Esempio n. 1
0
        /// <summary>
        /// Provides methods for saving game objects. Most game objects can be saved with no special requirements, however any
        /// object that contains a circular referencing property, must have a JSonProperty(ReferenceLoopHandling = Serialize) attribute applied
        /// to the offending circular referenced property.
        /// </summary>
        /// <param name="objectToSave">A reference to an object that needs to be wrote to file</param>
        /// <param name="fullFilePath">The full path including filename that this file needs to be saved</param>
        public void Save(object objectToSave, string fullFilePath)
        {
            // Get the directory path without filename
            var path = Path.GetDirectoryName(fullFilePath);

            // Check if the path exists. If not, create it.
            if (!Directory.Exists(path))
            {
                Directory.CreateDirectory(path);
            }

            // Check if the file already exists. If so, delete it
            if (File.Exists(fullFilePath))
            {
                File.Delete(fullFilePath);
            }

            // Setup our binary writer
            using (var writer = new BinaryWriter(File.Open(fullFilePath, FileMode.OpenOrCreate)))
            {
                var settings = new JsonSerializerSettings();
                // Must use the custom SerializationContracts contract to ensure
                // that public read-only properties have their values restored later.
                var contract = new SerializationContracts();

                settings.TypeNameHandling           = TypeNameHandling.All;
                settings.PreserveReferencesHandling = PreserveReferencesHandling.Objects;

                // Serialize the object to text.
                var serialziedObject = JsonConvert.SerializeObject(objectToSave, Formatting.Indented, settings);

                // Write the text to file.
                writer.Write(serialziedObject);
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Provides a method for loading game objects. Most game objects can be loaded after saving with no special requirements, however any
        /// object that contains a circular referencing property, must have a JSonProperty(ReferenceLoopHandling = Serialize) attribute applied
        /// to the offending circular referenced property.
        /// </summary>
        /// <param name="fullFilePath">The full path including filename that this file needs to be saved</param>
        /// <param name="t">The Type that needs to be instanced and restored.</param>
        /// <returns></returns>
        public object Load(string fullFilePath, Type t)
        {
            // Get the directory path without filename
            var path = Path.GetDirectoryName(fullFilePath);

            if (path == null)
            {
                return(null);
            }

            // Check if the path exists. If not, create it.
            if (!Directory.Exists(path))
            {
                Directory.CreateDirectory(path);
            }

            // if the file doesn't exist, abort.
            if (!File.Exists(fullFilePath))
            {
                return(null);
            }

            // Setup our binary reader.
            using (var br = new BinaryReader(File.Open(fullFilePath, FileMode.Open)))
            {
                // Read the contents of the file and store them
                var objectToLoad = br.ReadString();

                var settings = new JsonSerializerSettings();

                // Must use the custom SerializationContracts contract to ensure
                // that public read-only properties have their values restored later.
                var contract = new SerializationContracts();

                settings.PreserveReferencesHandling = PreserveReferencesHandling.Objects;
                settings.TypeNameHandling           = TypeNameHandling.All;
                settings.ContractResolver           = contract;

                // Deserialize the object and return it.
                return(JsonConvert.DeserializeObject <Object>(objectToLoad, settings));
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Provides a method for loading game objects. Most game objects can be loaded after saving with no special requirements, however any
        /// object that contains a circular referencing property, must have a JSonProperty(ReferenceLoopHandling = Serialize) attribute applied
        /// to the offending circular referenced property.
        /// </summary>
        /// <param name="fullFilePath">The full path including filename that this file needs to be saved</param>
        /// <param name="t">The Type that needs to be instanced and restored.</param>
        /// <returns></returns>
        public object Load(string fullFilePath, Type t)
        {
            // Get the directory path without filename
            var path = Path.GetDirectoryName(fullFilePath);

            if (path == null)
            {
                return null;
            }

            // Check if the path exists. If not, create it.
            if (!Directory.Exists(path))
            {
                Directory.CreateDirectory(path);
            }

            // if the file doesn't exist, abort.
            if (!File.Exists(fullFilePath)) return null;

            // Setup our binary reader.
            using (var br = new BinaryReader(File.Open(fullFilePath, FileMode.Open)))
            {
                // Read the contents of the file and store them
                var objectToLoad = br.ReadString();

                var settings = new JsonSerializerSettings();

                // Must use the custom SerializationContracts contract to ensure
                // that public read-only properties have their values restored later.
                var contract = new SerializationContracts();

                settings.PreserveReferencesHandling = PreserveReferencesHandling.Objects;
                settings.TypeNameHandling = TypeNameHandling.All;
                settings.ContractResolver = contract;

                // Deserialize the object and return it.
                return JsonConvert.DeserializeObject<Object>(objectToLoad, settings);
            }
        }
Esempio n. 4
0
        /// <summary>
        /// Provides methods for saving game objects. Most game objects can be saved with no special requirements, however any
        /// object that contains a circular referencing property, must have a JSonProperty(ReferenceLoopHandling = Serialize) attribute applied
        /// to the offending circular referenced property.
        /// </summary>
        /// <param name="objectToSave">A reference to an object that needs to be wrote to file</param>
        /// <param name="fullFilePath">The full path including filename that this file needs to be saved</param>
        public void Save(object objectToSave, string fullFilePath)
        {
            // Get the directory path without filename
            var path = Path.GetDirectoryName(fullFilePath);

            // Check if the path exists. If not, create it.
            if (!Directory.Exists(path))
            {
                Directory.CreateDirectory(path);
            }

            // Check if the file already exists. If so, delete it
            if (File.Exists(fullFilePath))
                File.Delete(fullFilePath);

            // Setup our binary writer
            using (var writer = new BinaryWriter(File.Open(fullFilePath, FileMode.OpenOrCreate)))
            {
                var settings = new JsonSerializerSettings();
                // Must use the custom SerializationContracts contract to ensure
                // that public read-only properties have their values restored later.
                var contract = new SerializationContracts();

                settings.TypeNameHandling = TypeNameHandling.All;
                settings.PreserveReferencesHandling = PreserveReferencesHandling.Objects;

                // Serialize the object to text.
                var serialziedObject = JsonConvert.SerializeObject(objectToSave, Formatting.Indented, settings);

                // Write the text to file.
                writer.Write(serialziedObject);
            }
        }