[英]Serialization of my GameState to JSON in libGdx is not working, how can I fix it?
我在将 GameState 保存为 JSON 时遇到问题。
最初我将 GameState 保存为 JSON,如下所示:
Json json = new JSON();
String save = json.prettyPrint(state);
我按如下方式加载它:
json.fromJson(GameState.class, save);
然而,State 没有正确加载,所以我进行了一些测试。 我做了以下事情:
class Car
{
public int id;
public Color color;
public Speed speed;
public Car(int id, Color color, Speed speed)
{
this.color = color;
this.id = id;
this.speed = speed;
}
}
class Speed
{
enum ASpeed
{
FAST, MEDIUM, SLOW;
}
ASpeed speed;
public Speed()
{
speed = ASpeed.FAST;
}
}
并在create
@Override
public void create()
{
Json json = new Json();
Car car = new Car(1, Color.RED, new Speed());
String carSave = json.prettyPrint(car);
System.out.println(carSave);
}
我得到的结果是这样的:
{
id:1
color:{
r:1
a:1
}
speed:{}
}
我明白为什么我的游戏没有正确加载; 它没有正确序列化。 我的GameState
几乎是一个包含 3 个Array
数据的类,这些数据需要从游戏到游戏进行。 我有常规的 getter 和 setter 方法以及几十个实用方法来访问相关数据,如下所示:
//TODO: Possibly add an Array of Event instances to fire for each player when certain circumstances are met as well as a string-based flagging system that can be used in the events.
//TODO: Research threading API in libGdx and see about moving the game logic over to a seperate thread - since this class is used for game logic, consider moving this with it.
public class GameState
{
private Array<Player> players;
private Array<Planet> planets;
private Array<Fleet> fleets;
public GameState(Array<Player> players, Array<Planet> planets, Array<Fleet> fleets)
{
this.players = players;
this.planets = planets;
this.fleets = fleets;
}
public Fleet getFleet(int id)
{
if(id <= fleets.size)
{
return fleets.get(id);
}
return null;
}
public Planet getPlanet(int id)
{
if(id <= planets.size)
{
return planets.get(id);
}
return null;
}
public Player getPlayer(int id)
{
if(id <= players.size)
{
return players.get(id);
}
return null;
}
当然,这不是最好的方法,但我每个字段只有大约 100 个并且不打算添加更多,所以这种方法很好地满足了我的目的。 每个玩家都包含一个Integer
数值数组,用于获取相关数据。 一个例子;
public class Player
{
private final int id;
//libGdx Color used by ShapeRenderer to display planets in the right political color
private Color color;
//Things that the game logic demands be accessible from each Player instance
//TODO: Move these over to the libGdx IntegerArray when you have the time - this will avoid the boxing/unboxing penalty when accessing members.
Array<Integer> allies;
Array<Integer>desiredAllies;
Array<Integer> enemies:
Array<Integer> neutrals;
Array<Integer> planets;
Array<Integer> fleets;
public Player(int id, Color color)
{
this.id = id;
this.color = color;
allies = new Array<Integer>();
planets = new Array<Integer>();
fleets = new Array<Integer>();
neutrals = new Array<Integer>();
enemies = new Array<Integer>();
}
//Getters, Setters, and many, many utility methods.
}
Planet、Player 和 Fleet 类都具有相似的结构,甚至实现了相同的接口:
public interface IndexedGameObject extends GameObject
{
int getID();
}
在序列化之前,我的游戏设计和结构运行良好。 我专门学习了 Json 来保存我的游戏,我可能错过了一些东西。 为什么这种设计在序列化时不起作用? 有没有办法让它发挥作用? 如果没有,除了编写我自己的保存格式之外,还有哪些可能的解决方案? 我在 XML 方面的经验很少,这行得通吗?
