Serialisation – Arma Reforger

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Add warning about parameterless constructor and rename context to make the example easy to copy paste)
m (Some wiki formatting)
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{TOC|side}}
{{TOC|side}}
This page talks about {{Link|enfusion://ScriptEditor/scripts/GameCode/Serialization/SCR_SerializationContextJson.c;7|SCR_JsonSaveContext}}/{{Link|enfusion://ScriptEditor/scripts/GameCode/Serialization/SCR_SerializationContextJson.c;37|SCR_JsonLoadContext}} and {{Link|enfusion://ScriptEditor/scripts/GameCode/Serialization/SCR_SerializationContextBin.c;7|SCR_BinSaveContext}}/{{Link|enfusion://ScriptEditor/scripts/GameCode/Serialization/SCR_SerializationContextBin.c;30|SCR_BinLoadContext}}.
This page explains serialisation using {{Link/Enfusion|armaR|SCR_JsonSaveContext}}/{{Link/Enfusion|armaR|SCR_JsonLoadContext}} and {{Link/Enfusion|armaR|SCR_BinSaveContext}}/{{Link/Enfusion|armaR|SCR_BinLoadContext}}.




== JSON ==
== JSON ==
{{Feature|informative|
* Passing an empty string as the name parameter into <enforce inline>BaseSerializationSaveContext.WriteValue()</enforce> or <enforce inline>BaseSerializationLoadContext.ReadValue()</enforce> allows for a complex top-level struct to be written/read.
* See also {{Link|Arma Reforger:JsonApiStruct Usage|JsonApiStruct Usage}}.
}}


=== Serialisation ===
=== Serialisation ===
Line 72: Line 77:


The following class set to serialise will serialise all its properties.
The following class set to serialise will serialise all its properties.
{{Feature|warning|Data structures that shall be serialised are not allowed to have parameters in their constructor or they can not be read back.}}
{{Feature|warning|Data structures that shall be serialised are not allowed to have parameters in their constructor, otherwise they can not be read back.}}


<enforce>
<enforce>
Line 80: Line 85:
protected string m_sVariable;
protected string m_sVariable;
protected float m_fVariable = 33.3;
protected float m_fVariable = 33.3;
};
}
</enforce>
</enforce>


Line 93: Line 98:
[NonSerialized()]
[NonSerialized()]
protected float m_fVariable = 33.3;
protected float m_fVariable = 33.3;
};
}
</enforce>
</enforce>


Line 115: Line 120:
if (!context.IsValid())
if (!context.IsValid())
return false;
return false;
 
context.WriteValue("theString", m_sVariable);
context.WriteValue("theString", m_sVariable);
context.WriteValue("integer", m_iVariable);
context.WriteValue("integer", m_iVariable);
Line 122: Line 127:
return true;
return true;
}
}
};
}
</enforce>
</enforce>


Line 146: Line 151:
return true;
return true;
}
}
};
}
</enforce>
</enforce>




{{GameCategory|armaR|Modding|Tutorials|Scripting}}
{{GameCategory|armaR|Modding|Tutorials|Scripting}}

Latest revision as of 10:11, 30 September 2024

This page explains serialisation using SCR_JsonSaveContext/SCR_JsonLoadContext and SCR_BinSaveContext/SCR_BinLoadContext.


JSON

Serialisation

SCR_JsonSaveContext saveContext = new SCR_JsonSaveContext(); string stringValue = "data"; int integerValue = 123; saveContext.WriteValue("key1", stringValue); saveContext.WriteValue("key2", integerValue); // process saved data (export, send, save...), in this case data are exported as json string string dataString = saveContext.ExportToString();

Deserialisation

SCR_JsonLoadContext loadContext = new SCR_JsonLoadContext(); loadContext.ImportFromString(dataString); string stringValue; int integerValue; // order does not matter for JSON as it uses key names loadContext.ReadValue("key2", integerValue); loadContext.ReadValue("key1", stringValue);


Binary

Serialisation

SCR_BinSaveContext saveContext = new SCR_BinSaveContext(); string stringValue = "data"; int integerValue = 123; saveContext.WriteValue("key1", stringValue); saveContext.WriteValue("key2", integerValue); // process saved data (export, send, save...), in this case data are saved to "file.bin" saveContext.SaveToFile("file.bin");

Deserialisation

SCR_BinLoadContext loadContext = new SCR_BinLoadContext(); loadContext.LoadFromFile("file.bin"); string stringValue; int integerValue; // order matters for Binary serialisation, as Binary ignores names loadContext.ReadValue("key1", stringValue); loadContext.ReadValue("key2", integerValue);


Object Serialisation

Simple

The following class set to serialise will serialise all its properties.

Data structures that shall be serialised are not allowed to have parameters in their constructor, otherwise they can not be read back.

class MyClass : Managed { protected int m_iVariable = 42; protected string m_sVariable; protected float m_fVariable = 33.3; }

NonSerialized

Adding the NonSerialized() decorator to a field will make the serialisation ignore it.

class MyClass : Managed { protected int m_iVariable = 42; protected string m_sVariable = "Hello there"; [NonSerialized()] protected float m_fVariable = 33.3; }

Advanced

The following methods allow to define a custom serialisation per class. This is useful to avoid saving lengthy yet useless information for loading as well as load values in a certain order.

The NonSerialized decorator is only useful with the simple object serialisation - SerializationSave/SerializationLoad will ignore it.

SerializationSave

If an object has the SerializationSave method defined, the SaveContext will use it and not process object's properties automatically at all.

class MyClass : Managed { protected int m_iVariable = 42; protected string m_sVariable = "Hello there"; protected float m_fVariable = 33.3; bool SerializationSave(BaseSerializationSaveContext context) { if (!context.IsValid()) return false; context.WriteValue("theString", m_sVariable); context.WriteValue("integer", m_iVariable); context.WriteValue("floatingpoint", m_fVariable); return true; } }

SerializationLoad

If an object has the SerializationLoad method defined, the SaveContext will use it and not process object's properties automatically at all.

class MyClass : Managed { protected int m_iVariable = 42; protected string m_sVariable = "Hello there"; protected float m_fVariable = 33.3; bool SerializationLoad(BaseSerializationLoadContext context) { if (!context.IsValid()) return false; context.ReadValue("theString", m_sVariable); context.ReadValue("integer", m_iVariable); context.ReadValue("floatingpoint", m_fVariable); return true; } }