Пример #1
0
        public override void Write(AssetBinaryWriter writer)
        {
            base.Write(writer);

            writer.Write((int)0);
            writer.Write(IndexData.Count);
            for (int i = 0; i < IndexData.Count; i++)
            {
                writer.Write(IndexData[i]);
            }

            writer.Write(LevelType.Namespace);
            writer.Write((int)0);
            writer.Write(LevelType.Value);

            writer.Write((long)0);
            writer.Write(FlagsProbably);

            for (int i = 0; i < MiscCategoryData.Count; i++)
            {
                writer.Write(MiscCategoryData[i]);
            }

            writer.Write((byte)0);
        }
Пример #2
0
        public override void Write(AssetBinaryWriter writer)
        {
            base.Write(writer);
            writer.Write((int)0);

            MainSerializer.WriteUProperty(Property, writer);
        }
Пример #3
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        public override void Write(AssetBinaryWriter writer)
        {
            base.Write(writer);
            writer.Write((int)0);

            Enum.Write(writer, Asset);
        }
Пример #4
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        public override void Write(AssetBinaryWriter writer)
        {
            base.Write(writer);

            // Find an ObjectProperty named RowStruct
            FName decidedStructType = new FName("Generic");

            foreach (PropertyData thisData in Data)
            {
                if (thisData.Name.Value.Value == "RowStruct" && thisData is ObjectPropertyData thisObjData)
                {
                    decidedStructType = thisObjData.ToImport(writer.Asset).ObjectName;
                    break;
                }
            }

            writer.Write((int)0);

            writer.Write(Table.Data.Count);
            for (int i = 0; i < Table.Data.Count; i++)
            {
                var thisDataTableEntry = Table.Data[i];
                thisDataTableEntry.StructType = decidedStructType;
                writer.Write(thisDataTableEntry.Name);
                thisDataTableEntry.Write(writer, false);
            }
        }
Пример #5
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        public override void Write(AssetBinaryWriter writer)
        {
            base.Write(writer);
            writer.Write((int)0);

            Field.Write(writer);
        }
Пример #6
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 public void Write(AssetBinaryWriter writer, UAsset asset)
 {
     writer.Write(RelativeStreamingDistance);
     writer.Write(Reserved0);
     writer.Write(Reserved1);
     writer.Write(Reserved2);
     writer.Write(Reserved3);
 }
Пример #7
0
 public override void Write(AssetBinaryWriter writer)
 {
     for (int j = 0; j < Data.Count; j++)
     {
         PropertyData current = Data[j];
         MainSerializer.Write(current, writer, true);
     }
     writer.Write(new FName("None"));
 }
Пример #8
0
        public override void Write(AssetBinaryWriter writer)
        {
            base.Write(writer);

            writer.Write(SuperStruct.Index);

            writer.Write(Children.Length);
            for (int i = 0; i < Children.Length; i++)
            {
                writer.Write(Children[i].Index);
            }

            if (Asset.GetCustomVersion <FCoreObjectVersion>() >= FCoreObjectVersion.FProperties)
            {
                writer.Write(LoadedProperties.Length);
                for (int i = 0; i < LoadedProperties.Length; i++)
                {
                    MainSerializer.WriteFProperty(LoadedProperties[i], writer);
                }
            }

            if (ScriptBytecode == null)
            {
                writer.Write(ScriptBytecodeSize);
                writer.Write(ScriptBytecodeRaw.Length);
                writer.Write(ScriptBytecodeRaw);
            }
            else
            {
                long lengthOffset1 = writer.BaseStream.Position;
                writer.Write((int)0); // total iCode offset; to be filled out after serialization
                long lengthOffset2 = writer.BaseStream.Position;
                writer.Write((int)0); // size on disk; to be filled out after serialization

                int  totalICodeOffset = 0;
                long startMetric      = writer.BaseStream.Position;
                for (int i = 0; i < ScriptBytecode.Length; i++)
                {
                    totalICodeOffset += ExpressionSerializer.WriteExpression(ScriptBytecode[i], writer);
                }
                long endMetric = writer.BaseStream.Position;

                // Write out total size in bytes
                long totalLength = endMetric - startMetric;
                long here        = writer.BaseStream.Position;
                writer.Seek((int)lengthOffset1, SeekOrigin.Begin);
                writer.Write(totalICodeOffset);
                writer.Seek((int)lengthOffset2, SeekOrigin.Begin);
                writer.Write((int)totalLength);
                writer.Seek((int)here, SeekOrigin.Begin);
            }
        }
Пример #9
0
        public override void Write(AssetBinaryWriter writer)
        {
            base.Write(writer);
            writer.Write((int)0);

            writer.Write(Table.TableNamespace);
            writer.Write(Table.Count);
            for (int i = 0; i < Table.Count; i++)
            {
                writer.Write(Table.Keys.ElementAt(i));
                writer.Write(Table[i]);
            }
        }
Пример #10
0
        public void Write(AssetBinaryWriter writer, UAsset asset)
        {
            writer.Write(this.Name);
            writer.Write(Reserved0);
            Reserved1.Write(writer, false);

            if (asset.EngineVersion >= UE4Version.VER_UE4_WORLD_LEVEL_INFO_UPDATED)
            {
                writer.Write(StreamingDistance);
            }

            if (asset.EngineVersion >= UE4Version.VER_UE4_WORLD_LAYER_ENABLE_DISTANCE_STREAMING)
            {
                writer.Write(DistanceStreamingEnabled ? 1 : 0);
            }
        }
Пример #11
0
        public override void Write(AssetBinaryWriter writer)
        {
            base.Write(writer);

            writer.Write(FuncMap.Count);
            for (int i = 0; i < FuncMap.Count; i++)
            {
                writer.Write(FuncMap.Keys.ElementAt(i));
                writer.Write(FuncMap[i].Index);
            }

