minetest/src/util/serialize.h

465 lines
9.0 KiB
C
Raw Normal View History

/*
2013-02-24 18:40:43 +01:00
Minetest
2013-02-24 19:38:45 +01:00
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef UTIL_SERIALIZE_HEADER
#define UTIL_SERIALIZE_HEADER
#include "../irrlichttypes_bloated.h"
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
#include "config.h"
#if HAVE_ENDIAN_H
#include <endian.h>
#include <string.h> // for memcpy
#endif
#include <iostream>
#include <string>
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
#define FIXEDPOINT_FACTOR 1000.0f
#define FIXEDPOINT_INVFACTOR (1.0f/FIXEDPOINT_FACTOR)
#if HAVE_ENDIAN_H
// use machine native byte swapping routines
// Note: memcpy below is optimized out by modern compilers
inline void writeU64(u8* data, u64 i)
{
u64 val = htobe64(i);
memcpy(data, &val, 8);
}
inline void writeU32(u8* data, u32 i)
{
u32 val = htobe32(i);
memcpy(data, &val, 4);
}
inline void writeU16(u8* data, u16 i)
{
u16 val = htobe16(i);
memcpy(data, &val, 2);
}
inline u64 readU64(const u8* data)
{
u64 val;
memcpy(&val, data, 8);
return be64toh(val);
}
inline u32 readU32(const u8* data)
{
u32 val;
memcpy(&val, data, 4);
return be32toh(val);
}
inline u16 readU16(const u8* data)
{
u16 val;
memcpy(&val, data, 2);
return be16toh(val);
}
#else
// generic byte-swapping implementation
inline void writeU64(u8 *data, u64 i)
{
data[0] = ((i>>56)&0xff);
data[1] = ((i>>48)&0xff);
data[2] = ((i>>40)&0xff);
data[3] = ((i>>32)&0xff);
data[4] = ((i>>24)&0xff);
data[5] = ((i>>16)&0xff);
data[6] = ((i>> 8)&0xff);
data[7] = ((i>> 0)&0xff);
}
inline void writeU32(u8 *data, u32 i)
{
data[0] = ((i>>24)&0xff);
data[1] = ((i>>16)&0xff);
data[2] = ((i>> 8)&0xff);
data[3] = ((i>> 0)&0xff);
}
inline void writeU16(u8 *data, u16 i)
{
data[0] = ((i>> 8)&0xff);
data[1] = ((i>> 0)&0xff);
}
2012-11-29 17:31:17 +01:00
inline u64 readU64(const u8 *data)
{
return ((u64)data[0]<<56) | ((u64)data[1]<<48)
| ((u64)data[2]<<40) | ((u64)data[3]<<32)
| ((u64)data[4]<<24) | ((u64)data[5]<<16)
| ((u64)data[6]<<8) | ((u64)data[7]<<0);
}
2012-11-29 17:31:17 +01:00
inline u32 readU32(const u8 *data)
{
return (data[0]<<24) | (data[1]<<16) | (data[2]<<8) | (data[3]<<0);
}
2012-11-29 17:31:17 +01:00
inline u16 readU16(const u8 *data)
{
return (data[0]<<8) | (data[1]<<0);
}
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
#endif
inline void writeU8(u8 *data, u8 i)
{
data[0] = ((i>> 0)&0xff);
}
2012-11-29 17:31:17 +01:00
inline u8 readU8(const u8 *data)
{
return (data[0]<<0);
}
inline void writeS32(u8 *data, s32 i){
writeU32(data, (u32)i);
}
2012-11-29 17:31:17 +01:00
inline s32 readS32(const u8 *data){
return (s32)readU32(data);
}
inline void writeS16(u8 *data, s16 i){
writeU16(data, (u16)i);
}
2012-11-29 17:31:17 +01:00
inline s16 readS16(const u8 *data){
return (s16)readU16(data);
}
inline void writeS8(u8 *data, s8 i){
writeU8(data, (u8)i);
}
2012-11-29 17:31:17 +01:00
inline s8 readS8(const u8 *data){
return (s8)readU8(data);
}
inline void writeF1000(u8 *data, f32 i){
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
writeS32(data, i*FIXEDPOINT_FACTOR);
}
2012-11-29 17:31:17 +01:00
inline f32 readF1000(const u8 *data){
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
return (f32)readS32(data)*FIXEDPOINT_INVFACTOR;
}
inline void writeV3S32(u8 *data, v3s32 p)
{
writeS32(&data[0], p.X);
writeS32(&data[4], p.Y);
writeS32(&data[8], p.Z);
}
2012-11-29 17:31:17 +01:00
inline v3s32 readV3S32(const u8 *data)
{
v3s32 p;
p.X = readS32(&data[0]);
p.Y = readS32(&data[4]);
p.Z = readS32(&data[8]);
return p;
}
inline void writeV3F1000(u8 *data, v3f p)
{
writeF1000(&data[0], p.X);
