AngelScript

Serializer

Path: /sdk/add_on/serializer/

The `CSerializer` implements support for serializing the values of global variables in a module, for example in order to reload a slightly modified version of the script without reinitializing everything. It will resolve primitives and script classes automatically, including references and handles. For application registered types, the application needs to implement callback objects to show how these should be serialized.

The implementation currently has some limitations:

- It can only serialize to memory, i.e. it is not possible to save the values to a file.
- If the variables changed type when restoring, the serializer cannot restore the value.
- The serializer will attempt to backup all objects, but in some cases an application may not want to backup the actual object, but only a reference to it, e.g. an internal application object referenced by the script. Currently there is no way of telling the serializer to do differently in this case.
- If the module holds references to objects from another module it will probably fail in restoring the values.

## Public C++ interface

    class CSerializer
    {
    public:
      CSerializer();
      ~CSerializer();

      // Add implementation for serializing user types
      void AddUserType(CUserType *ref, const std::string &name);

      // Store all global variables in the module
      int Store(asIScriptModule *mod);

      // Restore all global variables after reloading script
      int Restore(asIScriptModule *mod);
    };

## Example usage

    struct CStringType;
    struct CArrayType;

    void RecompileModule(asIScriptEngine *engine, asIScriptModule *mod)
    {
      string modName = mod->GetName();

      // Tell the serializer how the user types should be serialized
      // by adding the implementations of the CUserType interface
      CSerializer backup;
      backup.AddUserType(new CStringType(), "string");
      backup.AddUserType(new CArrayType(), "array");

      // Backup the values of the global variables
      modStore.Store(mod);

      // Application can now recompile the module
      CompileModule(modName);

      // Restore the values of the global variables in the new module
      mod = engine->GetModule(modName.c_str(), asGM_ONLY_IF_EXISTS);
      backup.Restore(mod);
    }

    // This serializes the std::string type
    struct CStringType : public CUserType
    {
      void Store(CSerializedValue *val, void *ptr)
      {
        val->SetUserData(new std::string(*(std::string*)ptr));
      }
      void Restore(CSerializedValue *val, void *ptr)
      {
        std::string *buffer = (std::string*)val->GetUserData();
        *(std::string*)ptr = *buffer;
      }
      void CleanupUserData(CSerializedValue *val)
      {
        std::string *buffer = (std::string*)val->GetUserData();
        delete buffer;
      }
    };

    // This serializes the CScriptArray type
    struct CArrayType : public CUserType
    {
      void Store(CSerializedValue *val, void *ptr)
      {
        CScriptArray *arr = (CScriptArray*)ptr;

        for( unsigned int i = 0; i < arr->GetSize(); i++ )
          val->m_children.push_back(new CSerializedValue(val ,"", arr->At(i), arr->GetElementTypeId()));
      }
      void Restore(CSerializedValue *val, void *ptr)
      {
        CScriptArray *arr = (CScriptArray*)ptr;
        arr->Resize(val->m_children.size());

        for( size_t i = 0; i < val->m_children.size(); ++i )
          val->m_children[i]->Restore(arr->At(i));
      }
    };