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[英]Serialization of my GameState to JSON in libGdx is not working, how can I fix it?
[英]How can I fix this game serialization infinite loop in libGdx?
我的类GameState如下:
public class GameState
{
private Array<Fleet> fleets;
private Array<Planet> planets;
private Array<Player> players;
//Constructors, methods, yada yada
}
我的Fleet课程的非常简化的格式是: 公共舱Fleet {私人Array船; 私人玩家拥有者;
public Fleet(Player owner)
{
this.owner = owner;
this.ships = new Array<Ship>();
}
//Methods
}
简化Player
类;
public class Player
{
private Array<Fleet> fleets;
public Player()
{
fleets = new Array<Fleet>();
}
}
我使用libGdx Json.toJson(state);
将我的游戏保存为Json格式。
我将信息存储在直接引用中,但这引起了一些小问题。 首先是序列化时,对GameState
数据的每个引用都由Json阅读器作为自己的实例进行读取。 因此,如果我序列化GameState x
,然后反序列化它,它将在GameState中读取我的Fleet
Array
并移动到planets
,然后移动到players
。 每当它找到对存储在fleets
的实例的原始引用之一时,就会将其视为自己的实例。
这意味着在加载新游戏之前,这两个引用将指向同一块内存,但是在保存并重新加载后,它们将指向单独的内存。 另外,由于Fleet
保留了Ship
的列表,并且每个Ship
都以字段的形式包含对其父fleet
的引用,因此, Json
序列化器和反序列化器将因此陷入无限循环。
我试图做这个 ,因为它似乎是最简单的方法,但内森在接受的答案指出,并不是最有效的方法。
GameState类
public class GameState
{
public Array<Player> players;
public GameState()
{
this.players = new Array<Player>();
players.add(new Player());
players.add(new Player());
}
}
玩家等级
public class Player
{
public Array<Fleet> fleets;
public Player()
{
fleets = new Array<Fleet>();
}
public void addFleet(Fleet fleet)
{
fleets.add(fleet);
}
}
舰队级
public class Fleet()
{
public Player owner;
public Fleet(Player owner)
{
this.owner = owner;
this.owner.fleets.add(this);
}
}
MainGame类
public class MainGame extends Game
{
@Override
public void create()
{
GameState state = new GameState();
state.fleets.add(new Fleet(state.players.get(0)));
state.fleets.add(new Fleet(state.players.get(1)));
Json json = new Json();
String infiniteLoopOrStackOverflowErrorHappensHere = json.toJson(state);
state = json.fromJson(infiniteLoopOrStackOverflowErrorHappensHere);
}
}
您应该从此错误或StackOverflow错误得到无限循环。
对于深层副本还是浅层副本,这是一个经典问题。 有很多不同的技术可以处理这种情况,但是对于游戏而言,一种简单的处理方法是为每个对象(或游戏实体,如果您使用的是Artemis或Ashley这样的ECS框架)分配唯一的标识符。
序列化对象时,不要序列化其他对象,而只需序列化ID列表即可。 反序列化时,需要对所有内容进行反序列化,然后将id扩展为实际的对象引用。
我在下面给出的是一个简单的示例,说明如何使用您提供的代码执行此操作。
public class MainGame extends ApplicationAdapter {
@Override
public void create() {
final Player player0 = new Player();
final Player player1 = new Player();
final Fleet fleet0 = new Fleet(player0);
player0.fleets.add(fleet0);
final Fleet fleet1 = new Fleet(player1);
player1.fleets.add(fleet1);
GameState state = new GameState();
state.players.add(player0);
state.players.add(player1);
state.fleets.add(fleet0);
state.fleets.add(fleet1);
final Json json = new Json();
final String infiniteLoopOrStackOverflowErrorHappensHere = json.toJson(state.toGameSaveState());
state = json.fromJson(GameSaveState.class, infiniteLoopOrStackOverflowErrorHappensHere).toGameState();
}
}
public abstract class BaseEntity {
private static long idCounter = 0;
public final long id;
BaseEntity() {
this(idCounter++);
}
BaseEntity(final long id) {
this.id = id;
}
}
public abstract class BaseSnapshot {
public final long id;
BaseSnapshot(final long id) {
this.id = id;
}
}
public class Fleet extends BaseEntity {
public Player owner;
Fleet(final long id) {
super(id);
}
public Fleet(final Player owner) {
this.owner = owner;
//this.owner.fleets.add(this); --> Removed because this is a side-effect!
