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- 修复了配置模块文档中 GetConfig、SetConfig、WatchConfig 方法的泛型符号 - 修复了 ECS 模块文档中 ArchSystemAdapter 的泛型符号显示 - 修复了函数式编程文档中 Option 和 Result 类型的泛型符号 - 修复了序列化和存储模块中各类方法的泛型符号显示 - 修正了存储模块文档中的序列化系统链接路径 - 修复了函数式编程教程中 Option 和 Result 的泛型符号显示
18 KiB
18 KiB
title, description
| title | description |
|---|---|
| 序列化系统 | 序列化系统提供了统一的对象序列化和反序列化接口,支持 JSON 格式和运行时类型处理。 |
序列化系统
概述
序列化系统是 GFramework.Game 中用于对象序列化和反序列化的核心组件。它提供了统一的序列化接口,支持将对象转换为字符串格式(如 JSON)进行存储或传输,并能够将字符串数据还原为对象。
序列化系统与数据存储、配置管理、存档系统等模块深度集成,为游戏数据的持久化提供了基础支持。
主要特性:
- 统一的序列化接口
- JSON 格式支持
- 运行时类型序列化
- 泛型和非泛型 API
- 与存储系统无缝集成
- 类型安全的反序列化
核心概念
序列化器接口
ISerializer 定义了基本的序列化操作:
public interface ISerializer : IUtility
{
// 将对象序列化为字符串
string Serialize<T>(T value);
// 将字符串反序列化为对象
T Deserialize<T>(string data);
}
运行时类型序列化器
IRuntimeTypeSerializer 扩展了基本接口,支持运行时类型处理:
public interface IRuntimeTypeSerializer : ISerializer
{
// 使用运行时类型序列化对象
string Serialize(object obj, Type type);
// 使用运行时类型反序列化对象
object Deserialize(string data, Type type);
}
JSON 序列化器
JsonSerializer 是基于 Newtonsoft.Json 的实现:
public sealed class JsonSerializer : IRuntimeTypeSerializer
{
string Serialize<T>(T value);
T Deserialize<T>(string data);
string Serialize(object obj, Type type);
object Deserialize(string data, Type type);
}
基本用法
注册序列化器
在架构中注册序列化器:
using GFramework.Core.Abstractions.serializer;
using GFramework.Game.serializer;
public class GameArchitecture : Architecture
{
protected override void Init()
{
// 注册 JSON 序列化器
var jsonSerializer = new JsonSerializer();
RegisterUtility<ISerializer>(jsonSerializer);
RegisterUtility<IRuntimeTypeSerializer>(jsonSerializer);
}
}
序列化对象
使用泛型 API 序列化对象:
public class PlayerData
{
public string Name { get; set; }
public int Level { get; set; }
public int Experience { get; set; }
}
public class SaveController : IController
{
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
public void SavePlayer()
{
var serializer = this.GetUtility<ISerializer>();
var player = new PlayerData
{
Name = "Player1",
Level = 10,
Experience = 1000
};
// 序列化为 JSON 字符串
string json = serializer.Serialize(player);
Console.WriteLine(json);
// 输出: {"Name":"Player1","Level":10,"Experience":1000}
}
}
反序列化对象
从字符串还原对象:
public void LoadPlayer()
{
var serializer = this.GetUtility<ISerializer>();
string json = "{\"Name\":\"Player1\",\"Level\":10,\"Experience\":1000}";
// 反序列化为对象
var player = serializer.Deserialize<PlayerData>(json);
Console.WriteLine($"玩家: {player.Name}, 等级: {player.Level}");
}
运行时类型序列化
处理不确定类型的对象:
public void SerializeRuntimeType()
{
var serializer = this.GetUtility<IRuntimeTypeSerializer>();
object data = new PlayerData { Name = "Player1", Level = 10 };
Type dataType = data.GetType();
// 使用运行时类型序列化
string json = serializer.Serialize(data, dataType);
// 使用运行时类型反序列化
object restored = serializer.Deserialize(json, dataType);
var player = restored as PlayerData;
Console.WriteLine($"玩家: {player?.Name}");
}
高级用法
与存储系统集成
序列化器与存储系统配合使用:
using GFramework.Core.Abstractions.storage;
using GFramework.Game.storage;
public class DataManager : IController
{
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
public async Task SaveData()
{
var serializer = this.GetUtility<ISerializer>();
var storage = this.GetUtility<IStorage>();
var gameData = new GameData
{
Score = 1000,
Coins = 500
};
// 序列化数据
string json = serializer.Serialize(gameData);
