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EGJ25/addons/godot_state_charts/state_chart_serializer.gd
minimata 9a79715e47
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feat: made sure the aspect ration fit a pixel art game and added useful addons
2025-06-27 15:19:12 +02:00

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GDScript

## Helper class for serializing and deserializing state charts.
class_name StateChartSerializer
## Serializes the given state chart and returns a serialized object that
## can be stored as part of a saved game.
static func serialize(state_chart: StateChart) -> SerializedStateChart:
state_chart.freeze()
var result := _serialize_chart(state_chart)
state_chart.thaw()
return result
## Deserializes the given serialized state chart into the given state chart. Returns a set of
## error messages. If the serialized state chart was no longer compatible with the current state
## chart, nothing will happen. The operation is successful when the returned array is emtpy.
static func deserialize(serialized_state_chart: SerializedStateChart, state_chart: StateChart) -> PackedStringArray:
var error_messages: PackedStringArray = []
_verify_chart_compatibility(serialized_state_chart, state_chart, error_messages)
if not error_messages.is_empty():
return error_messages
state_chart.freeze()
_deserialize_chart(serialized_state_chart, state_chart)
state_chart.thaw()
state_chart._run_queued_transitions()
state_chart._run_changes()
return error_messages
## Recursively builds a Resource representation of this state chart and it's children.
## This function is intended to be used for serializing into the desired format (such as a file or JSON)
## as needed for game saves or network transmission.
## This method assumes that the StateChart will be constructed and added to the tree prior
## to loading the resource. As such, it does not store data, such as Transitions, which will be
## created in the Node Tree.
static func _serialize_chart(state_chart: StateChart) -> SerializedStateChart:
assert(state_chart != null, "tried to serialize a null chart.")
var result: SerializedStateChart = SerializedStateChart.new()
result.name = state_chart.name
result.expression_properties = state_chart._expression_properties
result.queued_events = state_chart._queued_events
result.property_change_pending = state_chart._property_change_pending
result.state_change_pending = state_chart._state_change_pending
result.locked_down = state_chart._locked_down
result.queued_transitions = state_chart._queued_transitions
result.transitions_processing_active = state_chart._transitions_processing_active
result.state = _serialize_state(state_chart._state)
return result
## Loads a state chart from a resource. This will replace the current state chart's internal state with the one in the resource.
## Events and transitions will not be processed or queued during the load process.
## Loading assumes that the state chart states have already been instantiated into your node tree. This will
## update existing nodes in the tree, but not create new nodes that do not yet exist. Data for non-existent nodes
## will be discarded. If you want to create new nodes, you need to do so manually from the resource objects prior
## to calling this method.
static func _deserialize_chart(serialized_chart: SerializedStateChart, target: StateChart) -> void:
assert(serialized_chart != null, "tried to deserialize a null serialized state chart.")
assert(target != null, "tried to deserialize into a null state chart.")
# load the state chart data
target._expression_properties = serialized_chart.expression_properties
target._queued_events = serialized_chart.queued_events
target._property_change_pending = serialized_chart.property_change_pending
target._state_change_pending = serialized_chart.state_change_pending
target._locked_down = serialized_chart.locked_down
target._queued_transitions = serialized_chart.queued_transitions
target._transitions_processing_active = serialized_chart.transitions_processing_active
# and all the states
_deserialize_state(serialized_chart.state, target._state)
## Serializes the given state chart state into a serialized state chart state.
static func _serialize_state(state: StateChartState) -> SerializedStateChartState:
assert(state != null, "tried to serialize a null state.")
