteObject(value, this, memberReferenceMode);
else
type.Write(value, this);
EndWriteObject(null);
}
}
internal virtual void WriteRef(UnityEngine.Object obj)
{
WriteRef(obj, ES3ReferenceMgrBase.referencePropertyName);
}
internal virtual void WriteRef(UnityEngine.Object obj, string propertyName)
{
WriteRef(obj, ES3ReferenceMgrBase.referencePropertyName, ES3ReferenceMgrBase.Current);
}
internal virtual void WriteRef(UnityEngine.Object obj, string propertyName, ES3ReferenceMgrBase refMgr)
{
if (refMgr == null)
throw new InvalidOperationException($"An Easy Save 3 Manager is required to save references. To add one to your scene, exit playmode and go to Tools > Easy Save 3 > Add Manager to Scene. Object being saved by reference is {obj.GetType()} with name {obj.name}.");
// Get the reference ID, if it exists, and store it.
long id = refMgr.Get(obj);
// If reference ID doesn't exist, create reference.
if (id == -1)
id = refMgr.Add(obj);
WriteProperty(propertyName, id.ToString());
}
#endregion
/* Writes a property as a name value pair. */
#region WriteProperty(name, value) methods
/// <summary>Writes a field or property to the writer. Note that this should only be called within an ES3Type.</summary>
/// <param name="name">The name of the field or property.</param>
/// <param name="value">The value we want to write.</param>
public virtual void WriteProperty(string name, object value)
{
WriteProperty(name, value, settings.memberReferenceMode);
}
/// <summary>Writes a field or property to the writer. Note that this should only be called within an ES3Type.</summary>
/// <param name="name">The name of the field or property.</param>
/// <param name="value">The value we want to write.</param>
/// <param name="memberReferenceMode">Whether we want to write the property by reference, by value, or both.</param>
public virtual void WriteProperty(string name, object value, ES3.ReferenceMode memberReferenceMode)
{
if (SerializationDepthLimitExceeded())
return;
StartWriteProperty(name);
Write(value, memberReferenceMode);
EndWriteProperty(name);
}
/// <summary>Writes a field or property to the writer. Note that this should only be called within an ES3Type.</summary>
/// <param name="name">The name of the field or property.</param>
/// <param name="value">The value we want to write.</param>
public virtual void WriteProperty<T>(string name, object value)
{
WriteProperty(name, value, ES3TypeMgr.GetOrCreateES3Type(typeof(T)), settings.memberReferenceMode);
}
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public virtual void WriteProperty(string name, object value, ES3Type type)
{
WriteProperty(name, value, type, settings.memberReferenceMode);
}
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public virtual void WriteProperty(string name, object value, ES3Type type, ES3.ReferenceMode memberReferenceMode)
{
if (SerializationDepthLimitExceeded())
return;
StartWriteProperty(name);
Write(value, type, memberReferenceMode);
EndWriteProperty(name);
}
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public virtual void WritePropertyByRef(string name, UnityEngine.Object value)
{
if (SerializationDepthLimitExceeded())
return;
StartWriteProperty(name);
if(value == null)
{
WriteNull();
return; };
StartWriteObject(name);
WriteRef(value);
EndWriteObject(name);
EndWriteProperty(name);
}
/// <summary>Writes a private property to the writer. Note that this should only be called within an ES3Type.</summary>
/// <param name="name">The name of the property.</param>
/// <param name="objectContainingProperty">The object containing the property we want to write.</param>
public void WritePrivateProperty(string name, object objectContainingProperty)
{
var property = ES3Reflection.GetES3ReflectedProperty(objectContainingProperty.GetType(), name);
if(property.IsNull)
throw new MissingMemberException("A private property named "+ name + " does not exist in the type "+objectContainingProperty.GetType());
WriteProperty(name, property.GetValue(objectContainingProperty), ES3TypeMgr.GetOrCreateES3Type(property.MemberType));
}
/// <summary>Writes a private field to the writer. Note that this should only be called within an ES3Type.</summary>
/// <param name="name">The name of the field.</param>
/// <param name="objectContainingField">The object containing the property we want to write.</param>
public void WritePrivateField(string name, object objectContainingField)
{
var field = ES3Reflection.GetES3ReflectedMember(objectContainingField.GetType(), name);
if(field.IsNull)
throw new MissingMemberException("A private field named "+ name + " does not exist in the type "+objectContainingField.GetType());
WriteProperty(name,field.GetValue(objectContainingField), ES3TypeMgr.GetOrCreateES3Type(field.MemberType));
}
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public void WritePrivateProperty(string name, object objectContainingProperty, ES3Type type)
{
var property = ES3Reflection.GetES3ReflectedProperty(objectContainingProperty.GetType(), name);
if(property.IsNull)
throw new MissingMemberException("A private property named "+ name + " does not exist in the type "+objectContainingProperty.GetType());
