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format code base in Mozilla style
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@@ -1,92 +1,116 @@
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#include <bitsery/bitsery.h>
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#include <bitsery/adapter/buffer.h>
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//include traits for types, that we'll be using
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#include <bitsery/traits/string.h>
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#include <bitsery/bitsery.h>
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// include traits for types, that we'll be using
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#include <bitsery/traits/array.h>
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#include <bitsery/traits/string.h>
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#include <bitsery/traits/vector.h>
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//include extension that will allow to have backward/forward compatibility
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// include extension that will allow to have backward/forward compatibility
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#include <bitsery/ext/growable.h>
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namespace MyTypes {
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//define data
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enum Color:uint8_t { Red, Green, Blue };
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// define data
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enum Color : uint8_t
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{
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Red,
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Green,
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Blue
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};
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struct Vec3 { float x, y, z; };
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struct Vec3
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{
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float x, y, z;
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};
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struct Weapon {
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std::string name{};
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int16_t damage{};
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Weapon() = default;
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Weapon(const std::string& _name, int16_t dmg):name{_name}, damage{dmg} {}
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private:
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//define serialize function as private, and give access to bitsery
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friend bitsery::Access;
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template <typename S>
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void serialize (S& s) {
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//forward/backward compatibility for monsters
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s.ext(*this, bitsery::ext::Growable{}, [](S& s, Weapon& o1) {
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s.text1b(o1.name, 20);
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s.value2b(o1.damage);
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});
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}
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};
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struct Weapon
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{
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std::string name{};
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int16_t damage{};
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Weapon() = default;
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Weapon(const std::string& _name, int16_t dmg)
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: name{ _name }
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, damage{ dmg }
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{
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}
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struct Monster {
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Vec3 pos;
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int16_t mana;
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int16_t hp;
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std::string name;
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std::vector<uint8_t> inventory;
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Color color;
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std::vector<Weapon> weapons;
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Weapon equipped;
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std::vector<Vec3> path;
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};
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private:
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// define serialize function as private, and give access to bitsery
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friend bitsery::Access;
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template<typename S>
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void serialize(S& s)
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{
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// forward/backward compatibility for monsters
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s.ext(*this, bitsery::ext::Growable{}, [](S& s, Weapon& o1) {
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s.text1b(o1.name, 20);
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s.value2b(o1.damage);
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});
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}
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};
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template <typename S>
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void serialize(S& s, Vec3& o) {
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s.value4b(o.x);
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s.value4b(o.y);
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s.value4b(o.z);
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}
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struct Monster
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{
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Vec3 pos;
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int16_t mana;
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int16_t hp;
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std::string name;
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std::vector<uint8_t> inventory;
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Color color;
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std::vector<Weapon> weapons;
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Weapon equipped;
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std::vector<Vec3> path;
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};
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template <typename S>
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void serialize (S& s, Monster& o) {
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//forward/backward compatibility for monsters
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s.ext(o, bitsery::ext::Growable{}, [](S& s, Monster& o1) {
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s.value1b(o1.color);
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s.value2b(o1.mana);
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s.value2b(o1.hp);
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s.object(o1.equipped);
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s.object(o1.pos);
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s.container(o1.path, 1000);
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s.container(o1.weapons, 100);
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s.container1b(o1.inventory, 50);
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s.text1b(o1.name, 20);
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});
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}
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template<typename S>
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void
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serialize(S& s, Vec3& o)
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{
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s.value4b(o.x);
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s.value4b(o.y);
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s.value4b(o.z);
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}
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//use fixed-size buffer
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template<typename S>
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void
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serialize(S& s, Monster& o)
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{
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// forward/backward compatibility for monsters
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s.ext(o, bitsery::ext::Growable{}, [](S& s, Monster& o1) {
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s.value1b(o1.color);
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s.value2b(o1.mana);
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s.value2b(o1.hp);
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s.object(o1.equipped);
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s.object(o1.pos);
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s.container(o1.path, 1000);
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s.container(o1.weapons, 100);
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s.container1b(o1.inventory, 50);
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s.text1b(o1.name, 20);
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});
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}
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}
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// use fixed-size buffer
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using Buffer = std::array<uint8_t, 10000>;
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using OutputAdapter = bitsery::OutputBufferAdapter<Buffer>;
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using InputAdapter = bitsery::InputBufferAdapter<Buffer>;
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int main() {
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//set some random data
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MyTypes::Monster data{};
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data.name = "lew";
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data.weapons.push_back(MyTypes::Weapon{"GoodWeapon", 100});
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int
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main()
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{
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// set some random data
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MyTypes::Monster data{};
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data.name = "lew";
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data.weapons.push_back(MyTypes::Weapon{ "GoodWeapon", 100 });
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//create buffer to store data to
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Buffer buffer{};
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//since we're using different configuration, we cannot use quickSerialization function.
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auto writtenSize = bitsery::quickSerialization<OutputAdapter>(buffer, data);
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// create buffer to store data to
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Buffer buffer{};
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// since we're using different configuration, we cannot use quickSerialization
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// function.
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auto writtenSize = bitsery::quickSerialization<OutputAdapter>(buffer, data);
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MyTypes::Monster res{};
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//deserialize
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auto state = bitsery::quickDeserialization<InputAdapter>({buffer.begin(), writtenSize}, res);
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MyTypes::Monster res{};
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// deserialize
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auto state = bitsery::quickDeserialization<InputAdapter>(
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{ buffer.begin(), writtenSize }, res);
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assert(state.first == bitsery::ReaderError::NoError && state.second);
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assert(state.first == bitsery::ReaderError::NoError && state.second);
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}
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