// 写入存储
await storage.WriteAsync("game_data", json);
}
public async Task<GameData> LoadData()
{
var serializer = this.GetUtility<ISerializer>();
var storage = this.GetUtility<IStorage>();
// 从存储读取
string json = await storage.ReadAsync<string>("game_data");
// 反序列化数据
return serializer.Deserialize<GameData>(json);
}
}
序列化复杂对象
处理嵌套和集合类型:
public class InventoryData
{
public List<ItemData> Items { get; set; }
public Dictionary<string, int> Resources { get; set; }
}
public class ItemData
{
public string Id { get; set; }
public string Name { get; set; }
public int Quantity { get; set; }
}
public void SerializeComplexData()
{
var serializer = this.GetUtility<ISerializer>();
var inventory = new InventoryData
{
Items = new List<ItemData>
{
new ItemData { Id = "sword_01", Name = "铁剑", Quantity = 1 },
new ItemData { Id = "potion_hp", Name = "生命药水", Quantity = 5 }
},
Resources = new Dictionary<string, int>
{
{ "gold", 1000 },
{ "wood", 500 }
}
};
// 序列化复杂对象
string json = serializer.Serialize(inventory);
// 反序列化
var restored = serializer.Deserialize<InventoryData>(json);
Console.WriteLine($"物品数量: {restored.Items.Count}");
Console.WriteLine($"金币: {restored.Resources["gold"]}");
}
处理多态类型
序列化继承层次结构:
public abstract class EntityData
{
public string Id { get; set; }
public string Type { get; set; }
}
public class PlayerEntityData : EntityData
{
public int Level { get; set; }
public int Experience { get; set; }
}
public class EnemyEntityData : EntityData
{
public int Health { get; set; }
public int Damage { get; set; }
}
public void SerializePolymorphic()
{
var serializer = this.GetUtility<IRuntimeTypeSerializer>();
// 创建不同类型的实体
EntityData player = new PlayerEntityData
{
Id = "player_1",
Type = "Player",
Level = 10,
Experience = 1000
};
EntityData enemy = new EnemyEntityData
{
Id = "enemy_1",
Type = "Enemy",
Health = 100,
Damage = 20
};
// 使用运行时类型序列化
string playerJson = serializer.Serialize(player, player.GetType());
string enemyJson = serializer.Serialize(enemy, enemy.GetType());
// 根据类型反序列化
var restoredPlayer = serializer.Deserialize(playerJson, typeof(PlayerEntityData));
var restoredEnemy = serializer.Deserialize(enemyJson, typeof(EnemyEntityData));
}
自定义序列化逻辑
虽然 GFramework 使用 Newtonsoft.Json,但你可以通过特性控制序列化行为:
using Newtonsoft.Json;
public class CustomData
{
// 忽略此属性
[JsonIgnore]
public string InternalId { get; set; }
// 使用不同的属性名
[JsonProperty("player_name")]
public string Name { get; set; }
// 仅在值不为 null 时序列化
[JsonProperty(NullValueHandling = NullValueHandling.Ignore)]
public string? OptionalField { get; set; }
// 格式化日期
[JsonProperty("created_at")]
[JsonConverter(typeof(IsoDateTimeConverter))]
public DateTime CreatedAt { get; set; }
}
批量序列化
处理多个对象的序列化:
public async Task SaveMultipleData()
{
var serializer = this.GetUtility<ISerializer>();
var storage = this.GetUtility<IStorage>();
var dataList = new Dictionary<string, object>
{
{ "player", new PlayerData { Name = "Player1", Level = 10 } },
{ "inventory", new InventoryData { Items = new List<ItemData>() } },
{ "settings", new SettingsData { Volume = 0.8f } }
};
// 批量序列化和保存
foreach (var (key, data) in dataList)
{
string json = serializer.Serialize(data);
await storage.WriteAsync(key, json);
}
Console.WriteLine($"已保存 {dataList.Count} 个数据文件");
}
错误处理
处理序列化和反序列化错误:
public void SafeDeserialize()
{
var serializer = this.GetUtility<ISerializer>();
