fix(serialization): load failure on hardened yaml-cpp + flow-style arrays
yaml-cpp master hardens zombie nodes: operator=, size(), Type() and chained operator[] all throw InvalidNode instead of silently passing. Storing per-component nodes via Node::operator= threw for every key that was absent, so all 7 entities were skipped on load (0 loaded). Reads are now level-by-level guarded (copy-init + IsDefined), which only uses the safe surface (as<T>(fallback), begin(), IsDefined). Save side switched from node-tree streaming to a manual Emitter: vector/quat fields emit as single-line flow arrays ([0, 1.2, -6]) and model refs as inline maps, with 9-digit float precision for lossless float32 round-trips. Verified offline against the previously saved scene: 7/7 entities parse with correct component counts; emitter output round-trips.
This commit is contained in:
@@ -1,10 +1,18 @@
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//
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// Created by atdunbg on 2026/10/3.
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//
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// SceneSerializer:场景 ↔ YAML。结构见头文件注释与计划 v3。
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// SceneSerializer:场景 ↔ YAML。结构见头文件注释。
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//
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// 原子性:Deserialize 先把整个文件解析进中间结构(逐实体容错),
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// 全部成功才 scene.Clear() 换血重建——解析失败不动现场。
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// 写端:手动 Emitter 逐键输出(短集合用 Flow 单行数组/内联 map,
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// 浮点 9 位精度保证 float32 无损往返)。
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// 读端:yaml-cpp 新版对"僵尸节点"(缺失键的返回值)硬化——operator=、
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// size()、Type()、链式 operator[] 一律抛 InvalidNode,只有 IsDefined/
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// as<T>(fallback)/begin() 安全。因此读侧铁律:每层节点先
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// `const Node n = parent["Key"]` 拷贝初始化 + `if (n)` 判空再访问,
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// 绝不对可能缺失的键做赋值或链式下标。
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//
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// 原子性:Deserialize 先解析到中间结构(逐实体容错),全部成功才
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// scene.Clear() 换血重建——解析失败不动现场。
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//
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#include <Engine/Serialization/SceneSerializer.h>
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@@ -32,18 +40,33 @@ namespace Engine::Serialization {
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namespace {
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// ---- 写出辅助:glm → 数组 ----
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// ---- 写端辅助:Flow 单行数组(Position: [0, 1.2, -6])----
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std::vector<f32> Vec3Arr(const glm::vec3& v) { return {v.x, v.y, v.z}; }
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std::vector<f32> Vec4Arr(const glm::vec4& v) { return {v.x, v.y, v.z, v.w}; }
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std::vector<f32> QuatArr(const glm::quat& q) { return {q.w, q.x, q.y, q.z}; }
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void EmitVec3(YAML::Emitter& e, const glm::vec3& v)
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{
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e << YAML::Flow << YAML::BeginSeq << v.x << v.y << v.z
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<< YAML::EndSeq;
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}
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// ---- 读入辅助:缺字段/类型错 → 默认值(as<T>(fallback) 语义)----
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void EmitVec4(YAML::Emitter& e, const glm::vec4& v)
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{
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e << YAML::Flow << YAML::BeginSeq << v.x << v.y << v.z << v.w
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<< YAML::EndSeq;
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}
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void EmitQuat(YAML::Emitter& e, const glm::quat& q)
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{
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e << YAML::Flow << YAML::BeginSeq << q.w << q.x << q.y << q.z
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<< YAML::EndSeq;
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}
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// ---- 读端辅助:缺字段/类型错/僵尸节点 → 默认值 ----
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glm::vec3 ReadVec3(const YAML::Node& n, const glm::vec3& def)
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{
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if (!n || !n.IsSequence() || n.size() < 3) return def;
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return {n[0].as<f32>(def.x), n[1].as<f32>(def.y), n[2].as<f32>(def.z)};
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return {n[0].as<f32>(def.x), n[1].as<f32>(def.y),
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n[2].as<f32>(def.z)};
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}
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glm::vec4 ReadVec4(const YAML::Node& n, const glm::vec4& def)
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@@ -144,103 +167,120 @@ namespace Engine::Serialization {
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return ref;
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}
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// 资产引用双写:{Guid, Path}(procedural 只有 Path,Guid=0 不写)
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void WriteModelRef(YAML::Node& node, Assets::AssetManager& assets,
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ModelRef ref)
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{
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const std::string& path = assets.Models().Path(ref);
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if (path.empty()) {
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ENGINE_WARN("SceneSerializer: entity has invalid model ref, "
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"MeshRenderer skipped");
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return;
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}
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YAML::Node m;
