private void SerializeWithNoSave() { // Note: We havent registered for callbacks, so once serialization is completed we are updating status of it SerializationData = RSManager.Serialize <SerializationSample>(SerializationTarget); // Updating serialization status AddNewResult("Serialization finished"); AppendResult(SerializationData); }
private void SerializeToPlayerPrefs() { RSManager.Serialize <SerializationSample>(SerializationTarget, Save2PrefsSerializationID, eSaveTarget.PLAYER_PREFS); }
private void SerializeToFile() { RSManager.Serialize <SerializationSample>(SerializationTarget, Save2FileSerializationID, eSaveTarget.FILE_SYSTEM); }
private void StartProfiling(TestCase _test) { Stopwatch _sw = new Stopwatch(); // Start timer to check performance _sw.Start(); switch (_test) { case TestCase.BS_SERIALIZATION: for (int _iter = 0; _iter < m_executionCount; _iter++) { PerformBSSerialization <BenchmarkSample>(m_benchmarkSample); } break; case TestCase.BS_DESERIALIZATION: for (int _iter = 0; _iter < m_executionCount; _iter++) { m_benchmarkSample = PerformBSDeserialization <BenchmarkSample>(); } break; case TestCase.RS_SERIALIZATION_CLASS: for (int _iter = 0; _iter < m_executionCount; _iter++) { RSManager.Serialize <BenchmarkSample>(m_benchmarkSample, kRuntimeSerializationClassID, eSaveTarget.PLAYER_PREFS); } break; case TestCase.RS_DESERIALIZATION_CLASS: for (int _iter = 0; _iter < m_executionCount; _iter++) { m_benchmarkSample = RSManager.Deserialize <BenchmarkSample>(kRuntimeSerializationClassID); } break; case TestCase.RS_SERIALIZATION_GAMEOBJECT: #if (UNITY_WEBPLAYER || UNITY_WEBGL) for (int _iter = 0; _iter < m_executionCount; _iter++) { RSManager.Serialize <GameObject>(m_serializeGameObject, kGameobjectSaveID, eSaveTarget.PLAYER_PREFS); } #else for (int _iter = 0; _iter < m_executionCount; _iter++) { RSManager.Serialize <GameObject>(m_serializeGameObject, kGameobjectSaveID, eSaveTarget.FILE_SYSTEM); } #endif break; case TestCase.RS_DESERIALIZATION_GAMEOBJECT: for (int _iter = 0; _iter < m_executionCount; _iter++) { m_serializeGameObject = RSManager.Deserialize <GameObject>(kGameobjectSaveID); } break; case TestCase.RS_SERIALIZATION_PREFAB: #if (UNITY_WEBPLAYER || UNITY_WEBGL) for (int _iter = 0; _iter < m_executionCount; _iter++) { RSManager.Serialize <GameObject>(m_serializePrefab, kPrefabSaveID, eSaveTarget.PLAYER_PREFS); } #else for (int _iter = 0; _iter < m_executionCount; _iter++) { RSManager.Serialize <GameObject>(m_serializePrefab, kPrefabSaveID, eSaveTarget.FILE_SYSTEM); } #endif break; case TestCase.RS_DESERIALIZATION_PREFAB: for (int _iter = 0; _iter < m_executionCount; _iter++) { m_serializePrefab = RSManager.Deserialize <GameObject>(kPrefabSaveID); } break; } // Stop timer _sw.Stop(); m_testResult = string.Format("[PerformanceTester] Execution time for {0}: {1}ms", _test, _sw.ElapsedMilliseconds); }