string json = "{\"Name\":\"Player1\",\"Level\":\"invalid\"}"; // 错误的数据
try
{
var player = serializer.Deserialize<PlayerData>(json);
}
catch (ArgumentException ex)
{
Console.WriteLine($"反序列化失败: {ex.Message}");
// 返回默认值或重新尝试
}
catch (JsonException ex)
{
Console.WriteLine($"JSON 格式错误: {ex.Message}");
}
}
public PlayerData DeserializeWithFallback(string json)
{
var serializer = this.GetUtility<ISerializer>();
try
{
return serializer.Deserialize<PlayerData>(json);
}
catch
{
// 返回默认数据
return new PlayerData
{
Name = "DefaultPlayer",
Level = 1,
Experience = 0
};
}
}
版本兼容性
处理数据结构变化:
// 旧版本数据
public class PlayerDataV1
{
public string Name { get; set; }
public int Level { get; set; }
}
// 新版本数据(添加了新字段)
public class PlayerDataV2
{
public string Name { get; set; }
public int Level { get; set; }
public int Experience { get; set; } = 0; // 新增字段,提供默认值
public DateTime LastLogin { get; set; } = DateTime.Now; // 新增字段
}
public PlayerDataV2 LoadWithMigration(string json)
{
var serializer = this.GetUtility<ISerializer>();
try
{
// 尝试加载新版本
return serializer.Deserialize<PlayerDataV2>(json);
}
catch
{
// 如果失败,尝试加载旧版本并迁移
var oldData = serializer.Deserialize<PlayerDataV1>(json);
return new PlayerDataV2
{
Name = oldData.Name,
Level = oldData.Level,
Experience = oldData.Level * 100, // 根据等级计算经验
LastLogin = DateTime.Now
};
}
}
最佳实践
-
使用接口而非具体类型:依赖
ISerializer接口✓ var serializer = this.GetUtility<ISerializer>(); ✗ var serializer = new JsonSerializer(); // 避免直接实例化 -
为数据类提供默认值:确保反序列化的健壮性
public class GameData { public string Name { get; set; } = "Default"; public int Score { get; set; } = 0; public List<string> Items { get; set; } = new(); } -
处理反序列化异常:避免程序崩溃
try { var data = serializer.Deserialize<GameData>(json); } catch (Exception ex) { Logger.Error($"反序列化失败: {ex.Message}"); return GetDefaultData(); } -
避免序列化敏感数据:使用
[JsonIgnore]标记public class UserData { public string Username { get; set; } [JsonIgnore] public string Password { get; set; } // 不序列化密码 } -
使用运行时类型处理多态:保持类型信息
var serializer = this.GetUtility<IRuntimeTypeSerializer>(); string json = serializer.Serialize(obj, obj.GetType()); -
验证反序列化的数据:确保数据完整性
var data = serializer.Deserialize<GameData>(json); if (string.IsNullOrEmpty(data.Name) || data.Score < 0) { throw new InvalidDataException("数据验证失败"); }
性能优化
减少序列化开销
// 避免频繁序列化大对象
public class CachedSerializer
{
private string? _cachedJson;
private GameData? _cachedData;
public string GetJson(GameData data)
{
if (_cachedData == data && _cachedJson != null)
{
return _cachedJson;
}
var serializer = GetSerializer();
_cachedJson = serializer.Serialize(data);
_cachedData = data;
return _cachedJson;
}
}
异步序列化
public async Task SaveDataAsync()
{
var serializer = this.GetUtility<ISerializer>();
var storage = this.GetUtility<IStorage>();
var data = GetLargeData();
// 在后台线程序列化
string json = await Task.Run(() => serializer.Serialize(data));
// 异步写入存储
await storage.WriteAsync("large_data", json);
}
分块序列化
public async Task SaveLargeDataset()
{
var serializer = this.GetUtility<ISerializer>();
var storage = this.GetUtility<IStorage>();
var largeDataset = GetLargeDataset();
// 分块保存
const int chunkSize = 100;
for (int i = 0; i < largeDataset.Count; i += chunkSize)
{
var chunk = largeDataset.Skip(i).Take(chunkSize).ToList();
string json = serializer.Serialize(chunk);
await storage.WriteAsync($"data_chunk_{i / chunkSize}", json);
}
}
常见问题
问题:如何序列化循环引用的对象?
