Goran Lazarevski 669cf5383b Lucky World source code
2025-03-18 19:25:25 +01:00

302 lines
12 KiB
C++

// Modifications Copyright 2018-current Getnamo. All Rights Reserved
// Copyright 2016 Vladimir Alyamkin. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "SIOJTypes.h"
#include "SIOJConvert.h"
#include "SIOJsonObject.h"
#include "SIOJRequestJSON.h"
#include "SIOJsonValue.h"
#include "SIOJLibrary.generated.h"
DECLARE_DYNAMIC_DELEGATE_OneParam(FSIOJCallDelegate, USIOJRequestJSON*, Request);
USTRUCT()
struct FSIOJCallResponse
{
GENERATED_USTRUCT_BODY()
UPROPERTY()
USIOJRequestJSON* Request;
UPROPERTY()
UObject* WorldContextObject;
UPROPERTY()
FSIOJCallDelegate Callback;
FDelegateHandle CompleteDelegateHandle;
FDelegateHandle FailDelegateHandle;
FSIOJCallResponse()
: Request(nullptr)
, WorldContextObject(nullptr)
{
}
};
/**
* Usefull tools for REST communications
*/
UCLASS()
class SIOJSON_API USIOJLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
//////////////////////////////////////////////////////////////////////////
// Helpers
public:
/** Applies percent-encoding to text */
UFUNCTION(BlueprintCallable, Category = "SIOJ|Utility")
static FString PercentEncode(const FString& Source);
/**
* Encodes a FString into a Base64 string
*
* @param Source The string data to convert
* @return A string that encodes the binary data in a way that can be safely transmitted via various Internet protocols
*/
UFUNCTION(BlueprintPure, Category = "SIOJ|Utility", meta = (DisplayName = "Base64 Encode (String)"))
static FString Base64Encode(const FString& Source);
/**
* Encodes a Byte array into a Base64 string
*
* @param Source The string data to convert
* @return A string that encodes the binary data in a way that can be safely transmitted via various Internet protocols
*/
UFUNCTION(BlueprintPure, Category = "SIOJ|Utility", meta = (DisplayName = "Base64 Encode (Bytes)"))
static FString Base64EncodeBytes(const TArray<uint8>& Source);
/**
* Decodes a Base64 string into a FString
*
* @param Source The stringified data to convert
* @param Dest The out buffer that will be filled with the decoded data
* @return True if the buffer was decoded, false if it failed to decode
*/
UFUNCTION(BlueprintPure, Category = "SIOJ|Utility", meta = (DisplayName = "Base64 Decode (To String)"))
static bool Base64Decode(const FString& Source, FString& Dest);
/**
* Decodes a Base64 string into a Byte array
*
* @param Source The stringified data to convert
* @param Dest The out buffer that will be filled with the decoded data
* @return True if the buffer was decoded, false if it failed to decode
*/
UFUNCTION(BlueprintPure, Category = "SIOJ|Utility", meta = (DisplayName = "Base64 Decode (To Bytes)"))
static bool Base64DecodeBytes(const FString& Source, TArray<uint8>& Dest);
//////////////////////////////////////////////////////////////////////////
// Easy URL processing
/**
* Decodes a json string into an array of stringified json Values
*
* @param JsonString Input stringified json
* @param OutJsonValueArray The decoded Array of JsonValue
*/
UFUNCTION(BlueprintPure, Category = "SIOJ|Utility")
static bool StringToJsonValueArray(const FString& JsonString, TArray<USIOJsonValue*>& OutJsonValueArray);
/**
* Uses the reflection system to convert an unreal struct into a JsonObject
*
* @param AnyStruct The struct you wish to convert
* @return Converted Json Object
*/
UFUNCTION(BlueprintPure, Category = "SocketIOFunctions", CustomThunk, meta = (CustomStructureParam = "AnyStruct"))
static USIOJsonObject* StructToJsonObject(TFieldPath<FProperty> AnyStruct);
//Convert property into c++ accessible form
DECLARE_FUNCTION(execStructToJsonObject)
{
//Get properties and pointers from stack
Stack.Step(Stack.Object, NULL);
FStructProperty* StructProperty = CastField<FStructProperty>(Stack.MostRecentProperty);
void* StructPtr = Stack.MostRecentPropertyAddress;
