sGameData::sGameData(const std::string& pFromJson) { sGameData(); if (!FromJson(pFromJson)) throw std::runtime_error("Invalid Savegame"); }
Frame *Frame::FromJson(const Json::Value &jsonObj, Space *space, Frame *parent, double at_time) { Frame *f = new Frame(); f->m_parent = parent; if (!jsonObj.isMember("frame")) throw SavedGameCorruptException(); Json::Value frameObj = jsonObj["frame"]; if (!frameObj.isMember("flags")) throw SavedGameCorruptException(); if (!frameObj.isMember("radius")) throw SavedGameCorruptException(); if (!frameObj.isMember("label")) throw SavedGameCorruptException(); if (!frameObj.isMember("pos")) throw SavedGameCorruptException(); if (!frameObj.isMember("ang_speed")) throw SavedGameCorruptException(); if (!frameObj.isMember("init_orient")) throw SavedGameCorruptException(); if (!frameObj.isMember("index_for_system_body")) throw SavedGameCorruptException(); if (!frameObj.isMember("index_for_astro_body")) throw SavedGameCorruptException(); f->m_flags = frameObj["flags"].asInt(); f->m_radius = StrToDouble(frameObj["radius"].asString()); f->m_label = frameObj["label"].asString(); JsonToVector(&(f->m_pos), frameObj, "pos"); f->m_angSpeed = StrToDouble(frameObj["ang_speed"].asString()); matrix3x3d orient; JsonToMatrix(&orient, frameObj, "init_orient"); f->SetInitialOrient(orient, at_time); f->m_sbody = space->GetSystemBodyByIndex(frameObj["index_for_system_body"].asUInt()); f->m_astroBodyIndex = frameObj["index_for_astro_body"].asUInt(); f->m_vel = vector3d(0.0); // m_vel is set to zero. if (!frameObj.isMember("child_frames")) throw SavedGameCorruptException(); Json::Value childFrameArray = frameObj["child_frames"]; if (!childFrameArray.isArray()) throw SavedGameCorruptException(); for (unsigned int i = 0; i < childFrameArray.size(); ++i) { f->m_children.push_back(FromJson(childFrameArray[i], space, f, at_time)); } SfxManager::FromJson(frameObj, f); f->ClearMovement(); return f; }
void UAssetImportData::Serialize(FArchive& Ar) { if (Ar.UE4Ver() >= VER_UE4_ASSET_IMPORT_DATA_AS_JSON) { FString Json; if (Ar.IsLoading()) { Ar << Json; TOptional<FAssetImportInfo> Copy = FromJson(MoveTemp(Json)); if (Copy.IsSet()) { CopyFrom(Copy.GetValue()); } } else if (Ar.IsSaving()) { Json = ToJson(); Ar << Json; } } Super::Serialize(Ar); }