本文整理汇总了C++中FArchive::ShouldSkipBulkData方法的典型用法代码示例。如果您正苦于以下问题:C++ FArchive::ShouldSkipBulkData方法的具体用法?C++ FArchive::ShouldSkipBulkData怎么用?C++ FArchive::ShouldSkipBulkData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类FArchive
的用法示例。
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示例1: Serialize
/**
* Serialize function used to serialize this bulk data structure.
*
* @param Ar Archive to serialize with
* @param Owner Object owning the bulk data
* @param Idx Index of bulk data item being serialized
*/
void FUntypedBulkData::Serialize( FArchive& Ar, UObject* Owner, int32 Idx )
{
check( LockStatus == LOCKSTATUS_Unlocked );
if(Ar.IsTransacting())
{
// Special case for transacting bulk data arrays.
// constructing the object during load will save it to the transaction buffer. If it tries to load the bulk data now it will try to break it.
bool bActuallySave = Ar.IsSaving() && (!Owner || !Owner->HasAnyFlags(RF_NeedLoad));
Ar << bActuallySave;
if (bActuallySave)
{
if(Ar.IsLoading())
{
// Flags for bulk data.
Ar << BulkDataFlags;
// Number of elements in array.
Ar << ElementCount;
// Allocate bulk data.
check(bShouldFreeOnEmpty);
BulkData = FMemory::Realloc( BulkData, GetBulkDataSize() );
// Deserialize bulk data.
SerializeBulkData( Ar, BulkData );
}
else if(Ar.IsSaving())
{
// Flags for bulk data.
Ar << BulkDataFlags;
// Number of elements in array.
Ar << ElementCount;
// Don't attempt to load or serialize BulkData if the current size is 0.
// This could be a newly constructed BulkData that has not yet been loaded,
// and allocating 0 bytes now will cause a crash when we load.
if (GetBulkDataSize() > 0)
{
// Make sure bulk data is loaded.
MakeSureBulkDataIsLoaded();
// Serialize bulk data.
SerializeBulkData(Ar, BulkData);
}
}
}
}
else if( Ar.IsPersistent() && !Ar.IsObjectReferenceCollector() && !Ar.ShouldSkipBulkData() )
{
#if TRACK_BULKDATA_USE
FThreadSafeBulkDataToObjectMap::Get().Add( this, Owner );
#endif
// Offset where the bulkdata flags are stored
int64 SavedBulkDataFlagsPos = Ar.Tell();
Ar << BulkDataFlags;
// Number of elements in array.
Ar << ElementCount;
// We're loading from the persistent archive.
if( Ar.IsLoading() )
{
Filename = TEXT("");
// @todo when Landscape (and others?) only Lock/Unlock once, we can enable this
if (false) // FPlatformProperties::RequiresCookedData())
{
// Bulk data that is being serialized via seekfree loading is single use only. This allows us
// to free the memory as e.g. the bulk data won't be attached to an archive in the case of
// seek free loading.
BulkDataFlags |= BULKDATA_SingleUse;
}
// Size on disk, which in the case of compression is != GetBulkDataSize()
Ar << BulkDataSizeOnDisk;
Ar << BulkDataOffsetInFile;
// fix up the file offset
if (Owner != NULL && Owner->GetLinker())
{
BulkDataOffsetInFile += Owner->GetLinker()->Summary.BulkDataStartOffset;
}
// determine whether the payload is stored inline or at the end of the file
bool bPayloadInline = !(BulkDataFlags&BULKDATA_PayloadAtEndOfFile);
// check( (bPayloadInline && BulkDataOffsetInFile == Ar.Tell()) ||
// (!bPayloadInline && BulkDataOffsetInFile > Ar.Tell()));
//.........这里部分代码省略.........