writeF1000(&data[4], p.Y);
writeF1000(&data[8], p.Z);
}
2012-11-29 17:31:17 +01:00
inline v3f readV3F1000(const u8 *data)
{
v3f p;
p.X = (float)readF1000(&data[0]);
p.Y = (float)readF1000(&data[4]);
p.Z = (float)readF1000(&data[8]);
return p;
}
inline void writeV2F1000(u8 *data, v2f p)
{
writeF1000(&data[0], p.X);
writeF1000(&data[4], p.Y);
}
2012-11-29 17:31:17 +01:00
inline v2f readV2F1000(const u8 *data)
{
v2f p;
p.X = (float)readF1000(&data[0]);
p.Y = (float)readF1000(&data[4]);
return p;
}
inline void writeV2S16(u8 *data, v2s16 p)
{
writeS16(&data[0], p.X);
writeS16(&data[2], p.Y);
}
2012-11-29 17:31:17 +01:00
inline v2s16 readV2S16(const u8 *data)
{
v2s16 p;
p.X = readS16(&data[0]);
p.Y = readS16(&data[2]);
return p;
}
inline void writeV2S32(u8 *data, v2s32 p)
{
writeS32(&data[0], p.X);
2014-04-12 17:39:51 +02:00
writeS32(&data[4], p.Y);
}
2012-11-29 17:31:17 +01:00
inline v2s32 readV2S32(const u8 *data)
{
v2s32 p;
p.X = readS32(&data[0]);
2014-04-12 17:39:51 +02:00
p.Y = readS32(&data[4]);
return p;
}
inline void writeV3S16(u8 *data, v3s16 p)
{
writeS16(&data[0], p.X);
writeS16(&data[2], p.Y);
writeS16(&data[4], p.Z);
}
2012-11-29 17:31:17 +01:00
inline v3s16 readV3S16(const u8 *data)
{
v3s16 p;
p.X = readS16(&data[0]);
p.Y = readS16(&data[2]);
p.Z = readS16(&data[4]);
return p;
}
inline void writeARGB8(u8 *data, video::SColor p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
writeU32(data, p.color);
}
2012-11-29 17:31:17 +01:00
inline video::SColor readARGB8(const u8 *data)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
video::SColor p(readU32(data));
return p;
}
/*
The above stuff directly interfaced to iostream
*/
inline void writeU8(std::ostream &os, u8 p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
char buf[1];
writeU8((u8*)buf, p);
os.write(buf, 1);
}
inline u8 readU8(std::istream &is)
{
char buf[1] = {0};
is.read(buf, 1);
return readU8((u8*)buf);
}
inline void writeU16(std::ostream &os, u16 p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
char buf[2];
writeU16((u8*)buf, p);
os.write(buf, 2);
}
inline u16 readU16(std::istream &is)
{
char buf[2] = {0};
is.read(buf, 2);
return readU16((u8*)buf);
}
inline void writeU32(std::ostream &os, u32 p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
char buf[4];
writeU32((u8*)buf, p);
os.write(buf, 4);
}
inline u32 readU32(std::istream &is)
{
char buf[4] = {0};
is.read(buf, 4);
return readU32((u8*)buf);
}
inline void writeS32(std::ostream &os, s32 p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
writeU32(os, (u32) p);
}
inline s32 readS32(std::istream &is)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
return (s32)readU32(is);
}
inline void writeS16(std::ostream &os, s16 p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
writeU16(os, (u16) p);
}
inline s16 readS16(std::istream &is)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
return (s16)readU16(is);
}
inline void writeS8(std::ostream &os, s8 p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
writeU8(os, (u8) p);
}
inline s8 readS8(std::istream &is)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
return (s8)readU8(is);
}
inline void writeF1000(std::ostream &os, f32 p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
char buf[4];
writeF1000((u8*)buf, p);
os.write(buf, 4);
}
inline f32 readF1000(std::istream &is)
{
char buf[4] = {0};
is.read(buf, 4);
return readF1000((u8*)buf);
}
inline void writeV3F1000(std::ostream &os, v3f p)
{
char buf[12];
writeV3F1000((u8*)buf, p);
os.write(buf, 12);
}
inline v3f readV3F1000(std::istream &is)
{
char buf[12];
is.read(buf, 12);
return readV3F1000((u8*)buf);
}
