Serialization
Unigine API allows creating of objects whose states can be saved into a binary file and later restored from it.
See also#
An example can be found in <UnigineSDK>/source/samples/Api/Scripts/Serialization/ directory.
Serialization Guidelines#
Saving and restoring of the object state is done by using a binary serialization mechanism of Unigine. In order to be compatible with this mechanism,a class must implement methods that allow you to store states of the class objects into the Unigine::Stream and restore them from it.
These methods can be grouped as follows:
- Methods for saving/restoring of states.
The states are used for objects created and handled purely in UnigineScript.
It means, such object implemented on the C++ side is created in script via new operator and deleted via delete.
It is not passed between UnigineScript and any other system.
- saveState() - saves a state of an object created on the UnigineScript side.
- restoreState() — restores a state of an object created on the UnigineScript side. This function implies that a class has a default constructor that creates an empty object.
- Methods for saving/restoring of pointers.
The pointers are used for objects that are created in a C++ part of the application and will be deleted there as well.
The script receives it, but is not responsible for managing them.
For example, this is the case when a C++ function that creates an object is called from the script.
- savePointer() — a static method which is used to save a state of an object created on C++ side and handled by a script.
- restorePointer() — a static method which is used to restore a state of an object created on C++ side and handled by a script.
If an object is going to be created in script, as well as created on C++ side, all four functions should be implemented.
Step 1. Implement Object Saving and Restoring#
By default, the following implementation is used (see the include/UnigineInterpreter.h header file):
// functor to save a state of an object constructed in scripts
template <class Class>
void ExternClassSaveState(const StreamPtr &stream,Class *object) {
object->saveState(stream);
}
// functor to restore a state of an object constructed in scripts
template <class Class>
Class *ExternClassRestoreState(const StreamPtr &stream) {
Class *object = new Class();
object->restoreState(stream);
return object;
}
// functor to save a state of an object created on C++ side and handled by a script
template <class Class>
void ExternClassSavePointer(const StreamPtr &stream,Class *object) {
Class::savePointer(stream,object);
}
// functor to restore a state of an object created on C++ side and handled by a script
template <class Class>
Class *ExternClassRestorePointer(const StreamPtr &stream) {
return Class::restorePointer(stream);
}
Step 2. Export Class#
You need to export classes whose instances are going to be serialized. One of the following functions can be used for that:
- MakeExternClass() function. Instances of classes exported by using this function are non-restorable, that is, they should be manually re-created. If you try to restore an instance of such the class, this instance will be restored to null.
- MakeExternClassSaveRestoreState() function, which allows you to save and restore instances created within UnigineScript.
- MakeExternClassSaveRestorePointer() function, which allows you to save and restore objects that were created in C++ code and exported into UnigineScript.
- MakeExternClassSaveRestoreStatePointer() function, which combines two previous possibilities, that is, objects created on both the UnigineScript and C++ sides can be saved and restored.
Changing Serialization Behaviour#
After exporting, it is still possible to change serialization behavior in run-time. For that you can use two UnigineScript functions.
- class_append() attaches the object to the script that will handle it (save, restore and delete it).
- class_remove() removes the object from the script.
Serialization Example#
Here is an example of exporting a C++ class that fully supports serialization into UnigineScript.
