go/src/pkg/gob/encode.go

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// Copyright 2009 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package gob
import (
"io";
"math";
"os";
"unsafe";
)
// The global execution state of an instance of the encoder.
type EncState struct {
w io.Writer;
base uintptr; // the base address of the data structure being written
err os.Error; // error encountered during encoding;
buf [16]byte; // buffer used by the encoder; here to avoid allocation.
}
// Integers encode as a variant of Google's protocol buffer varint (varvarint?).
// The variant is that the continuation bytes have a zero top bit instead of a one.
// That way there's only one bit to clear and the value is a little easier to see if
// you're the unfortunate sort of person who must read the hex to debug.
// EncodeUint writes an encoded unsigned integer to state.w. Sets state.err.
// If state.err is already non-nil, it does nothing.
func EncodeUint(state *EncState, x uint64) {
var n int;
if state.err != nil {
return
}
for n = 0; x > 127; n++ {
state.buf[n] = uint8(x & 0x7F);
x >>= 7;
}
state.buf[n] = 0x80 | uint8(x);
var nn int;
nn, state.err = state.w.Write(state.buf[0:n+1]);
}
// EncodeInt writes an encoded signed integer to state.w.
// The low bit of the encoding says whether to bit complement the (other bits of the) uint to recover the int.
// Sets state.err. If state.err is already non-nil, it does nothing.
func EncodeInt(state *EncState, i int64){
var x uint64;
if i < 0 {
x = uint64(^i << 1) | 1
} else {
x = uint64(i << 1)
}
EncodeUint(state, uint64(x))
}
// The 'instructions' of the encoding machine
type encInstr struct {
op func(i *encInstr, state *EncState);
field int; // field number
indir int; // how many pointer indirections to reach the value in the struct
offset uintptr; // offset in the structure of the field to encode
}
// Each encoder is responsible for handling any indirections associated
// with the data structure. If any pointer so reached is nil, no bytes are written.
// If the data item is zero, no bytes are written.
// Otherwise, the output (for a scalar) is the field number, as an encoded integer,
// followed by the field data in its appropriate format.
func encIndirect(p unsafe.Pointer, indir int) unsafe.Pointer {
for ; indir > 0; indir-- {
p = *(*unsafe.Pointer)(p);
if p == nil {
return unsafe.Pointer(nil)
}
}
return p
}
func encBool(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
b := *(*bool)(p);
if b {
EncodeUint(state, uint64(i.field));
EncodeUint(state, 1);
}
}
func encInt(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
v := int64(*(*int)(p));
if v != 0 {
EncodeUint(state, uint64(i.field));
EncodeInt(state, v);
}
}
func encUint(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
v := uint64(*(*uint)(p));
if v != 0 {
EncodeUint(state, uint64(i.field));
EncodeUint(state, v);
}
}
func encInt8(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
v := int64(*(*int8)(p));
if v != 0 {
EncodeUint(state, uint64(i.field));
EncodeInt(state, v);
}
}
func encUint8(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
v := uint64(*(*uint8)(p));
if v != 0 {
EncodeUint(state, uint64(i.field));
EncodeUint(state, v);
}
}
func encInt16(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
v := int64(*(*int16)(p));
if v != 0 {
EncodeUint(state, uint64(i.field));
EncodeInt(state, v);
}
}
func encUint16(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
v := uint64(*(*uint16)(p));
if v != 0 {
EncodeUint(state, uint64(i.field));
EncodeUint(state, v);
}
}
func encInt32(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
v := int64(*(*int32)(p));
if v != 0 {
EncodeUint(state, uint64(i.field));
EncodeInt(state, v);
}
}
func encUint32(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
v := uint64(*(*uint32)(p));
if v != 0 {
EncodeUint(state, uint64(i.field));
EncodeUint(state, v);
}
}
func encInt64(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
v := *(*int64)(p);
if v != 0 {
EncodeUint(state, uint64(i.field));
EncodeInt(state, v);
}
}
func encUint64(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
v := *(*uint64)(p);
if v != 0 {
EncodeUint(state, uint64(i.field));
EncodeUint(state, v);
}
}
// Floating-point numbers are transmitted as uint64s holding the bits
// of the underlying representation. They are sent byte-reversed, with
// the exponent end coming out first, so integer floating point numbers
// (for example) transmit more compactly. This routine does the
// swizzling.
func floatBits(f float64) uint64 {
u := math.Float64bits(f);
var v uint64;
for i := 0; i < 8; i++ {
v <<= 8;
v |= u & 0xFF;
u >>= 8;
}
return v;
}
func encFloat(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
f := float(*(*float)(p));
if f != 0 {
v := floatBits(float64(f));
EncodeUint(state, uint64(i.field));
EncodeUint(state, v);
}
}
func encFloat32(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
f := float32(*(*float32)(p));
if f != 0 {
v := floatBits(float64(f));
EncodeUint(state, uint64(i.field));
EncodeUint(state, v);
}
}
func encFloat64(i *encInstr, state *EncState) {
p := unsafe.Pointer(state.base+i.offset);
if i.indir > 0 {
if p = encIndirect(p, i.indir); p == nil {
return
}
}
f := *(*float64)(p);
if f != 0 {
v := floatBits(f);
EncodeUint(state, uint64(i.field));
EncodeUint(state, v);
}
}