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277 lines
8.8 KiB
C++
277 lines
8.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include "EditorDefs.h"
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#include "ObjectLoader.h"
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// Editor
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#include "Util/PakFile.h"
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#include "WaitProgress.h"
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#include "Include/IObjectManager.h"
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//////////////////////////////////////////////////////////////////////////
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// CObjectArchive Implementation.
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//////////////////////////////////////////////////////////////////////////
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CObjectArchive::CObjectArchive(IObjectManager* objMan, XmlNodeRef xmlRoot, bool loading)
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{
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m_objectManager = objMan;
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bLoading = loading;
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bUndo = false;
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m_nFlags = 0;
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node = xmlRoot;
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m_pCurrentErrorReport = GetIEditor()->GetErrorReport();
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m_bNeedResolveObjects = false;
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}
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//////////////////////////////////////////////////////////////////////////
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CObjectArchive::~CObjectArchive()
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{
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// Always make sure objects are resolved when loading from archive.
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if (bLoading && m_bNeedResolveObjects)
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{
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ResolveObjects();
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}
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}
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//////////////////////////////////////////////////////////////////////////
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void CObjectArchive::SetResolveCallback(CBaseObject* fromObject, REFGUID objectId, ResolveObjRefFunctor1 func)
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{
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if (objectId == GUID_NULL)
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{
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func(0);
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return;
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}
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GUID guid(objectId);
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CBaseObject* pObject = m_objectManager->FindObject(guid);
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if (pObject && !(m_nFlags & eObjectLoader_MakeNewIDs))
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{
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// Object is already resolved. immediately call callback.
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func(pObject);
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}
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else
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{
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Callback cb;
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cb.fromObject = fromObject;
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cb.func1 = func;
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m_resolveCallbacks.insert(Callbacks::value_type(guid, cb));
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}
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}
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//////////////////////////////////////////////////////////////////////////
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GUID CObjectArchive::ResolveID(REFGUID id)
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{
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return stl::find_in_map(m_IdRemap, id, id);
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}
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//////////////////////////////////////////////////////////////////////////
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void CObjectArchive::ResolveObjects()
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{
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int i;
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if (!bLoading)
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{
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return;
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}
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{
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CWaitProgress wait("Loading Objects", false);
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wait.Start();
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GetIEditor()->SuspendUndo();
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//////////////////////////////////////////////////////////////////////////
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// Serialize All Objects from XML.
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//////////////////////////////////////////////////////////////////////////
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int numObj = static_cast<int>(m_loadedObjects.size());
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for (i = 0; i < numObj; i++)
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{
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wait.Step((i * 100) / numObj);
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SLoadedObjectInfo& obj = m_loadedObjects[i];
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m_pCurrentErrorReport->SetCurrentValidatorObject(obj.pObject);
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node = obj.xmlNode;
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obj.pObject->Serialize(*this);
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m_pCurrentErrorReport->SetCurrentValidatorObject(nullptr);
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// Objects can be added to the list here (from Groups).
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numObj = static_cast<int>(m_loadedObjects.size());
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}
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m_pCurrentErrorReport->SetCurrentValidatorObject(nullptr);
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//////////////////////////////////////////////////////////////////////////
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GetIEditor()->ResumeUndo();
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}
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// Sort objects by sort order.
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std::sort(m_loadedObjects.begin(), m_loadedObjects.end());
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// Then rearrange to parent-first, if same sort order.
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for (i = 0; i < m_loadedObjects.size(); i++)
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{
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if (m_loadedObjects[i].pObject->GetParent())
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{
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// Find later in array.
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for (int j = i + 1; j < m_loadedObjects.size() && m_loadedObjects[j].nSortOrder == m_loadedObjects[i].nSortOrder; j++)
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{
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if (m_loadedObjects[j].pObject == m_loadedObjects[i].pObject->GetParent())
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{
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// Swap the objects.
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std::swap(m_loadedObjects[i], m_loadedObjects[j]);
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i--;
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break;
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}
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// Resolve objects GUIDs
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//////////////////////////////////////////////////////////////////////////
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for (Callbacks::iterator it = m_resolveCallbacks.begin(); it != m_resolveCallbacks.end(); it++)
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{
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Callback& cb = it->second;
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GUID objectId = ResolveID(it->first);
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CBaseObject* object = m_objectManager->FindObject(objectId);
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if (!object)
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{
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QString from;
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if (cb.fromObject)
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{
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from = cb.fromObject->GetName();
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}
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// Cannot resolve this object id.