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if (const u64 guid = assets.GetOrCreateGUID(path); guid != 0) {
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m["Guid"] = guid;
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}
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m["Path"] = path;
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node["Model"] = m;
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}
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// ---- 中间结构:解析全部成功才碰 registry ----
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// comps 持 Components 节点(仅在键存在且为 map 时赋值——
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// yaml-cpp 新版对僵尸节点做 operator= 会抛异常)
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struct ParsedEntity
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{
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u64 uuid = 0;
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std::string name = "entity";
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YAML::Node transform, meshRenderer, animation, camera, light,
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rigidBody; // 未出现 = undefined
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YAML::Node comps; // 缺省 = Null(无组件)
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};
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void SerializeEntity(YAML::Node& out, Assets::AssetManager& assets,
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// 写端:单实体 → Emitter(调用方已进入 Entities 序列)
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void EmitEntity(YAML::Emitter& out, Assets::AssetManager& assets,
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const ECS::Registry& reg, entt::entity e)
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{
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const auto& id = reg.get<ECS::IdComponent>(e);
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YAML::Node ent;
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ent["Entity"] = id.uuid.Value();
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out << YAML::BeginMap;
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out << YAML::Key << "Entity" << YAML::Value << id.uuid.Value();
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if (const auto* name = reg.try_get<ECS::NameComponent>(e)) {
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ent["Name"] = name->name;
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out << YAML::Key << "Name" << YAML::Value << name->name;
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}
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YAML::Node comps;
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out << YAML::Key << "Components" << YAML::Value << YAML::BeginMap;
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if (const auto* t = reg.try_get<ECS::TransformComponent>(e)) {
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YAML::Node n;
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n["Position"] = Vec3Arr(t->GetPosition());
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n["Rotation"] = QuatArr(t->GetRotationQuat()); // (w,x,y,z) 无损
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n["Scale"] = Vec3Arr(t->GetScale());
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comps["Transform"] = n;
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out << YAML::Key << "Transform" << YAML::Value
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<< YAML::BeginMap;
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out << YAML::Key << "Position" << YAML::Value;
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EmitVec3(out, t->GetPosition());
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out << YAML::Key << "Rotation" << YAML::Value;
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EmitQuat(out, t->GetRotationQuat()); // (w,x,y,z) 无损
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out << YAML::Key << "Scale" << YAML::Value;
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EmitVec3(out, t->GetScale());
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out << YAML::EndMap;
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}
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if (const auto* mr = reg.try_get<ECS::MeshRendererComponent>(e)) {
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YAML::Node n;
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WriteModelRef(n, assets, mr->model);
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if (const YAML::Node m = n["Model"]) comps["MeshRenderer"] = n;
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// ModelRef → {Guid, Path}:Path 反查为空 = 无效引用,跳过
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const std::string& path = assets.Models().Path(mr->model);
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if (!path.empty()) {
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out << YAML::Key << "MeshRenderer" << YAML::Value
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<< YAML::BeginMap;
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out << YAML::Key << "Model" << YAML::Value << YAML::Flow
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<< YAML::BeginMap;
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if (const u64 guid = assets.GetOrCreateGUID(path);
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guid != 0) {
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out << YAML::Key << "Guid" << YAML::Value << guid;
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}
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out << YAML::Key << "Path" << YAML::Value << path;
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out << YAML::EndMap; // Model(flow)
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out << YAML::EndMap; // MeshRenderer
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}
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else {
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ENGINE_WARN("SceneSerializer: entity has invalid model "
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"ref, MeshRenderer skipped");
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}
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}
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if (const auto* a = reg.try_get<ECS::AnimationComponent>(e)) {
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YAML::Node n;
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n["ClipIndex"] = a->clipIndex;