解答: Newtonsoft.Json 默认不支持循环引用,需要配置:
// 注意:GFramework 的 JsonSerializer 使用默认设置
// 如需处理循环引用,避免创建循环引用的数据结构
// 或使用 [JsonIgnore] 打破循环
public class Node
{
public string Name { get; set; }
public List<Node> Children { get; set; }
[JsonIgnore] // 忽略父节点引用,避免循环
public Node? Parent { get; set; }
}
问题:序列化后的 JSON 太大怎么办?
解答: 使用压缩或分块存储:
public async Task SaveCompressed()
{
var serializer = this.GetUtility<ISerializer>();
var storage = this.GetUtility<IStorage>();
var data = GetLargeData();
string json = serializer.Serialize(data);
// 压缩 JSON
byte[] compressed = Compress(json);
// 保存压缩数据
await storage.WriteAsync("data_compressed", compressed);
}
private byte[] Compress(string text)
{
using var output = new MemoryStream();
using (var gzip = new GZipStream(output, CompressionMode.Compress))
using (var writer = new StreamWriter(gzip))
{
writer.Write(text);
}
return output.ToArray();
}
问题:如何处理不同平台的序列化差异?
解答: 使用平台无关的数据类型:
public class CrossPlatformData
{
// 使用 string 而非 DateTime(避免时区问题)
public string CreatedAt { get; set; } = DateTime.UtcNow.ToString("O");
// 使用 double 而非 float(精度一致)
public double Score { get; set; }
// 明确指定编码
public string Text { get; set; }
}
问题:反序列化失败时如何恢复?
解答: 实现备份和恢复机制:
public async Task<GameData> LoadWithBackup(string key)
{
var serializer = this.GetUtility<ISerializer>();
var storage = this.GetUtility<IStorage>();
try
{
// 尝试加载主数据
string json = await storage.ReadAsync<string>(key);
return serializer.Deserialize<GameData>(json);
}
catch
{
// 尝试加载备份
try
{
string backupJson = await storage.ReadAsync<string>($"{key}_backup");
return serializer.Deserialize<GameData>(backupJson);
}
catch
{
// 返回默认数据
return new GameData();
}
}
}
问题:如何加密序列化的数据?
解答: 在序列化后加密:
public async Task SaveEncrypted(string key, GameData data)
{
var serializer = this.GetUtility<ISerializer>();
var storage = this.GetUtility<IStorage>();
// 序列化
string json = serializer.Serialize(data);
// 加密
byte[] encrypted = EncryptString(json);
// 保存
await storage.WriteAsync(key, encrypted);
}
public async Task<GameData> LoadEncrypted(string key)
{
var serializer = this.GetUtility<ISerializer>();
var storage = this.GetUtility<IStorage>();
// 读取
byte[] encrypted = await storage.ReadAsync<byte[]>(key);
// 解密
string json = DecryptToString(encrypted);
// 反序列化
return serializer.Deserialize<GameData>(json);
}
问题:序列化器是线程安全的吗?
解答:
JsonSerializer 本身是线程安全的,但建议通过架构的 Utility 系统访问:
// 线程安全的访问方式
public async Task ParallelSave()
{
var tasks = Enumerable.Range(0, 10).Select(async i =>
{
var serializer = this.GetUtility<ISerializer>();
var data = new GameData { Score = i };
string json = serializer.Serialize(data);
await SaveToStorage($"data_{i}", json);
});
await Task.WhenAll(tasks);
}
相关文档
- 数据与存档系统 - 数据持久化
- 存储系统 - 文件存储
- 设置系统 - 设置数据序列化
- Utility 系统 - 工具类注册