WriteProperty(name, property.GetValue(objectContainingProperty), type);
}
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public void WritePrivateField(string name, object objectContainingField, ES3Type type)
{
var field = ES3Reflection.GetES3ReflectedMember(objectContainingField.GetType(), name);
if(field.IsNull)
throw new MissingMemberException("A private field named "+ name + " does not exist in the type "+objectContainingField.GetType());
WriteProperty(name,field.GetValue(objectContainingField), type);
}
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public void WritePrivatePropertyByRef(string name, object objectContainingProperty)
{
var property = ES3Reflection.GetES3ReflectedProperty(objectContainingProperty.GetType(), name);
if(property.IsNull)
throw new MissingMemberException("A private property named "+ name + " does not exist in the type "+objectContainingProperty.GetType());
WritePropertyByRef(name, (UnityEngine.Object)property.GetValue(objectContainingProperty));
}
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public void WritePrivateFieldByRef(string name, object objectContainingField)
{
var field = ES3Reflection.GetES3ReflectedMember(objectContainingField.GetType(), name);
if(field.IsNull)
throw new MissingMemberException("A private field named "+ name + " does not exist in the type "+objectContainingField.GetType());
WritePropertyByRef(name, (UnityEngine.Object)field.GetValue(objectContainingField));
}
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public void WriteType(Type type)
{
WriteProperty(ES3Type.typeFieldName, ES3Reflection.GetTypeString(type));
}
#endregion
#region Create methods
/// <summary>Creates a new ES3Writer.</summary>
/// <param name="filePath">The relative or absolute path of the file we want to write to.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static ES3Writer Create(string filePath, ES3Settings settings)
{
return Create(new ES3Settings(filePath, settings));
}
/// <summary>Creates a new ES3Writer.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static ES3Writer Create(ES3Settings settings)
{
return Create(settings, true, true, false);
}
// Implicit Stream Methods.
internal static ES3Writer Create(ES3Settings settings, bool writeHeaderAndFooter, bool overwriteKeys, bool append)
{
var stream = ES3Stream.CreateStream(settings, (append ? ES3FileMode.Append : ES3FileMode.Write));
if(stream == null)
return null;
return Create(stream, settings, writeHeaderAndFooter, overwriteKeys);
}
// Explicit Stream Methods.
internal static ES3Writer Create(Stream stream, ES3Settings settings, bool writeHeaderAndFooter, bool overwriteKeys)
{
if(stream.GetType() == typeof(MemoryStream))
{
settings = (ES3Settings)settings.Clone();
settings.location = ES3.Location.InternalMS;
}
// Get the baseWriter using the given Stream.
if(settings.format == ES3.Format.JSON)
return new ES3JSONWriter(stream, settings, writeHeaderAndFooter, overwriteKeys);
else
return null;
}
#endregion
/*
* Checks whether serialization depth limit has been exceeded
*/
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
protected bool SerializationDepthLimitExceeded()
{
if (serializationDepth > settings.serializationDepthLimit)
{
ES3Debug.LogWarning("Serialization depth limit of " + settings.serializationDepthLimit + " has been exceeded, indicating that there may be a circular reference.\nIf this is not a circular reference, you can increase the depth by going to Window > Easy Save 3 > Settings > Advanced Settings > Serialization Depth Limit");
return true;
}
return false;
}
/*
* Marks a key for deletion.
* When merging files, keys marked for deletion will not be included.
*/
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public virtual void MarkKeyForDeletion(string key)
{
keysToDelete.Add(key);
}
/*
* Merges the contents of the non-temporary file with this ES3Writer,
* ignoring any keys which are marked for deletion.
*/
protected void Merge()
{
using(var reader = ES3Reader.Create(settings))
{
if(reader == null)
return;
Merge(reader);
}
}
/*
* Merges the contents of the ES3Reader with this ES3Writer,
* ignoring any keys which are marked for deletion.
*/
protected void Merge(ES3Reader reader)
{
foreach(KeyValuePair<string,ES3Data> kvp in reader.RawEnumerator)
if(!keysToDelete.Contains(kvp.Key) || kvp.Value.type == null) // Don't add keys whose data is of a type which no longer exists in the project.
Write(kvp.Key, kvp.Value.type.type, kvp.Value.bytes);
}
/// <summary>Stores the contents of the writer and overwrites any existing keys if overwriting is enabled.</summary>
public virtual void Save()
{
Save(overwriteKeys);
}
/// <summary>Stores the contents of the writer and overwrites any existing keys if overwriting is enabled.</summary>
/// <param name="overwriteKeys">Whether we should overwrite existing keys.</param>
public virtual void Save(bool overwriteKeys)
{
if(overwriteKeys)
Merge();
EndWriteFile();
Dispose();
// If we're writing to a location which can become corrupted, rename the backup file to the file we want.
// This prevents corrupt data.
if(settings.location == ES3.Location.File || settings.location == ES3.Location.PlayerPrefs)
ES3IO.CommitBackup(settings);
}
}