0ad/source/network/Serialization.h
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

87 lines
2.3 KiB
C++

#ifndef INCLUDED_NETWORK_SERIALIZATION
#define INCLUDED_NETWORK_SERIALIZATION
#define Serialize_int_1(_pos, _val) \
STMT( *((_pos)++) = (u8)((_val)&0xff); )
#define Serialize_int_2(_pos, _val) STMT(\
Serialize_int_1(_pos, (_val)>>8); \
Serialize_int_1(_pos, (_val)); \
)
#define Serialize_int_3(_pos, _val) STMT(\
Serialize_int_1(_pos, (_val)>>16); \
Serialize_int_2(_pos, (_val)); \
)
#define Serialize_int_4(_pos, _val) STMT(\
Serialize_int_1(_pos, (_val)>>24); \
Serialize_int_3(_pos, (_val)); \
)
#define Serialize_int_8(_pos, _val) STMT(\
Serialize_int_4(_pos, (_val)>>32); \
Serialize_int_4(_pos, (_val)); \
)
#define __shift_de(_pos, _val) STMT( \
(_val) <<= 8; \
(_val) += *((_pos)++); )
#define Deserialize_int_1(_pos, _val) STMT(\
(_val) = *((_pos)++); )
#define Deserialize_int_2(_pos, _val) STMT(\
Deserialize_int_1(_pos, _val); \
__shift_de(_pos, _val); )
#define Deserialize_int_3(_pos, _val) STMT(\
Deserialize_int_2(_pos, _val); \
__shift_de(_pos, _val); )
#define Deserialize_int_4(_pos, _val) STMT(\
Deserialize_int_3(_pos, _val); \
__shift_de(_pos, _val); )
#define Deserialize_int_8(_pos, _val) STMT(\
uint32 _v1; uint32 _v2; \
Deserialize_int_4(_pos, _v1); \
Deserialize_int_4(_pos, _v2); \
_val = _v1; \
_val <<= 32; /* janwas: careful! (uint32 << 32) = 0 */ \
_val |= _v2; )
/**
* An interface for serializable objects. For a serializable object to be usable
* as a network message field, it must have a constructor without arguments.
*/
class ISerializable
{
public:
/**
* Return the length of the serialized form of this object
*/
virtual size_t GetSerializedLength() const = 0;
/**
* Serialize the object into the passed buffer.
*
* @return a pointer to the location in the buffer right after the
* serialized object
*/
virtual u8 *Serialize(u8 *buffer) const = 0;
/**
* Deserialize the object (i.e. read in data from the buffer and initialize
* the object's fields). Note that it is up to the deserializer to detect
* errors in data format.
*
* @param buffer A pointer pointing to the start of the serialized data.
* @param end A pointer to the end of the message.
*
* @returns a pointer to the location in the buffer right after the
* serialized object, or NULL if there was a data format error
*/
virtual const u8 *Deserialize(const u8 *buffer, const u8 *end) = 0;
};
#endif