// We need this to wrap up the stack
P_FINISH;
auto BPJsonObject = NewObject<USIOJsonObject>();
auto JsonObject = USIOJConvert::ToJsonObject(StructProperty->Struct, StructPtr, true);
BPJsonObject->SetRootObject(JsonObject);
*(USIOJsonObject**)RESULT_PARAM = BPJsonObject;
}
UFUNCTION(BlueprintPure, CustomThunk, meta = (DisplayName = "To JsonValue (Struct)", BlueprintAutocast, CustomStructureParam = "AnyStruct"), Category = "Utilities|SocketIO")
static USIOJsonValue* StructToJsonValue(TFieldPath<FProperty> AnyStruct);
DECLARE_FUNCTION(execStructToJsonValue)
{
//Get properties and pointers from stack
Stack.Step(Stack.Object, NULL);
FStructProperty* StructProperty = CastField<FStructProperty>(Stack.MostRecentProperty);
void* StructPtr = Stack.MostRecentPropertyAddress;
// We need this to wrap up the stack
P_FINISH;
auto JsonObject = USIOJConvert::ToJsonObject(StructProperty->Struct, StructPtr, true);
TSharedPtr<FJsonValue> JsonValue = MakeShareable(new FJsonValueObject(JsonObject));
USIOJsonValue* BPJsonValue = NewObject<USIOJsonValue>();
BPJsonValue->SetRootValue(JsonValue);
*(USIOJsonValue**)RESULT_PARAM = BPJsonValue;
}
/**
* Uses the reflection system to fill an unreal struct from data defined in JsonObject.
*
* @param JsonObject The source JsonObject for properties to fill
* @param AnyStruct The struct you wish to fill
* @return Whether all properties filled correctly
*/
UFUNCTION(BlueprintCallable, Category = "SocketIOFunctions", CustomThunk, meta = (CustomStructureParam = "AnyStruct"))
static bool JsonObjectToStruct(USIOJsonObject* JsonObject, TFieldPath<FProperty> AnyStruct);
DECLARE_FUNCTION(execJsonObjectToStruct)
{
//Get properties and pointers from stack
P_GET_OBJECT(USIOJsonObject, JsonObject);
Stack.Step(Stack.Object, NULL);
FStructProperty* StructProperty = CastField<FStructProperty>(Stack.MostRecentProperty);
void* StructPtr = Stack.MostRecentPropertyAddress;
P_FINISH;
//Pass in the reference to the json object
bool Success = USIOJConvert::JsonObjectToUStruct(JsonObject->GetRootObject(), StructProperty->Struct, StructPtr, true);
*(bool*)RESULT_PARAM = Success;
}
//Convenience - Saving/Loading structs from files
UFUNCTION(BlueprintCallable, Category = "SocketIOFunctions", CustomThunk, meta = (CustomStructureParam = "AnyStruct"))
static bool SaveStructToJsonFile(TFieldPath<FProperty> AnyStruct, const FString& FilePath);
UFUNCTION(BlueprintCallable, Category = "SocketIOFunctions", CustomThunk, meta = (CustomStructureParam = "AnyStruct"))
static bool LoadJsonFileToStruct(const FString& FilePath, TFieldPath<FProperty> AnyStruct);
//custom thunk needed to handle wildcard structs
DECLARE_FUNCTION(execSaveStructToJsonFile)
{
Stack.StepCompiledIn<FStructProperty>(NULL);
FStructProperty* StructProp = CastField<FStructProperty>(Stack.MostRecentProperty);
void* StructPtr = Stack.MostRecentPropertyAddress;
FString FilePath;
Stack.StepCompiledIn<FStrProperty>(&FilePath);
P_FINISH;
P_NATIVE_BEGIN;
*(bool*)RESULT_PARAM = USIOJConvert::ToJsonFile(FilePath, StructProp->Struct, StructPtr);
P_NATIVE_END;
}
//custom thunk needed to handle wildcard structs
DECLARE_FUNCTION(execLoadJsonFileToStruct)
{
FString FilePath;
Stack.StepCompiledIn<FStrProperty>(&FilePath);
Stack.StepCompiledIn<FStructProperty>(NULL);
FStructProperty* StructProp = CastField<FStructProperty>(Stack.MostRecentProperty);
void* StructPtr = Stack.MostRecentPropertyAddress;
P_FINISH;
P_NATIVE_BEGIN;
*(bool*)RESULT_PARAM = USIOJConvert::JsonFileToUStruct(FilePath, StructProp->Struct, StructPtr, true);
P_NATIVE_END;
}
//Conversion Nodes - comments added for blueprint hover with compact nodes
//To JsonValue (Array)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To JsonValue (Array)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static USIOJsonValue* Conv_ArrayToJsonValue(const TArray<USIOJsonValue*>& InArray);
