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EasySerializer.cs
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EasySerializer.cs
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/*
* EasySerializer
*
* Author: Anton Holmquist
* Copyright (c) 2013 Anton Holmquist. All rights reserved.
* http://github.com/antonholmquist/easy-serializer-unity
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using System;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using System.Reflection;
public class EasySerializer {
public static void SerializeObjectToFile(object serializableObject, string filePath) {
EasySerializer.SetEnvironmentVariables();
Stream stream = File.Open(filePath, FileMode.Create);
BinaryFormatter formatter = new BinaryFormatter();
formatter.Binder = new VersionDeserializationBinder();
formatter.Serialize(stream, serializableObject);
stream.Close();
}
public static object DeserializeObjectFromFile(string filePath) {
if (!File.Exists(filePath)) {
return null;
}
EasySerializer.SetEnvironmentVariables();
Stream stream = null;
try {
stream = File.Open(filePath, FileMode.Open);
}
catch(FileNotFoundException e) {
return null;
}
BinaryFormatter formatter = new BinaryFormatter();
formatter.Binder = new VersionDeserializationBinder();
object o = formatter.Deserialize(stream);
stream.Close();
return o;
}
/* SetEnvironmentVariables required to avoid run-time code generation that will break iOS compatibility
* Suggested by Nico de Poel:
* http://answers.unity3d.com/questions/30930/why-did-my-binaryserialzer-stop-working.html?sort=oldest
*/
private static void SetEnvironmentVariables() {
Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");
}
}
/* VersionDeserializationBinder is required to guarantee a fixed serialization assembly name, which Unity likes to randomize on each compile
* Suggested by TowerOfBricks:
* http://answers.unity3d.com/questions/8480/how-to-scrip-a-saveload-game-option.html
* */
public sealed class VersionDeserializationBinder : SerializationBinder
{
public override Type BindToType( string assemblyName, string typeName )
{
if ( !string.IsNullOrEmpty( assemblyName ) && !string.IsNullOrEmpty( typeName ) )
{
Type typeToDeserialize = null;
assemblyName = Assembly.GetExecutingAssembly().FullName;
// The following line of code returns the type.
typeToDeserialize = Type.GetType( String.Format( "{0}, {1}", typeName, assemblyName ) );
return typeToDeserialize;
}
return null;
}
}