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bitsery/examples/forward_backward_compatibility.cpp

106 lines
3.1 KiB
C++

#include <bitsery/bitsery.h>
#include <bitsery/adapter/buffer.h>
//include traits for types, that we'll be using
#include <bitsery/traits/string.h>
#include <bitsery/traits/array.h>
#include <bitsery/traits/vector.h>
//include extension that will allow to have backward/forward compatibility
#include <bitsery/ext/growable.h>
namespace MyTypes {
//define data
enum Color:uint8_t { Red, Green, Blue };
struct Vec3 { float x, y, z; };
struct Weapon {
std::string name{};
int16_t damage{};
Weapon() = default;
Weapon(const std::string& _name, int16_t dmg):name{_name}, damage{dmg} {}
private:
//define serialize function as private, and give access to bitsery
friend bitsery::Access;
template <typename S>
void serialize (S& s) {
//forward/backward compatibility for monsters
s.ext(*this, bitsery::ext::Growable{}, [&s](Weapon& o1) {
s.text1b(o1.name, 20);
s.value2b(o1.damage);
});
}
};
struct Monster {
Vec3 pos;
int16_t mana;
int16_t hp;
std::string name;
std::vector<uint8_t> inventory;
Color color;
std::vector<Weapon> weapons;
Weapon equipped;
std::vector<Vec3> path;
};
template <typename S>
void serialize(S& s, Vec3& o) {
s.value4b(o.x);
s.value4b(o.y);
s.value4b(o.z);
}
template <typename S>
void serialize (S& s, Monster& o) {
//forward/backward compatibility for monsters
s.ext(o, bitsery::ext::Growable{}, [&s](Monster& o1) {
s.value1b(o1.color);
s.value2b(o1.mana);
s.value2b(o1.hp);
s.object(o1.equipped);
s.object(o1.pos);
s.container(o1.path, 1000);
s.container(o1.weapons, 100);
s.container1b(o1.inventory, 50);
s.text1b(o1.name, 20);
});
}
}
using namespace bitsery;
//use fixed-size buffer
using Buffer = std::array<uint8_t, 10000>;
using OutputAdapter = OutputBufferAdapter<Buffer>;
using InputAdapter = InputBufferAdapter<Buffer>;
//create configuration that enables session support, to work with "growable" extension
struct SessionsEnabled:public DefaultConfig {
static constexpr bool BufferSessionsEnabled = true;
};
int main() {
//set some random data
MyTypes::Monster data{};
data.name = "lew";
data.weapons.push_back(MyTypes::Weapon{"GoodWeapon", 100});
//create buffer to store data to
Buffer buffer{};
//since we're using different configuration, we cannot use quickSerialization function.
BasicSerializer<AdapterWriter<OutputAdapter, SessionsEnabled>> ser{OutputAdapter{buffer}};
ser.object(data);
auto& w = AdapterAccess::getWriter(ser);
w.flush();
auto writtenSize = w.writtenBytesCount();
MyTypes::Monster res{};
//deserialize
BasicDeserializer<AdapterReader<InputAdapter, SessionsEnabled>> des{InputAdapter{buffer.begin(), writtenSize}};
des.object(res);
auto& r = AdapterAccess::getReader(des);
assert(r.error() == ReaderError::NoError && r.isCompletedSuccessfully());
}