/* Copyright (C) 2011 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ #ifndef INCLUDED_ISERIALIZER #define INCLUDED_ISERIALIZER #include "maths/Fixed.h" #include "ps/Errors.h" #include "scriptinterface/ScriptVal.h" ERROR_GROUP(Serialize); ERROR_TYPE(Serialize, OutOfBounds); ERROR_TYPE(Serialize, InvalidCharInString); ERROR_TYPE(Serialize, ScriptError); ERROR_TYPE(Serialize, InvalidScriptValue); /** * @page serialization Component serialization * * This page gives a high-level description of ISerializer and IDeserializer. * * @section design Rough design notes * * We want to handle the following serialization-related features: * - Out-of-sync detection: Based on hash of simulation state. * Must be fast. * - Debugging OOS failures: Human-readable output of simulation state, * that can be diffed against other states. * - Saving and loading games to disk: Machine-readable output of state. * Should remain usable after patches to the game. * - Joining in-progress network games: Machine-readable output of state. * Must be compact (minimise network traffic). * Must be secure (no remote code execution from invalid network data). * * All cases must be portable across OSes, CPU architectures (endianness, bitness), * compilers, compiler settings, etc. * * This is designed for serializing components, which we consider to have three main kinds of state: * - Basic deterministic state: Stuff that's critical to the simulation state, * and is identical between all players in a network game. * Always needs to be saved and loaded and hashed and dumped etc. * - Derived deterministic state: Stuff that can be identically recomputed from * the basic deterministic state, * but typically is stored in memory as an optimisation (e.g. caches). * Shouldn't be saved to disk/network (to save space), and should be recomputed on loading. * Should be included in hashes and debug dumps, to detect errors sooner. * - Non-deterministic state: Stuff that's not part of the simulation state, * and may vary between players in a network game, * but is kept for graphics or for optimisations etc. * Shouldn't be saved or hashed or dumped or anything. * * (TODO: Versioning (for saved games to survive patches) is not yet implemented.) * * We have separate serialization and deserialization APIs (thus requiring components * to implement separate serialize/deserialize functions), rather than a single unified * API (that can either serialize or deserialize depending on the particular instance). * This means more work for simple components, but it simplifies complex components (those * which have versioning, or recompute derived state) since they don't need lots of * "if (IsDeserializing()) ..." checks. * * Callers must use the same sequence of IDeserializer calls as they used * ISerializer calls. For efficiency, serializations typically don't encode * the data type, and so mismatches will make them read bogus values and * hopefully hit an out-of-bounds exception. * * The ISerializable interface used by some code in the engine is irrelevant here. Serialization * of interesting classes is implemented in this module, not in the classes themselves, so that * the serialization system has greater control (e.g. the human-readable debug output can handle * classes very differently to binary output). * * To encourage portability, only fixed-size types are exposed in the API (e.g. int32_t, * not int). Components should use fixed-size types internally, to ensure deterministic * simulation across 32-bit and 64-bit architectures. * * TODO: At least some compound types like lists ought to be supported somehow. * * To encourage security, the API accepts bounds on numbers and string lengths etc, * and will fail if the data exceeds the bounds. Callers should provide sensible bounds * (they must never be exceeded, but the caller should be able to safely cope with any values * within the bounds and not crash or run out of memory etc). * * For the OOS debugging output, the API requires field names for all values. These are * only used for human-readable output, so they should be readable but don't have to * be unique or follow any particular pattern. * * The APIs throw exceptions whenever something fails (all errors are fatal). * Component (de)serialization functions must be exception-safe. */ /* * Implementation details: * * The current implementation has lots of nested virtual function calls, * to maximise flexibility. If this turns out to be too inefficient, * it'll need to be rewritten somehow with less virtuals (probably using * templates instead). (This is a more generic design than will be needed * in practice.) * * The public API functions do bounds checking, then pass the data * to the Put* methods, which subclasses must handle. */ /** * Serialization interface; see @ref serialization "serialization overview". */ class ISerializer { public: virtual ~ISerializer(); /** * Serialize a number, which must be lower <= value <= upper. * The same bounds must be used when deserializing the number. * This should be used in preference to the Unbounded functions, to * detect erroneous or malicious values that might cause problems when used. * @throw PSERROR_Serialize_OutOfBounds if value is out of bounds * @throw PSERROR_Serialize for any other errors * @param name informative name for debug output * @param value value to serialize * @param lower inclusive lower bound * @param upper inclusive upper bound */ void NumberU8(const char* name, uint8_t value, uint8_t lower, uint8_t upper); void NumberI8(const char* name, int8_t value, int8_t lower, int8_t upper); void NumberU16(const char* name, uint16_t value, uint16_t lower, uint16_t upper); ///< @copydoc NumberU8 void NumberI16(const char* name, int16_t value, int16_t lower, int16_t upper); ///< @copydoc NumberU8 void NumberU32(const char* name, uint32_t value, uint32_t lower, uint32_t upper); ///< @copydoc NumberU8 void NumberI32(const char* name, int32_t value, int32_t lower, int32_t upper); ///< @copydoc NumberU8 /** * Serialize a number. * @throw PSERROR_Serialize for any errors * @param name informative name for debug output * @param value value to serialize */ void NumberU8_Unbounded(const char* name, uint8_t value) { // (These functions are defined inline for efficiency) PutNumber(name, value); } void NumberI8_Unbounded(const char* name, int8_t value) ///@copydoc NumberU8_Unbounded() { PutNumber(name, value); } void NumberU16_Unbounded(const char* name, uint16_t value) ///@copydoc NumberU8_Unbounded() { PutNumber(name, value); } void NumberI16_Unbounded(const char* name, int16_t value) ///@copydoc NumberU8_Unbounded() { PutNumber(name, value); } void NumberU32_Unbounded(const char* name, uint32_t value) ///@copydoc NumberU8_Unbounded() { PutNumber(name, value); } void NumberI32_Unbounded(const char* name, int32_t value) ///@copydoc NumberU8_Unbounded() { PutNumber(name, value); } void NumberFloat_Unbounded(const char* name, float value) ///@copydoc NumberU8_Unbounded() { PutNumber(name, value); } void NumberDouble_Unbounded(const char* name, double value) ///@copydoc NumberU8_Unbounded() { PutNumber(name, value); } void NumberFixed_Unbounded(const char* name, fixed value) ///@copydoc NumberU8_Unbounded() { PutNumber(name, value); } /** * Serialize a boolean. */ void Bool(const char* name, bool value) { PutBool(name, value); } /** * Serialize an ASCII string. * Characters must be in the range U+0001 .. U+00FF (inclusive). * The string must be between minlength .. maxlength (inclusive) characters. */ void StringASCII(const char* name, const std::string& value, uint32_t minlength, uint32_t maxlength); /** * Serialize a Unicode string. * Characters must be in the range U+0000..U+D7FF, U+E000..U+FDCF, U+FDF0..U+FFFD (inclusive). * The string must be between minlength .. maxlength (inclusive) characters. */ void String(const char* name, const std::wstring& value, uint32_t minlength, uint32_t maxlength); /** * Serialize a JS::MutableHandleValue. * The value must not contain any unserializable values (like functions). * NOTE: We have to use a mutable handle because JS_Stringify requires that for unknown reasons. */ void ScriptVal(const char* name, JS::MutableHandleValue value); /** * Serialize a stream of bytes. * It is the caller's responsibility to deal with portability (padding, endianness, etc); * the typed serialize methods should usually be used instead of this. */ void RawBytes(const char* name, const u8* data, size_t len); /** * Returns true if the serializer is being used in debug mode. * Components should serialize non-critical data (e.g. data that is unchanged * from the template) only if this is true. (It must still only be used * for synchronised, deterministic data.) */ virtual bool IsDebug() const; /** * Returns a stream which can be used to serialize data directly. * (This is particularly useful for chaining multiple serializers * together.) */ virtual std::ostream& GetStream() = 0; protected: virtual void PutNumber(const char* name, uint8_t value) = 0; virtual void PutNumber(const char* name, int8_t value) = 0; virtual void PutNumber(const char* name, uint16_t value) = 0; virtual void PutNumber(const char* name, int16_t value) = 0; virtual void PutNumber(const char* name, uint32_t value) = 0; virtual void PutNumber(const char* name, int32_t value) = 0; virtual void PutNumber(const char* name, float value) = 0; virtual void PutNumber(const char* name, double value) = 0; virtual void PutNumber(const char* name, fixed value) = 0; virtual void PutBool(const char* name, bool value) = 0; virtual void PutString(const char* name, const std::string& value) = 0; // We have to use a mutable handle because JS_Stringify requires that for unknown reasons. virtual void PutScriptVal(const char* name, JS::MutableHandleValue value) = 0; virtual void PutRaw(const char* name, const u8* data, size_t len) = 0; }; #endif // INCLUDED_ISERIALIZER