            EClassFlags serializingClassFlags = ClassFlags;

            if (Asset.EngineVersion < UE4Version.VER_UE4_CLASS_NOTPLACEABLE_ADDED)
            {
                serializingClassFlags ^= EClassFlags.CLASS_NotPlaceable;
            }
            writer.Write((uint)serializingClassFlags);

            writer.Write(ClassWithin.Index);
            writer.Write(ClassConfigName);

            if (Asset.EngineVersion < UE4Version.VER_UE4_UCLASS_SERIALIZE_INTERFACES_AFTER_LINKING)
            {
                SerializeInterfaces(writer);
            }

            // Linking procedure here; I don't think anything is really serialized during this
            writer.Write(ClassGeneratedBy.Index);

            if (Asset.EngineVersion >= UE4Version.VER_UE4_UCLASS_SERIALIZE_INTERFACES_AFTER_LINKING)
            {
                SerializeInterfaces(writer);
            }

            writer.Write(bDeprecatedForceScriptOrder ? 1 : 0);

            writer.Write(new FName("None"));

            if (Asset.EngineVersion >= UE4Version.VER_UE4_ADD_COOKED_TO_UCLASS)
            {
                writer.Write(bCooked ? 1 : 0);
            }

            writer.Write(ClassDefaultObject.Index);
        }
Пример #12
0
        public void Write(AssetBinaryWriter writer, UAsset asset)
        {
            if (asset.GetCustomVersion <FFortniteMainBranchObjectVersion>() < FFortniteMainBranchObjectVersion.WorldCompositionTile3DOffset)
            {
                writer.Write(Position[0]);
                writer.Write(Position[1]);
            }
            else
            {
                writer.Write(Position[0]);
                writer.Write(Position[1]);
                writer.Write(Position[2]);
            }
            Bounds.Write(writer, false);
            Layer.Write(writer, asset);

            if (asset.EngineVersion >= UE4Version.VER_UE4_WORLD_LEVEL_INFO_UPDATED)
            {
                writer.Write(bHideInTileView ? 1 : 0);
                writer.Write(ParentTilePackageName);
            }

            if (asset.EngineVersion >= UE4Version.VER_UE4_WORLD_LEVEL_INFO_LOD_LIST)
            {
                writer.Write(LODList.Length);
                for (int i = 0; i < LODList.Length; i++)
                {
                    LODList[i].Write(writer, asset);
                }
            }

            if (asset.EngineVersion >= UE4Version.VER_UE4_WORLD_LEVEL_INFO_ZORDER)
            {
                writer.Write(ZOrder);
            }

#pragma warning disable CS0162 // Unreachable code detected
            if (false)         // Ar.GetPortFlags() & PPF_DuplicateForPIE
            {
                writer.Write(AbsolutePosition[0]);
                writer.Write(AbsolutePosition[1]);
                writer.Write(AbsolutePosition[2]);
            }
#pragma warning restore CS0162 // Unreachable code detected
        }
Пример #13
0
        public void Write(AssetBinaryWriter writer, UAsset asset)
        {
            writer.Write(Names.Count);
            if (asset.EngineVersion < UE4Version.VER_UE4_TIGHTLY_PACKED_ENUMS)
            {
                var namesForSerialization = new Dictionary <long, FName>();
                for (int i = 0; i < Names.Count; i++)
                {
                    namesForSerialization.Add(Names[i].Item2, Names[i].Item1);
                }
                for (int i = 0; i < Names.Count; i++)
                {
                    if (namesForSerialization.ContainsKey(i))
                    {
                        writer.Write(namesForSerialization[i]);
                    }
                }
            }
            else if (asset.GetCustomVersion <FCoreObjectVersion>() < FCoreObjectVersion.EnumProperties)
            {
                for (int i = 0; i < Names.Count; i++)
                {
                    writer.Write(Names[i].Item1);
                    writer.Write((byte)Names[i].Item2);
                }
            }
            else
            {
                for (int i = 0; i < Names.Count; i++)
                {
                    writer.Write(Names[i].Item1);
                    writer.Write(Names[i].Item2);
                }
            }

            if (asset.EngineVersion < UE4Version.VER_UE4_ENUM_CLASS_SUPPORT)
            {
                writer.Write(CppForm == ECppForm.Namespaced ? 1 : 0);
            }
            else
            {
                writer.Write((byte)CppForm);
            }
        }
Пример #14
0
        public override void Write(AssetBinaryWriter writer)
        {
            base.Write(writer);

            // TODO
        }
Пример #15
0
 public virtual void Write(AssetBinaryWriter writer)
 {
 }
Пример #16
0
 public override void Write(AssetBinaryWriter writer)
 {
     writer.Write(Data);
 }