inline void writeV2F1000(std::ostream &os, v2f p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
char buf[8];
writeV2F1000((u8*)buf, p);
os.write(buf, 8);
}
inline v2f readV2F1000(std::istream &is)
{
char buf[8] = {0};
is.read(buf, 8);
return readV2F1000((u8*)buf);
}
inline void writeV2S16(std::ostream &os, v2s16 p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
char buf[4];
writeV2S16((u8*)buf, p);
os.write(buf, 4);
}
inline v2s16 readV2S16(std::istream &is)
{
char buf[4] = {0};
is.read(buf, 4);
return readV2S16((u8*)buf);
}
2014-04-12 17:39:51 +02:00
inline void writeV2S32(std::ostream &os, v2s32 p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
char buf[8];
2014-04-12 17:39:51 +02:00
writeV2S32((u8*)buf, p);
os.write(buf, 8);
}
inline v2s32 readV2S32(std::istream &is)
{
char buf[8] = {0};
is.read(buf, 8);
return readV2S32((u8*)buf);
}
inline void writeV3S16(std::ostream &os, v3s16 p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
char buf[6];
writeV3S16((u8*)buf, p);
os.write(buf, 6);
}
inline v3s16 readV3S16(std::istream &is)
{
char buf[6] = {0};
is.read(buf, 6);
return readV3S16((u8*)buf);
}
inline void writeARGB8(std::ostream &os, video::SColor p)
{
Changed default settings to bring a better gameplay. Reduced viewing_range_nodes_max viewing_range_nodes_max tends to actually push more than it should. Matching the example with the default settings. And adding a further description about it. Missed changing curl timeout. Now set to 4000 Fix leaking global in texture pack menu Simplify loading of Android version of menu Mgv5 get ground level at point function. Fast spawn player version Mgv5 1 up 1 down overgeneration for biome surface continuity Optimise getTileInfo() getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster Optimise functions from CNodeDefManager and VoxelManipulator CNodeDefManager::get() VoxelManipulator::addArea() serialize.h: use machine native byte swapping if available, fall-back to previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com> Update credits menu
2014-11-20 18:26:42 +01:00
char buf[4];
writeARGB8((u8*)buf, p);
os.write(buf, 4);
}
inline video::SColor readARGB8(std::istream &is)
{
char buf[4] = {0};
is.read(buf, 4);
return readARGB8((u8*)buf);
}
/*
More serialization stuff
*/
// Creates a string with the length as the first two bytes
std::string serializeString(const std::string &plain);
// Creates a string with the length as the first two bytes from wide string
std::string serializeWideString(const std::wstring &plain);
// Reads a string with the length as the first two bytes
std::string deSerializeString(std::istream &is);
// Reads a wide string with the length as the first two bytes
std::wstring deSerializeWideString(std::istream &is);
// Creates a string with the length as the first four bytes
std::string serializeLongString(const std::string &plain);
// Reads a string with the length as the first four bytes
std::string deSerializeLongString(std::istream &is);
// Creates a string encoded in JSON format (almost equivalent to a C string literal)
std::string serializeJsonString(const std::string &plain);
// Reads a string encoded in JSON format
std::string deSerializeJsonString(std::istream &is);
// Creates a string containing comma delimited values of a struct whose layout is
// described by the parameter format
bool serializeStructToString(std::string *out,
std::string format, void *value);
// Reads a comma delimited string of values into a struct whose layout is
// decribed by the parameter format
bool deSerializeStringToStruct(std::string valstr,
std::string format, void *out, size_t olen);
#endif