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n["Playing"] = a->playing;
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n["Loop"] = a->loop;
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n["Speed"] = a->speed; // fade*/time 是运行态,不存
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comps["Animation"] = n;
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out << YAML::Key << "Animation" << YAML::Value << YAML::Flow
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<< YAML::BeginMap;
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out << YAML::Key << "ClipIndex" << YAML::Value << a->clipIndex;
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out << YAML::Key << "Playing" << YAML::Value << a->playing;
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out << YAML::Key << "Loop" << YAML::Value << a->loop;
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out << YAML::Key << "Speed" << YAML::Value << a->speed;
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out << YAML::EndMap;
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}
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if (const auto* c = reg.try_get<ECS::CameraComponent>(e)) {
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YAML::Node n;
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n["Primary"] = c->primary; // 相机不存投影参数(调用方传入)
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comps["Camera"] = n;
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out << YAML::Key << "Camera" << YAML::Value << YAML::Flow
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<< YAML::BeginMap;
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out << YAML::Key << "Primary" << YAML::Value << c->primary;
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out << YAML::EndMap;
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}
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if (const auto* l = reg.try_get<ECS::LightComponent>(e)) {
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YAML::Node n;
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n["Type"] = static_cast<u8>(l->type);
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n["Direction"] = Vec3Arr(l->direction);
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n["Color"] = Vec4Arr(l->color);
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n["Radius"] = l->radius;
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n["CastShadow"] = l->castShadow;
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comps["Light"] = n;
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out << YAML::Key << "Light" << YAML::Value << YAML::BeginMap;
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out << YAML::Key << "Type" << YAML::Value
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<< static_cast<int>(l->type);
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out << YAML::Key << "Direction" << YAML::Value;
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EmitVec3(out, l->direction);
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out << YAML::Key << "Color" << YAML::Value;
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EmitVec4(out, l->color);
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out << YAML::Key << "Radius" << YAML::Value << l->radius;
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out << YAML::Key << "CastShadow" << YAML::Value
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<< l->castShadow;
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out << YAML::EndMap;
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}
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if (const auto* rb = reg.try_get<ECS::RigidBodyComponent>(e)) {
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YAML::Node n;
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n["Type"] = static_cast<u8>(rb->type);
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n["Collider"] = static_cast<u8>(rb->collider);
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n["BoxHalfExtents"] = Vec3Arr(rb->boxHalfExtents);
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n["SphereRadius"] = rb->sphereRadius;
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n["Mass"] = rb->mass;
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n["GravityScale"] = rb->gravityScale;
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n["Friction"] = rb->friction;
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n["Restitution"] = rb->restitution;
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n["IsSensor"] = rb->isSensor;
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out << YAML::Key << "RigidBody" << YAML::Value
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<< YAML::BeginMap;
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out << YAML::Key << "Type" << YAML::Value
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<< static_cast<int>(rb->type);
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out << YAML::Key << "Collider" << YAML::Value
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<< static_cast<int>(rb->collider);
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out << YAML::Key << "BoxHalfExtents" << YAML::Value;
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EmitVec3(out, rb->boxHalfExtents);
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out << YAML::Key << "SphereRadius" << YAML::Value
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<< rb->sphereRadius;
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out << YAML::Key << "Mass" << YAML::Value << rb->mass;
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out << YAML::Key << "GravityScale" << YAML::Value
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<< rb->gravityScale;
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out << YAML::Key << "Friction" << YAML::Value << rb->friction;
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out << YAML::Key << "Restitution" << YAML::Value
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<< rb->restitution;
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out << YAML::Key << "IsSensor" << YAML::Value << rb->isSensor;
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// bodyId/bodyValid/velocity 由 PhysicsWorld 对账重建,不存
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comps["RigidBody"] = n;
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out << YAML::EndMap;
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}
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if (comps.size() > 0) ent["Components"] = comps;
