104 lines
3.0 KiB
C++
104 lines
3.0 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_NETWORK_SERIALIZATION
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#define INCLUDED_NETWORK_SERIALIZATION
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#define Serialize_int_1(_pos, _val) \
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STMT( *((_pos)++) = (u8)((_val)&0xff); )
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#define Serialize_int_2(_pos, _val) STMT(\
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Serialize_int_1(_pos, (_val)>>8); \
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Serialize_int_1(_pos, (_val)); \
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)
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#define Serialize_int_3(_pos, _val) STMT(\
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Serialize_int_1(_pos, (_val)>>16); \
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Serialize_int_2(_pos, (_val)); \
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)
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#define Serialize_int_4(_pos, _val) STMT(\
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Serialize_int_1(_pos, (_val)>>24); \
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Serialize_int_3(_pos, (_val)); \
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)
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#define Serialize_int_8(_pos, _val) STMT(\
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Serialize_int_4(_pos, (_val)>>32); \
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Serialize_int_4(_pos, (_val)); \
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)
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#define __shift_de(_pos, _val) STMT( \
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(_val) <<= 8; \
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(_val) += *((_pos)++); )
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#define Deserialize_int_1(_pos, _val) STMT(\
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(_val) = *((_pos)++); )
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#define Deserialize_int_2(_pos, _val) STMT(\
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Deserialize_int_1(_pos, _val); \
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__shift_de(_pos, _val); )
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#define Deserialize_int_3(_pos, _val) STMT(\
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Deserialize_int_2(_pos, _val); \
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__shift_de(_pos, _val); )
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#define Deserialize_int_4(_pos, _val) STMT(\
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Deserialize_int_3(_pos, _val); \
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__shift_de(_pos, _val); )
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#define Deserialize_int_8(_pos, _val) STMT(\
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uint32 _v1; uint32 _v2; \
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Deserialize_int_4(_pos, _v1); \
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Deserialize_int_4(_pos, _v2); \
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_val = _v1; \
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_val <<= 32; /* janwas: careful! (uint32 << 32) = 0 */ \
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_val |= _v2; )
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/**
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* An interface for serializable objects. For a serializable object to be usable
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* as a network message field, it must have a constructor without arguments.
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*/
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class ISerializable
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{
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public:
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/**
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* Return the length of the serialized form of this object
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*/
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virtual size_t GetSerializedLength() const = 0;
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/**
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* Serialize the object into the passed buffer.
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*
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* @return a pointer to the location in the buffer right after the
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* serialized object
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*/
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virtual u8 *Serialize(u8 *buffer) const = 0;
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/**
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* Deserialize the object (i.e. read in data from the buffer and initialize
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* the object's fields). Note that it is up to the deserializer to detect
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* errors in data format.
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*
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* @param buffer A pointer pointing to the start of the serialized data.
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* @param end A pointer to the end of the message.
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*
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* @returns a pointer to the location in the buffer right after the
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* serialized object, or NULL if there was a data format error
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*/
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virtual const u8 *Deserialize(const u8 *buffer, const u8 *end) = 0;
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};
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#endif
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