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