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out.push_back(ent);
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out << YAML::EndMap; // Components
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out << YAML::EndMap; // Entity
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}
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} // namespace
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@@ -253,35 +293,50 @@ namespace Engine::Serialization {
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const std::string& environmentPath)
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{
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try {
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YAML::Node root;
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root["Scene"] = std::filesystem::path(outPath).stem().string();
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root["Version"] = kSceneVersion;
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// float32 无损往返需 9 位有效数字(std::numeric_limits
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// <float>::max_digits10)
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YAML::Emitter out;
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out.SetFloatPrecision(9);
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out << YAML::BeginMap;
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out << YAML::Key << "Scene" << YAML::Value
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<< std::filesystem::path(outPath).stem().string();
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out << YAML::Key << "Version" << YAML::Value << kSceneVersion;
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if (!environmentPath.empty()) {
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root["Environment"] = environmentPath;
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out << YAML::Key << "Environment" << YAML::Value
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<< environmentPath;
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}
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const auto& s = scene.GetSettings();
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YAML::Node st;
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st["ClearColor"] = Vec4Arr(s.ClearColor);
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st["AmbientColor"] = Vec4Arr(s.AmbientColor);
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st["DrawSkybox"] = s.DrawSkybox;
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root["Settings"] = st;
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out << YAML::Key << "Settings" << YAML::Value << YAML::BeginMap;
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out << YAML::Key << "ClearColor" << YAML::Value;
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EmitVec4(out, s.ClearColor);
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out << YAML::Key << "AmbientColor" << YAML::Value;
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EmitVec4(out, s.AmbientColor);
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out << YAML::Key << "DrawSkybox" << YAML::Value << s.DrawSkybox;
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out << YAML::EndMap;
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YAML::Node entities(YAML::NodeType::Sequence);
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out << YAML::Key << "Entities" << YAML::Value << YAML::BeginSeq;
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const ECS::Registry& reg = scene.GetRegistry();
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reg.view<ECS::IdComponent>().each(
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[&](entt::entity e, const ECS::IdComponent&) {
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SerializeEntity(entities, assets, reg, e);
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EmitEntity(out, assets, reg, e);
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});
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root["Entities"] = entities;
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out << YAML::EndSeq;
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out << YAML::EndMap;
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std::ofstream out(outPath, std::ios::trunc);
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if (!out) {
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if (!out.good()) {
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ENGINE_ERROR("SceneSerializer: emit failed: {}", out.GetLastError());
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return false;
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}
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std::ofstream file(outPath, std::ios::trunc);
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if (!file) {
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ENGINE_ERROR("SceneSerializer: cannot open '{}' for write",
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outPath);
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return false;
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}
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out << root;
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file << out.c_str();
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return true;
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}
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catch (const YAML::Exception& e) {
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@@ -326,6 +381,7 @@ namespace Engine::Serialization {
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return false;
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}
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// 僵尸节点安全:as<T>(fallback) 对缺失键返回 fallback
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outEnvironmentPath = root["Environment"].as<std::string>("");
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if (const YAML::Node st = root["Settings"]; st && st.IsMap()) {
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@@ -339,7 +395,7 @@ namespace Engine::Serialization {
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std::vector<ParsedEntity> parsed;
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const YAML::Node entities = root["Entities"];
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if (entities.IsSequence()) {
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if (entities && entities.IsSequence()) {
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parsed.reserve(entities.size());