笔记:
我愿意并且能够编写我自己的保存格式,但是以一致的、人眼可读的方式这样做会增加大量开销和维护,并且会浪费时间(因为它类似于编写一个非常小型的、不完全是函数式的语言,我需要做大量的一般测试以确保它正常工作)和精力,最好花在开发和维护更直观的用户界面上。 如果 JSON 无法满足我的目的,有什么可以吗?
我基本上必须重新安排我的整个日程安排(是的,我保留了一份我需要做的事情以及我应该在何时做这些事情的清单,例如;星期二 - 修复那个烦人的,几乎不可能在放学和家庭作业后重新创建按钮消失的错误)。
理论上,我的 JSON 应该具有这样的结构;
GameState ->
fleets ->
fleet ->
owner: integer id of the player that owns this fleet.
id: the index of this fleet in the Array
locationID: integer id of the province this fleet is located in.
originalTransports: final integer used for reinforcing.
originalFighters: final integer used for reinforcing.
originalFrigates: final integer used for reinforcing.
originalDreadnaughts: final integer used for reinforcing.
transports: number of troop transports currently in the fleet.
fighters: the number of fighters currently in fleet.
frigates: the number of frigates in this fleet.
dreadnaughts: number of dreadnaughts in the fleet.
players ->
player ->
id: int representing the index of this player in the GameState
provinces: Integer Array representing the provinces owned by this player.
allies: Integer Array representing the index of the other Players allied to this one.
enemies: Integer Array representing the indices of the other players at war with this one.
neutrals: Integer Array representing the players whom this player is neutral to
desiredAllies: Integer Array representing the players who this player desires for allies - used mainly by the ai to determine who to send alliance offers to and who to accept them from.
fleets: Integer Array representing the indices of the fleets of this player
provinces ->
province ->
id: int representing the index of this province
owner: int id of the owning player in the GameState
name: String value. Text displayed on the screen when province selected.
isUnderSiege: boolean. Read the variable name.
colonies ->
colony ->
name: String value. Displayed in the menu when the city is selected from the province info screen that pops up when the province is selected.
controller: The index of the controlling Player in the GameState.
population: int number of people who reside here. Used to calculate things such as how many ships this planet provides, or how much tax it gives to the player.
fortLevel: double representing the amount of organized military resistance this colony will give an attacker before surrendering.
growthRate: the number of births occurring in this colony every 60 ticks.
玩家阵列和舰队正常工作。 当我到达省阵时,事情变得很奇怪;
{
planets:[
//There should be 300 provinces. Instead 300 of these
colonies: [ {},{},{},{},{},{},{} ]
]
}
我的具有相关领域的课程看起来像这样;
public class Planet implements IndexedGameObject, Modifier
{
private int id;
private Array<Colony> colonies;
public Planet(int id, Array<Colony> colonies)
{
this.id = id;
this.colonies = colonies;
}
//Utility methods + Getters/Setters
}
class Colony
{
private int parentProvinceID;
private ColonyType type;
public Colony(int parentProvinceID, ColonyType type)
{
this.parentProvinceID = parentProvinceID;
this.type = type;
}
//Some more irrelevant methods
}
enum ColonyType
{
ADMINISTRATIVE, MILITARY, POPULATION;
}
您的问题是由通用 Arrays引起的。 我认为 JSON 不可能序列化例如Array<Player>
。
解决方案是包装通用数组 - 看看这个线程或在可能的情况下不使用通用 Array (例如FloatArray而不是Array )。
另一方面,您的逻辑结构似乎类似于关系 - 也许使用某些 SQL 技术而不是将其保存在对象中并进行序列化/反序列化会更方便? 在这里你有一些简而言之的信息
我通过将枚举字段设为public static
并将它们移动到它们的父类中来解决这个问题 - 正如@Barodapride 和@TenFour04 所指出的那样,我忽略了这一点。
public class Planet
{
private Array<Colony> colonies;
public static class Colony
{
private ColonyType type;
private int parentProvinceID;
public static enum ColonyType
{
ADMINISTRATIVE, MILITARY, POPULATION;
}
}
}
正确序列化。
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.