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CErrorRecord err;
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err.error = QObject::tr("Unresolved ObjectID: %1, Referenced from Object %1").arg(GuidUtil::ToString(objectId)).arg(from);
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err.severity = CErrorRecord::ESEVERITY_ERROR;
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err.flags = CErrorRecord::FLAG_OBJECTID;
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err.pObject = cb.fromObject;
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GetIEditor()->GetErrorReport()->ReportError(err);
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//Warning( "Cannot resolve ObjectID: %s\r\nObject with this ID was not present in loaded file.\r\nFor instance Trigger referencing another object which is not loaded in Level.",GuidUtil::ToString(objectId) );
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continue;
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}
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m_pCurrentErrorReport->SetCurrentValidatorObject(object);
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// Call callback with this object.
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if (cb.func1)
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{
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(cb.func1)(object);
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}
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}
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m_resolveCallbacks.clear();
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//////////////////////////////////////////////////////////////////////////
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{
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CWaitProgress wait("Creating Objects", false);
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wait.Start();
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//////////////////////////////////////////////////////////////////////////
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// Serialize All Objects from XML.
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//////////////////////////////////////////////////////////////////////////
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int numObj = static_cast<int>(m_loadedObjects.size());
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for (i = 0; i < numObj; i++)
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{
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wait.Step((i * 100) / numObj);
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SLoadedObjectInfo& obj = m_loadedObjects[i];
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m_pCurrentErrorReport->SetCurrentValidatorObject(obj.pObject);
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obj.pObject->CreateGameObject();
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// unset the current validator object because the wait Step
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// might generate unrelated errors
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m_pCurrentErrorReport->SetCurrentValidatorObject(nullptr);
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}
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m_pCurrentErrorReport->SetCurrentValidatorObject(nullptr);
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//////////////////////////////////////////////////////////////////////////
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}
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//////////////////////////////////////////////////////////////////////////
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// Call PostLoad on all these objects.
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//////////////////////////////////////////////////////////////////////////
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{
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int numObj = static_cast<int>(m_loadedObjects.size());
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for (i = 0; i < numObj; i++)
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{
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SLoadedObjectInfo& obj = m_loadedObjects[i];
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m_pCurrentErrorReport->SetCurrentValidatorObject(obj.pObject);
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node = obj.xmlNode;
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obj.pObject->PostLoad(*this);
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}
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}
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m_bNeedResolveObjects = false;
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m_pCurrentErrorReport->SetCurrentValidatorObject(nullptr);
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}
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//////////////////////////////////////////////////////////////////////////
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void CObjectArchive::SaveObject(CBaseObject* pObject)
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{
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if (pObject->CheckFlags(OBJFLAG_DONT_SAVE))
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{
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return;
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}
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if (m_savedObjects.find(pObject) == m_savedObjects.end())
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{
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m_savedObjects.insert(pObject);
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// If this object was not saved before.
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XmlNodeRef objNode = node->newChild("Object");
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XmlNodeRef prevRoot = node;
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node = objNode;
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pObject->Serialize(*this);
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node = prevRoot;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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CBaseObject* CObjectArchive::LoadObject(const XmlNodeRef& objNode, CBaseObject* pPrevObject)
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{
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XmlNodeRef prevNode = node;
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node = objNode;
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CBaseObject* pObject;
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bool bMakeNewID = (m_nFlags & eObjectLoader_MakeNewIDs) ? true : false;
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pObject = m_objectManager->NewObject(*this, pPrevObject, bMakeNewID);
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if (pObject)
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{
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SLoadedObjectInfo obj;
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obj.nSortOrder = pObject->GetClassDesc()->GameCreationOrder();
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obj.pObject = pObject;
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obj.newGuid = pObject->GetId();
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obj.xmlNode = node;
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m_loadedObjects.push_back(obj);
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m_bNeedResolveObjects = true;
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}
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node = prevNode;
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return pObject;
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}
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//////////////////////////////////////////////////////////////////////////
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void CObjectArchive::MakeNewIds(bool bEnable)
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{
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if (bEnable)
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{
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m_nFlags |= eObjectLoader_MakeNewIDs;
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}
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else
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{
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m_nFlags &= ~(eObjectLoader_MakeNewIDs);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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void CObjectArchive::RemapID(REFGUID oldId, REFGUID newId)
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{
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m_IdRemap[oldId] = newId;
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}
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