9.5 KiB
Optional
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功能描述: 标记该类的对象是可选的,在Cooking的时候可以选择是否要忽略保存它们。
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引擎模块: Serialization
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作用机制: 在ClassFlags中添加CLASS_Optional
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常用程度: ★
标记该类的对象是可选的,在Cooking的时候可以选择是否要忽略保存它们。
- 一般为EditorOnly的数据,如MetaData等,在游戏运行时不存在,保存在其他的特定文件中。
- Optional的对象一般也包在WITH_EDITORONLY_DATA宏里,只在编辑器下使用。
- 引擎在cook的时候,会根据EDITOROPTIONAL的配置来加上SAVE_Optional,从而选择是否一起序列化该对象值,比如metadata。
示例代码:
//ClassFlags: CLASS_Optional | CLASS_MatchedSerializers | CLASS_Native | CLASS_RequiredAPI | CLASS_TokenStreamAssembled | CLASS_Intrinsic | CLASS_Constructed
UCLASS(Optional)
class INSIDER_API UMyClass_Optional :public UObject
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 MyProperty = 123;
};
UCLASS()
class INSIDER_API UMyClass_NotOptional :public UObject
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 MyProperty = 123;
};
UCLASS()
class INSIDER_API UMyClass_Optional_Test :public UObject
{
GENERATED_BODY()
public:
#if WITH_EDITORONLY_DATA
UPROPERTY()
UMyClass_Optional* MyOptionalObject;
#endif // WITH_EDITORONLY_DATA
public:
UPROPERTY()
UMyClass_NotOptional* MyNotOptionalObject;
public:
static void CreatePackageAndSave();
static void LoadPackageAndTest();
};
void UMyClass_Optional_Test::CreatePackageAndSave()
{
FString packageName = TEXT("/Game/MyOptionTestPackage");
FString assetPath = FPackageName::LongPackageNameToFilename(packageName, FPackageName::GetAssetPackageExtension());
IFileManager::Get().Delete(*assetPath, false, true);
UPackage* package = CreatePackage(*packageName);
FSavePackageArgs saveArgs{};
//saveArgs.TopLevelFlags = EObjectFlags::RF_Public | EObjectFlags::RF_Standalone;
saveArgs.Error = GError;
saveArgs.SaveFlags=SAVE_NoError;
//SAVE_Optional = 0x00008000, ///< Indicate that we to save optional exports. This flag is only valid while cooking. Optional exports are filtered if not specified during cooking.
UMyClass_Optional_Test* testObject = NewObject<UMyClass_Optional_Test>(package, TEXT("testObject"));
#if WITH_EDITORONLY_DATA
testObject->MyOptionalObject = NewObject<UMyClass_Optional>(testObject, TEXT("MyOptionalObject"));
testObject->MyOptionalObject->MyProperty = 456;
#endif
testObject->MyNotOptionalObject = NewObject<UMyClass_NotOptional>(testObject, TEXT("MyNotOptionalObject"));
testObject->MyNotOptionalObject->MyProperty = 456;
FString str = UInsiderSubsystem::Get().PrintObject(package, EInsiderPrintFlags::All);
FString str2 = UInsiderSubsystem::Get().PrintObject(testObject, EInsiderPrintFlags::All);
FString str3 = UInsiderSubsystem::Get().PrintObject(UMyClass_Optional::StaticClass(), EInsiderPrintFlags::All);
FString str4 = UInsiderSubsystem::Get().PrintObject(UMyClass_NotOptional::StaticClass(), EInsiderPrintFlags::All);
bool result = UPackage::SavePackage(package, testObject, *assetPath, saveArgs);
}
void UMyClass_Optional_Test::LoadPackageAndTest()
{
FString packageName = TEXT("/Game/MyOptionTestPackage");
FString assetPath = FPackageName::LongPackageNameToFilename(packageName, FPackageName::GetAssetPackageExtension());
UPackage* package = LoadPackage(nullptr, *assetPath, LOAD_None);
package->FullyLoad();
UMyClass_Optional_Test* newTestObject = LoadObject<UMyClass_Optional_Test>(package, TEXT("testObject"), *assetPath);
//UMyClass_Transient_Test* newTestObject = nullptr;
/*const TArray<FObjectExport>& exportMap = package->GetLinker()->ExportMap;
for (const auto& objExport : exportMap)
{
if (objExport.ObjectName == TEXT("testObject"))
{
newTestObject = Cast<UMyClass_Transient_Test>(objExport.Object);
break;
}
}*/
FString str = UInsiderSubsystem::Get().PrintObject(package, EInsiderPrintFlags::All);
}
示例效果:
正常的SavePackage发现是没有作用的,依然会序列化保存。特殊的保存方式在Cook阶段,本例就没有专门测试了。
在源码里搜索Optional,可以看到一般是EditorOnlyData和CookedMetaData类在使用。
UCLASS(Optional, Within=Enum)
class ENGINE_API UEnumCookedMetaData : public UObject
UCLASS(Optional, Within=ScriptStruct)
class ENGINE_API UStructCookedMetaData : public UObject
UCLASS(Optional, Within=Class)
class ENGINE_API UClassCookedMetaData : public UObject
UMaterialInterfaceEditorOnlyData* UMaterialInterface::CreateEditorOnlyData()
{
const UClass* EditorOnlyClass = GetEditorOnlyDataClass();
check(EditorOnlyClass);
check(EditorOnlyClass->HasAllClassFlags(CLASS_Optional));
const FString EditorOnlyName = MaterialInterface::GetEditorOnlyDataName(*GetName());
const EObjectFlags EditorOnlyFlags = GetMaskedFlags(RF_PropagateToSubObjects);
return NewObject<UMaterialInterfaceEditorOnlyData>(this, EditorOnlyClass, *EditorOnlyName, EditorOnlyFlags);
}
引擎里也有一些验证:
UnrealTypeDefinitionInfo.cpp:
// Validate if we are using editor only data in a class or struct definition
if (HasAnyClassFlags(CLASS_Optional))
{
for (TSharedRef<FUnrealPropertyDefinitionInfo> PropertyDef : GetProperties())
{
if (PropertyDef->GetPropertyBase().IsEditorOnlyProperty())
{
PropertyDef->LogError(TEXT("Cannot specify editor only property inside an optional class."));
}
else if (PropertyDef->GetPropertyBase().ContainsEditorOnlyProperties())
{
PropertyDef->LogError(TEXT("Do not specify struct property containing editor only properties inside an optional class."));
}
}
}
通过源码发现:
//SAVE_Optional = 0x00008000, ///< Indicate that we to save optional exports. This flag is only valid while cooking. Optional exports are filtered if not specified during cooking.