C++ Side#
#include <UnigineEngine.h>
#include <UnigineInterpreter.h>
#include <UnigineInterface.h>
#include "AppSystemLogic.h"
#include "AppWorldLogic.h"
#include "AppEditorLogic.h"
using namespace Unigine;
using namespace Math;
/******************************************************************************\
*
* User defined class
*
\******************************************************************************/
class MyObject : public Base {
public:
MyObject() : mass(0.0f) {
Log::warning("MyObject::MyObject(): called\n");
}
MyObject(const vec3 &size,float mass) : size(size), mass(mass) {
Log::warning("MyObject::MyObject((%g,%g,%g),%g): called\n",size.x,size.y,size.z,mass);
}
~MyObject() {
Log::warning("MyObject::~MyObject(): called\n");
}
// size
void setSize(const vec3 &s) {
Log::warning("MyObject::setSize((%g,%g,%g)): called\n",s.x,s.y,s.z);
size = s;
}
const vec3 &getSize() const {
return size;
}
// mass
void setMass(float m) {
Log::warning("MyObject::setMass(%g): called\n",m);
mass = m;
}
float getMass() const {
return mass;
}
// save state
void saveState(StreamPtr &stream) const {
Log::warning("MyObject::saveState(): called\n");
stream->writeVec3(size);
stream->writeFloat(mass);
}
// restore state
void restoreState(StreamPtr &stream) {
Log::warning("MyObject::restoreState(): called\n");
size = stream->readVec3();
mass = stream->readFloat();
}
// save pointer
static void savePointer(StreamPtr &stream,MyObject *object) {
Log::warning("MyObject::savePointer(): called\n");
stream->writeVec3(object->size);
stream->writeFloat(object->mass);
}
// restore pointer
static MyObject *restorePointer(StreamPtr &stream) {
MyObject *object = new MyObject();
Log::warning("MyObject::restorePointer(): called\n");
object->size = stream->readVec3();
object->mass = stream->readFloat();
return object;
}
private:
vec3 size;
float mass;
};
MyObject *MakeMyObject(const vec3 &size,float mass) {
return new MyObject(size,mass);
}
void DeleteMyObject(MyObject *object) {
delete object;
}
/******************************************************************************\
*
* Main
*
\******************************************************************************/
#ifdef _WIN32
int wmain(int argc,wchar_t *argv[]) {
#else
int main(int argc,char *argv[]) {
#endif
// export class with serialization
ExternClass<MyObject> *my_object = MakeExternClassSaveRestoreStatePointer<MyObject>();
my_object->addConstructor<const vec3&,float>();
my_object->addFunction("setSize",&MyObject::setSize);
my_object->addFunction("getSize",&MyObject::getSize);
my_object->addFunction("setMass",&MyObject::setMass);
my_object->addFunction("getMass",&MyObject::getMass);
Interpreter::addExternClass("MyObject",my_object);
// export functions
Interpreter::addExternFunction("MakeMyObject",MakeExternFunction(&MakeMyObject));
Interpreter::addExternFunction("DeleteMyObject",MakeExternFunction(&DeleteMyObject));
AppSystemLogic system_logic;
AppWorldLogic world_logic;
AppEditorLogic editor_logic;
Unigine::EnginePtr engine(UNIGINE_VERSION,argc,argv);
engine->main(&system_logic,&world_logic,&editor_logic);
return 0;
}
Unigine Script Side#
And here is how the exported class can be used in UnigineScript (see the description of the yield control statement for better understanding of the example):
/*
*/
MyObject object_0;
MyObject object_1;
/*
*/
void object_info(MyObject object) {
// object parameters
vec3 size = object.getSize();
float mass = object.getMass();
log.message("size is: (%g,%g,%g), mass is: %g\n",size.x,size.y,size.z,mass);
}
/*
*/
int init() {
/////////////////////////////////
log.message("\n");
// make script constructed object
object_0 = new MyObject(vec3(1.0f,2.0f,3.0f),10.0f);
// make extern constructed object
object_1 = MakeMyObject(vec3(4.0f,5.0f,6.0f),100.0f);
/////////////////////////////////
// show console
engine.console.setActivity(1);
return 1;
}
/*
*/
int shutdown() {
// delete external constructed object
DeleteMyObject(object_1);
return 1;
}
/*
*/
int update() {
/////////////////////////////////
// first update
/////////////////////////////////
log.message("\n");
// parameters
object_info(object_0);
object_info(object_1);
yield 1;
/////////////////////////////////
// second update
/////////////////////////////////
log.message("\n");
// save and restore world state
engine.console.run("state_save && state_restore");
yield 1;
/////////////////////////////////
// third update
/////////////////////////////////
log.message("\n");
// parameters
object_info(object_0);
object_info(object_1);
yield 1;
/////////////////////////////////
return 1;
}
Output#
The following result will be printed into the console:
MyObject::MyObject((1,2,3),10): called
MyObject::MyObject((4,5,6),100): called
size is: (1,2,3), mass is: 10
size is: (4,5,6), mass is: 100
Unigine~# state_save && state_restore
Saving "data/serialization" world state to "save/quicksave.save" file
MyObject::saveState(): called
MyObject::savePointer(): called
MyObject::~MyObject(): called
MyObject::~MyObject(): called
Restoring "data/serialization" world state from "save/quicksave.save" file
MyObject::MyObject(): called
MyObject::restoreState(): called
MyObject::MyObject(): called
MyObject::restorePointer(): called
size is: (1,2,3), mass is: 10
size is: (4,5,6), mass is: 100
Unigine~# quit
MyObject::~MyObject(): called
MyObject::~MyObject(): called