}
public FleetSnapshot toSnapshot() {
return new FleetSnapshot(id, owner.id);
}
public static class FleetSnapshot extends BaseSnapshot {
public final long ownerId;
//Required for serialization
FleetSnapshot() {
super(-1);
ownerId = -1;
}
public FleetSnapshot(final long id, final long ownerId) {
super(id);
this.ownerId = ownerId;
}
public Fleet toFleet(final Map<Long, BaseEntity> entitiesById) {
final Fleet fleet = (Fleet)entitiesById.get(id);
fleet.owner = (Player)entitiesById.get(ownerId);
return fleet;
}
}
}
public class GameSaveState {
public final Array<PlayerSnapshot> playerSnapshots;
public final Array<FleetSnapshot> fleetSnapshots;
//required for serialization
GameSaveState() {
playerSnapshots = null;
fleetSnapshots = null;
}
public GameSaveState(final Array<PlayerSnapshot> playerSnapshots, final Array<FleetSnapshot> fleetSnapshots) {
this.playerSnapshots = playerSnapshots;
this.fleetSnapshots = fleetSnapshots;
}
public GameState toGameState() {
final Map<Long, BaseEntity> entitiesById = constructEntitiesByIdMap();
final GameState restoredState = new GameState();
restoredState.players = restorePlayerEntities(entitiesById);
restoredState.fleets = restoreFleetEntities(entitiesById);
return restoredState;
}
private Map<Long, BaseEntity> constructEntitiesByIdMap() {
final Map<Long, BaseEntity> entitiesById = new HashMap<Long, BaseEntity>();
for (final PlayerSnapshot playerSnapshot : playerSnapshots) {
final Player player = new Player(playerSnapshot.id);
entitiesById.put(player.id, player);
}
for (final FleetSnapshot fleetSnapshot : fleetSnapshots) {
final Fleet fleet = new Fleet(fleetSnapshot.id);
entitiesById.put(fleet.id, fleet);
}
return entitiesById;
}
private Array<Player> restorePlayerEntities(final Map<Long, BaseEntity> entitiesById) {
final Array<Player> restoredPlayers = new Array<Player>(playerSnapshots.size);
for (final PlayerSnapshot playerSnapshot : playerSnapshots) {
restoredPlayers.add(playerSnapshot.toPlayer(entitiesById));
}
return restoredPlayers;
}
private Array<Fleet> restoreFleetEntities(final Map<Long, BaseEntity> entitiesById) {
final Array<Fleet> restoredFleets = new Array<Fleet>(fleetSnapshots.size);
for (final FleetSnapshot fleetSnapshot : fleetSnapshots) {
restoredFleets.add(fleetSnapshot.toFleet(entitiesById));
}
return restoredFleets;
}
}
public class GameState {
public Array<Player> players = new Array<Player>();
public Array<Fleet> fleets = new Array<Fleet>();
public GameSaveState toGameSaveState() {
final Array<PlayerSnapshot> playerSnapshots = new Array<PlayerSnapshot>(players.size);
final Array<FleetSnapshot> fleetSnapshots = new Array<FleetSnapshot>(fleets.size);
for (final Player player : players) {
playerSnapshots.add(player.toSnapshot());
}
for (final Fleet fleet : fleets) {
fleetSnapshots.add(fleet.toSnapshot());
}
return new GameSaveState(playerSnapshots, fleetSnapshots);
}
}
public class Player extends BaseEntity {
public Array<Fleet> fleets = new Array<Fleet>();
public Player () {}
Player (final long id) {
super(id);
}
public PlayerSnapshot toSnapshot() {
final Array<Long> fleetIds = new Array<Long>(fleets.size);
for(final Fleet fleet : fleets) {
fleetIds.add(fleet.id);
}
return new PlayerSnapshot(id, fleetIds);
}
public static class PlayerSnapshot extends BaseSnapshot {
public final Array<Long> fleetIds;
//Required for serialization
PlayerSnapshot() {
super(-1);
fleetIds = null;
}
public PlayerSnapshot(final long id, final Array<Long> fleetIds) {
super(id);
this.fleetIds = fleetIds;
}
public Player toPlayer(final Map<Long, BaseEntity> entitiesById) {
final Player restoredPlayer = (Player)entitiesById.get(id);
for (final long fleetId : fleetIds) {
restoredPlayer.fleets.add((Fleet)entitiesById.get(fleetId));
}
return restoredPlayer;
}
}
}
话虽这么说,所有这些解决方案正在做的是用您的代码修补一个基本问题。 也就是说,您正在通过具有双向关系来紧密耦合代码。
您可以通过多种方式解决此问题。
您可以使关系成为单向的(一个玩家拥有许多舰队,但是舰队没有对玩家的引用)。 这将帮助您遵循已知的典型OOP技术来对类进行建模。 这也意味着查找哪个玩家拥有舰队可能是昂贵的。 您可能会以所有权树而不是图形的方式来思考关系。 这也可能会限制灵活性,但可能就足够了。
您可以对所有对象引用使用间接寻址,并将ID存储在基本对象中。 然后,您将具有一个查找服务(使用HashMap),该服务存储映射到该对象的所有实体ID。 每当需要对象时,只需将id传递到服务中即可。
我认为您可以使用自定义序列化和反序列化,这是LibGdx的json库支持的。 您需要使用id和浅引用,因此需要一些特殊的机制来保存/恢复链接的对象。 但这会删除多余的快照类。
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