var result := SerializedStateChartState.new()
result.name = state.name
result.state_type = _type_for_state(state)
result.active = state._state_active
result.pending_transition_name = state._pending_transition.name if state._pending_transition != null else ""
result.pending_transition_remaining_delay = state._pending_transition_remaining_delay
result.pending_transition_initial_delay = state._pending_transition_initial_delay
if state is HistoryState:
result.history = state.history
result.children = []
for child in state.get_children():
if child is StateChartState:
result.children.append(_serialize_state(child))
return result
## Deserializes a serialized state chart state into a state chart state.
static func _deserialize_state(serialized_state: SerializedStateChartState, target: StateChartState) -> void:
assert(serialized_state != null, "tried to deserialize a null serialized state.")
assert(target != null, "tried to deserialize into a null state.")
target._state_active = serialized_state.active
if serialized_state.pending_transition_name != "":
target._pending_transition = target.get_node(serialized_state.pending_transition_name)
else:
target._pending_transition = null
target._pending_transition_remaining_delay = serialized_state.pending_transition_remaining_delay
target._pending_transition_initial_delay = serialized_state.pending_transition_initial_delay
if target is HistoryState:
target.history = serialized_state.history
for child_serialized_state in serialized_state.children:
var child_state: StateChartState = target.get_node(NodePath(child_serialized_state.name))
_deserialize_state(child_serialized_state, child_state)
if target is CompoundState:
# ensure _active_state is set to the currently active child
if target._state_active:
# find the currently active child
for child in target.get_children():
if child is StateChartState and child._state_active:
target._active_state = child
break
## Verify that the serialized state chart can actually be restored on the target state chart.
static func _verify_chart_compatibility(serialized_state_chart: SerializedStateChart, target: StateChart, error_messages: PackedStringArray) -> void:
var message_prefix: String = "[%s]:" % [target.get_path()]
if serialized_state_chart.version != 1:
error_messages.append("%s Unsupported serialized state chart version %s != %s." % [message_prefix, serialized_state_chart.version, 1])
_verify_state_compatiblity(serialized_state_chart.state, target._state, error_messages)
## Checks if the given serialized state can be restored on the given state.
static func _verify_state_compatiblity(serialized_state: SerializedStateChartState, target: StateChartState, error_messages: PackedStringArray) -> void:
var message_prefix: String = "[%s]:" % [_get_state_path(target)]
if serialized_state.name != target.name:
error_messages.append("%s State name mismatch: %s != %s" % [message_prefix, target.name, serialized_state.name])
if serialized_state.state_type != _type_for_state(target):
error_messages.append("%s State type mismatch: %s != %s " % [message_prefix, _type_for_state(target), serialized_state.state_type])
if not serialized_state.pending_transition_name.is_empty() \
and target.get_node_or_null(serialized_state.pending_transition_name) == null:
error_messages.append("%s Pending transition %s not found" % [message_prefix, serialized_state.pending_transition_name])
var states_in_tree: Array[StringName] = []
var states_in_serialized_version: Array[StringName] = []
for child in target.get_children():
if child is StateChartState:
states_in_tree.append(child.name)
for serialized_child in serialized_state.children:
states_in_serialized_version.append(serialized_child.name)
var child: Node = target.get_node_or_null(NodePath(serialized_child.name))
if child == null:
error_messages.append("%s Serialized state has child state %s but no such state exists in the tree." % [message_prefix, serialized_child.name])
else:
_verify_state_compatiblity(serialized_child, child, error_messages)
var in_tree_but_missing_in_serialized: Array = states_in_tree.filter(func(it): return not states_in_serialized_version.has(it))
for item in in_tree_but_missing_in_serialized:
error_messages.append("%s Tree has child state %s but no such child state exists in the serialized state." % [message_prefix, str(item)])
## Returns an integer giving the state type.
static func _type_for_state(state: StateChartState) -> int:
if state is AtomicState:
return 0
if state is CompoundState:
return 1
if state is ParallelState:
return 2
if state is HistoryState:
return 3
assert(false, "Unknown state type")
return -1
## Returns the path from the state's chart to the state.
static func _get_state_path(state: StateChartState) -> String:
if state == null or state._chart == null:
return ""
return str(state._chart.get_path_to(state))