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https://github.com/fraillt/bitsery.git
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104 lines
2.7 KiB
C++
104 lines
2.7 KiB
C++
#include <bitsery/bitsery.h>
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#include <bitsery/ext/growable.h>
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#include <bitsery/traits/string.h>
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#include <bitsery/traits/array.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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struct Vec3 { float x, y, z; };
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struct Weapon {
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std::string name;
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int16_t damage;
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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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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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//define serialization functions
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template <typename S>
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void serialize (S& s, Weapon& o) {
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//forward/backward compatibility for monsters
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s.ext(o, bitsery::ext::Growable{}, [&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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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](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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using namespace bitsery;
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using Buffer =std::array<uint8_t, 1000000>;
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//change configuration
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struct NonDefaultConfig: public bitsery::DefaultConfig {
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//change underlying buffer
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using BufferType = Buffer;
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};
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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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//create serializer
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//1) create buffer to store data
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Buffer buffer{};
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//2) create buffer writer that is able to write bytes or bits to buffer
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BasicBufferWriter<NonDefaultConfig> bw{buffer};
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//3) create serializer
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BasicSerializer<NonDefaultConfig, false> ser{bw};
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//serialize object, can also be invoked like this: serialize(ser, data)
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ser.object(data);
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//flush to buffer, before creating buffer reader, this will always write sessions data for forward/backward compatibility
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bw.flush();
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//create deserializer
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//1) create buffer reader
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BasicBufferReader<NonDefaultConfig> br{bw.getWrittenRange()};
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//2) create deserializer
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BasicDeserializer<NonDefaultConfig, false> des{br};
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//deserialize same object, can also be invoked like this: serialize(des, data)
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MyTypes::Monster res{};
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des.object(res);
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}
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