这个SAVE_Optional 作用于UUserDefinedEnum,UUserDefinedStruct,UBlueprintGeneratedClass的MetaData对象上。
void UUserDefinedStruct::PreSaveRoot(FObjectPreSaveRootContext ObjectSaveContext)
{
Super::PreSaveRoot(ObjectSaveContext);
if (ObjectSaveContext.IsCooking() && (ObjectSaveContext.GetSaveFlags() & SAVE_Optional))
{
//这个对象是以this为Outer的,标记RF_Standalone | RF_Public,会造成该子对象被序列化下来
UStructCookedMetaData* CookedMetaData = NewCookedMetaData();
CookedMetaData->CacheMetaData(this);
if (!CookedMetaData->HasMetaData())
{
PurgeCookedMetaData();//清理掉这个CookedMetaData对象
}
}
else
{
PurgeCookedMetaData();
}
}
另外,在cook的时候,如果指定
bCookEditorOptional = Switches.Contains(TEXT("EDITOROPTIONAL")); // Produce the optional editor package data alongside the cooked data.
则会加上CookEditorOptional 的标识
CookFlags |= bCookEditorOptional ? ECookInitializationFlags::CookEditorOptional : ECookInitializationFlags::None;
再之后则会传达SAVE_Optional 给Package的SaveFlags
SaveFlags |= COTFS.IsCookFlagSet(ECookInitializationFlags::CookEditorOptional) ? SAVE_Optional : SAVE_None;
从而在包括Package的时候,IsSaveOptional()的判断会造成是否创建Optional的Realm,
TArray<ESaveRealm> FSaveContext::GetHarvestedRealmsToSave()
{
TArray<ESaveRealm> HarvestedContextsToSave;
if (IsCooking())
{
HarvestedContextsToSave.Add(ESaveRealm::Game);
if (IsSaveOptional())
{
HarvestedContextsToSave.Add(ESaveRealm::Optional);
}
}
else
{
HarvestedContextsToSave.Add(ESaveRealm::Editor);
}
return HarvestedContextsToSave;
}
还有如果发现Object有CLASS_Optional,则不把它当做Export(子对象),而是当做Import(引用的对象),Optional对象有可能放在外部独立的文件中。
ESavePackageResult HarvestPackage(FSaveContext& SaveContext)
{
// If we have a valid optional context and we are saving it,
// transform any harvested non optional export into imports
// Mark other optional import package as well
if (!SaveContext.IsSaveAutoOptional() &&
SaveContext.IsSaveOptional() &&
SaveContext.IsCooking() &&
SaveContext.GetHarvestedRealm(ESaveRealm::Optional).GetExports().Num() &&
SaveContext.GetHarvestedRealm(ESaveRealm::Game).GetExports().Num())
{
bool bHasNonOptionalSelfReference = false;
FHarvestedRealm& OptionalContext = SaveContext.GetHarvestedRealm(ESaveRealm::Optional);
for (auto It = OptionalContext.GetExports().CreateIterator(); It; ++It)
{
if (!It->Obj->GetClass()->HasAnyClassFlags(CLASS_Optional))
{
// Make sure the export is found in the game context as well
if (FTaggedExport* GameExport = SaveContext.GetHarvestedRealm(ESaveRealm::Game).GetExports().Find(It->Obj))
{
// Flag the export in the game context to generate it's public hash
GameExport->bGeneratePublicHash = true;
// Transform the export as an import
OptionalContext.AddImport(It->Obj);
// Flag the package itself to be an import
bHasNonOptionalSelfReference = true;
}
// if not found in the game context and the reference directly came from an optional object, record an illegal reference
else if (It->bFromOptionalReference)
{
SaveContext.RecordIllegalReference(nullptr, It->Obj, EIllegalRefReason::ReferenceFromOptionalToMissingGameExport);
}
It.RemoveCurrent();
}
}
// Also add the current package itself as an import if we are referencing any non optional export
if (bHasNonOptionalSelfReference)
{
OptionalContext.AddImport(SaveContext.GetPackage());
}
}
}