Files
bitsery/examples/context_usage.cpp
2018-08-20 13:10:10 +03:00

110 lines
3.6 KiB
C++

#include <bitsery/bitsery.h>
#include <bitsery/adapter/buffer.h>
#include <bitsery/traits/string.h>
#include <bitsery/traits/vector.h>
#include <bitsery/ext/value_range.h>
namespace MyTypes {
struct Monster {
Monster() = default;
Monster(std::string _name, uint32_t minDmg, uint32_t maxDmg)
:name{_name}, minDamage{minDmg}, maxDamage{maxDmg} {}
std::string name{};
uint32_t minDamage{};
uint32_t maxDamage{};
//...
};
struct GameState {
std::vector<Monster> monsters;
};
//default flow for monster
template <typename S>
void serialize (S& s, Monster& o) {
s.text1b(o.name, 20);
s.value4b(o.minDamage);
s.value4b(o.maxDamage);
}
template<typename S>
void serialize(S& s, GameState &o) {
//we can have multiple types in context with std::tuple
//this cast also works if our context is the same as cast
auto maxMonsters = s.template context<int>();
//all data from context is always pointer
//if data type doesn't match then it will be compile time error
auto dmgRange = s.template context<std::pair<uint32_t, uint32_t>>();
s.container(o.monsters, *maxMonsters, [&s, dmgRange] (Monster& m) {
s.text1b(m.name, 20);
//we know min/max damage range for monsters, so we can use this range instead of full value
bitsery::ext::ValueRange<uint32_t> range{dmgRange->first, dmgRange->second};
//enable bit packing
s.enableBitPacking([&m, &range](typename S::BPEnabledType& sbp) {
sbp.ext(m.minDamage, range);
sbp.ext(m.maxDamage, range);
});
});
}
}
using namespace bitsery;
//use fixed-size buffer
using Buffer = std::vector<uint8_t>;
using OutputAdapter = OutputBufferAdapter<Buffer>;
using InputAdapter = InputBufferAdapter<Buffer>;
//context can contain multiple types
//it would make more sense to define separate structure for context, but for sake of this example make it more complex
//in serialization function we can cast it like this:
// s.template context<int>();
//if we want to get whole tuple, just call s.context() without template paramter.
//this templated version also works if our context is the same as cast:
// struct MyContext {...};
// ...
// s.template context<MyContext>();
using Context = std::tuple<int, std::pair<uint32_t, uint32_t>>;
//NOTE:
// if your context has no additional usage outside of serialization flow,
// then you can create it internally via configuration (see inheritance.cpp)
int main() {
MyTypes::GameState data{};
data.monsters.push_back({"weaksy", 100, 200});
data.monsters.push_back({"bigsy", 500, 1000});
data.monsters.push_back({"tootoo", 350, 750});
//set context
Context ctx{};
//max monsters
std::get<0>(ctx) = 4;
//damage range
std::get<1>(ctx).first = 100;
std::get<1>(ctx).second = 1000;
//create buffer to store data to
Buffer buffer{};
//pass game mode object to serializer as context
BasicSerializer<AdapterWriter<OutputAdapter, bitsery::DefaultConfig>, Context> ser{buffer, &ctx};
ser.object(data);
auto& w = AdapterAccess::getWriter(ser);
w.flush();
auto writtenSize = w.writtenBytesCount();
MyTypes::GameState res{};
BasicDeserializer <AdapterReader<InputAdapter, bitsery::DefaultConfig>, Context> des { InputAdapter{buffer.begin(), writtenSize}, &ctx};
des.object(res);
auto& r = AdapterAccess::getReader(des);
assert(r.error() == ReaderError::NoError && r.isCompletedSuccessfully());
}