//To JsonValue (JsonObject)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To JsonValue (JsonObject)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static USIOJsonValue* Conv_JsonObjectToJsonValue(USIOJsonObject* InObject);
//To JsonValue (Bytes)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To JsonValue (Bytes)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static USIOJsonValue* Conv_BytesToJsonValue(const TArray<uint8>& InBytes);
//To JsonValue (String)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To JsonValue (String)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static USIOJsonValue* Conv_StringToJsonValue(const FString& InString);
//To JsonValue (Integer)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To JsonValue (Integer)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static USIOJsonValue* Conv_IntToJsonValue(int32 InInt);
//To JsonValue (Float)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To JsonValue (Float)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static USIOJsonValue* Conv_FloatToJsonValue(float InFloat);
//To JsonValue (Bool)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To JsonValue (Bool)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static USIOJsonValue* Conv_BoolToJsonValue(bool InBool);
//To String (JsonValue) - doesn't autocast due to get display name
UFUNCTION(BlueprintPure, meta = (DisplayName = "To String (JsonValue)", BlueprintAutocast), Category = "Utilities|SocketIO")
static FString Conv_SIOJsonValueToString(class USIOJsonValue* InValue);
//To Integer (JsonValue)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To Integer (JsonValue)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static int32 Conv_JsonValueToInt(class USIOJsonValue* InValue);
//To Float (JsonValue)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To Float (JsonValue)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static float Conv_JsonValueToFloat(class USIOJsonValue* InValue);
//To Bool (JsonValue)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To Bool (JsonValue)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static bool Conv_JsonValueToBool(class USIOJsonValue* InValue);
//To Bytes (JsonValue)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To Bytes (JsonValue)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static TArray<uint8> Conv_JsonValueToBytes(class USIOJsonValue* InValue);
//To String (JsonObject) - doesn't autocast due to get display name
UFUNCTION(BlueprintPure, meta = (DisplayName = "To String (JsonObject)", BlueprintAutocast), Category = "Utilities|SocketIO")
static FString Conv_SIOJsonObjectToString(class USIOJsonObject* InObject);
//To Object (JsonValue)
UFUNCTION(BlueprintPure, meta = (DisplayName = "To Object (JsonValue)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Utilities|SocketIO")
static USIOJsonObject* Conv_JsonValueToJsonObject(class USIOJsonValue* InValue);
public:
/** Easy way to process http requests */
UFUNCTION(BlueprintCallable, Category = "SIOJ|Utility", meta = (WorldContext = "WorldContextObject"))
static void CallURL(UObject* WorldContextObject, const FString& URL, ESIORequestVerb Verb, ESIORequestContentType ContentType, USIOJsonObject* SIOJJson, const FSIOJCallDelegate& Callback);
/** Easy way to fetch resources using get */
UFUNCTION(BlueprintCallable, Category = "SIOJ|Utility", meta = (Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void GetURLBinary(UObject* WorldContextObject, const FString& URL, ESIORequestVerb Verb, ESIORequestContentType ContentType, TArray<uint8>& OutResultData, struct FLatentActionInfo LatentInfo);
/** Called when URL is processed (one for both success/unsuccess events)*/
static void OnCallComplete(USIOJRequestJSON* Request);
private:
static TMap<USIOJRequestJSON*, FSIOJCallResponse> RequestMap;
};