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for (const auto& e : entities) {
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try {
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@@ -348,13 +404,8 @@ namespace Engine::Serialization {
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pe.name = e["Name"].as<std::string>(pe.name);
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if (const YAML::Node comps = e["Components"];
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comps && comps.IsMap()) {
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pe.transform = comps["Transform"];
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pe.meshRenderer = comps["MeshRenderer"];
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pe.animation = comps["Animation"];
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pe.camera = comps["Camera"];
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pe.light = comps["Light"];
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pe.rigidBody = comps["RigidBody"];
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// 未识别的组件键自然跳过(前向兼容)
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// 仅在 rhs 有效时赋值(僵尸节点 operator= 会抛)
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pe.comps = comps;
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}
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parsed.push_back(std::move(pe));
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}
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@@ -380,18 +431,19 @@ namespace Engine::Serialization {
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}
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handle.GetComponent<ECS::IdComponent>().uuid = UUID{uuid};
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if (pe.transform) {
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const YAML::Node n = pe.transform;
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const YAML::Node comps = pe.comps; // 拷贝初始化,缺省 Null
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if (const YAML::Node n = comps["Transform"]) {
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auto& t = handle.GetComponent<ECS::TransformComponent>();
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t.SetPosition(ReadVec3(n["Position"], t.GetPosition()));
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t.SetRotationQuat(ReadQuat(n["Rotation"]));
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t.SetScale(ReadVec3(n["Scale"], t.GetScale()));
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}
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if (pe.meshRenderer) {
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const YAML::Node n = pe.meshRenderer;
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const u64 guid = n["Model"]["Guid"].as<u64>(0);
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const auto path = n["Model"]["Path"].as<std::string>("");
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if (const YAML::Node n = comps["MeshRenderer"]) {
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if (const YAML::Node m = n["Model"]) {
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const u64 guid = m["Guid"].as<u64>(0);
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const auto path = m["Path"].as<std::string>("");
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if (ModelRef ref = ResolveModel(assets, guid, path);
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ref.Valid()) {
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handle.AddComponent<ECS::MeshRendererComponent>(
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@@ -399,13 +451,14 @@ namespace Engine::Serialization {
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}
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else {
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ENGINE_WARN("SceneSerializer: model unresolved "
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"(guid={}, path='{}'), MeshRenderer skipped",
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"(guid={}, path='{}'), MeshRenderer "
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"skipped",
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guid, path);
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}
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}
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}
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if (pe.animation) {
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const YAML::Node n = pe.animation;
|
||||
if (const YAML::Node n = comps["Animation"]) {
|
||||
auto& a = handle.AddComponent<ECS::AnimationComponent>();
|
||||
a.clipIndex = n["ClipIndex"].as<int>(a.clipIndex);
|
||||
a.playing = n["Playing"].as<bool>(a.playing);
|
||||
@@ -413,16 +466,15 @@ namespace Engine::Serialization {
|
||||
a.speed = n["Speed"].as<f32>(a.speed);
|
||||
}
|
||||
|
||||
if (pe.camera) {
|
||||
const YAML::Node n = pe.camera;
|
||||
if (const YAML::Node n = comps["Camera"]) {
|
||||
auto& c = handle.AddComponent<ECS::CameraComponent>();
|
||||
c.primary = n["Primary"].as<bool>(false);
|
||||
}
|
||||
|
||||
if (pe.light) {
|
||||
const YAML::Node n = pe.light;
|
||||
if (const YAML::Node n = comps["Light"]) {
|
||||
auto& l = handle.AddComponent<ECS::LightComponent>();
|
||||
if (const u8 type = n["Type"].as<u8>(0); type <= 1) {
|
||||
if (const int type = n["Type"].as<int>(0); type >= 0 &&
|
||||
type <= 1) {
|
||||
l.type = static_cast<ECS::LightComponent::Type>(type);
|
||||
}
|
||||
l.direction = ReadVec3(n["Direction"], l.direction);
|
||||
@@ -431,14 +483,15 @@ namespace Engine::Serialization {
|
||||
l.castShadow = n["CastShadow"].as<bool>(l.castShadow);
|
||||
}
|
||||
|
||||
if (pe.rigidBody) {
|
||||
const YAML::Node n = pe.rigidBody;
|
||||
if (const YAML::Node n = comps["RigidBody"]) {
|
||||
auto& rb = handle.AddComponent<ECS::RigidBodyComponent>();
|
||||
if (const u8 type = n["Type"].as<u8>(0); type <= 2) {
|
||||
rb.type = static_cast<ECS::RigidBodyComponent::BodyType>(
|
||||
type);
|
||||
if (const int type = n["Type"].as<int>(0);
|
||||
type >= 0 && type <= 2) {
|
||||
rb.type =
|
||||
static_cast<ECS::RigidBodyComponent::BodyType>(type);
|
||||
}
|
||||
if (const u8 col = n["Collider"].as<u8>(0); col <= 2) {
|
||||
if (const int col = n["Collider"].as<int>(0);
|
||||
col >= 0 && col <= 2) {
|
||||
rb.collider =
|
||||
static_cast<ECS::RigidBodyComponent::ColliderType>(
|
||||
col);
|
||||
|
||||
Reference in New Issue
Block a user