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C++ FArchive::LicenseeUE4Ver方法代码示例

本文整理汇总了C++中FArchive::LicenseeUE4Ver方法的典型用法代码示例。如果您正苦于以下问题:C++ FArchive::LicenseeUE4Ver方法的具体用法?C++ FArchive::LicenseeUE4Ver怎么用?C++ FArchive::LicenseeUE4Ver使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FArchive的用法示例。


在下文中一共展示了FArchive::LicenseeUE4Ver方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: LoadStructWithScript

//------------------------------------------------------------------------------
bool FStructScriptLoader::LoadStructWithScript(UStruct* DestScriptContainer, FArchive& Ar, bool bAllowDeferredSerialization)
{
	if (!Ar.IsLoading() || !IsPrimed() || GIsDuplicatingClassForReinstancing)
	{
		return false;
	}

	bool const bIsLinkerLoader = Ar.IsPersistent() && (Ar.GetLinker() != nullptr);
	int32 const ScriptEndOffset = ScriptSerializationOffset + SerializedScriptSize;

	// to help us move development forward (and not have to support ancient 
	// script code), we define a minimum script version
	bool bSkipScriptSerialization = (Ar.UE4Ver() < VER_MIN_SCRIPTVM_UE4) || (Ar.LicenseeUE4Ver() < VER_MIN_SCRIPTVM_LICENSEEUE4);
#if WITH_EDITOR
	static const FBoolConfigValueHelper SkipByteCodeHelper(TEXT("StructSerialization"), TEXT("SkipByteCodeSerialization"));
	// in editor builds, we're going to regenerate the bytecode anyways, so it
	// is a waste of cycles to try and serialize it in
	bSkipScriptSerialization |= (bool)SkipByteCodeHelper;
#endif // WITH_EDITOR
	bSkipScriptSerialization &= bIsLinkerLoader; // to keep consistent with old UStruct::Serialize() functionality

	if (bSkipScriptSerialization)
	{
		int32 TrackedBufferSize = BytecodeBufferSize;
		BytecodeBufferSize = 0; // temporarily clear so that ClearScriptCode() doesn't leave Class->Script with anything allocated
		ClearScriptCode(DestScriptContainer);
		BytecodeBufferSize = TrackedBufferSize;

		// we have to at least move the archiver forward, so it is positioned 
		// where it expects to be (as if we read in the script)
		Ar.Seek(ScriptEndOffset);
		return false;
	}

	bAllowDeferredSerialization &= bIsLinkerLoader;
	if (bAllowDeferredSerialization && ShouldDeferScriptSerialization(Ar))
	{
		ULinkerLoad* Linker = CastChecked<ULinkerLoad>(Ar.GetLinker());
		FDeferredScriptTracker::Get().AddDeferredScriptObject(Linker, DestScriptContainer, *this);

		// we have to at least move the archiver forward, so it is positioned 
		// where it expects to be (as if we read in the script)
		Ar.Seek(ScriptEndOffset);
		return false;
	}

	Ar.Seek(ScriptSerializationOffset);
	if (bIsLinkerLoader)
	{
		ULinkerLoad* LinkerLoad = CastChecked<ULinkerLoad>(Ar.GetLinker());

		TArray<uint8> ShaScriptBuffer;
		ShaScriptBuffer.AddUninitialized(SerializedScriptSize);

		Ar.Serialize(ShaScriptBuffer.GetData(), SerializedScriptSize);
		ensure(ScriptEndOffset == Ar.Tell());
		LinkerLoad->UpdateScriptSHAKey(ShaScriptBuffer);

		Ar.Seek(ScriptSerializationOffset);
	}

	DestScriptContainer->Script.Empty(BytecodeBufferSize);
	DestScriptContainer->Script.AddUninitialized(BytecodeBufferSize);

	int32 BytecodeIndex = 0;
	while (BytecodeIndex < BytecodeBufferSize)
	{
		DestScriptContainer->SerializeExpr(BytecodeIndex, Ar);
	}
	ensure(ScriptEndOffset == Ar.Tell());
	checkf(BytecodeIndex == BytecodeBufferSize, TEXT("'%s' script expression-count mismatch; Expected: %i, Got: %i"), *DestScriptContainer->GetName(), BytecodeBufferSize, BytecodeIndex);

	if (!GUObjectArray.IsDisregardForGC(DestScriptContainer))
	{
		DestScriptContainer->ScriptObjectReferences.Empty();
		FArchiveScriptReferenceCollector ObjRefCollector(DestScriptContainer->ScriptObjectReferences);

		BytecodeIndex = 0;
		while (BytecodeIndex < BytecodeBufferSize)
		{
			DestScriptContainer->SerializeExpr(BytecodeIndex, ObjRefCollector);
		}
	}

	// success! (we filled the target with serialized script code)
	return true;
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:88,代码来源:StructScriptLoader.cpp


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