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[英]Newtonsoft C# Custom JsonConverter not deserializing an Array of Bytes
[英]Custom JsonConverter ignored when deserializing item in array
編輯:制作一個更簡單,更透明的樣本案例
我正在嘗試反序列化一組組件(屬於一個實體)。 其中一個組件是Sprite組件,它包含紋理和動畫信息。 我為此實現了一個CustomConverter,因為原始的sprite類有點臃腫,而且沒有無參數構造函數(該類來自一個單獨的庫,因此我無法對其進行修改)。
實際的用例有點復雜,但我在下面添加了一個類似的示例。 我測試了代碼並出現了同樣的問題。 反序列化時從不使用ReadJson。 但是當序列化WriteJson時,調用完全正常。
這些是組件和定制轉換器;
public class ComponentSample
{
int entityID;
}
public class Rect
{
public int x;
public int y;
public int width;
public int height;
public Rect( int x, int y, int width, int height )
{
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
}
//this class would normally have a texture and a bunch of other data that is hard to serialize
//so we will use a jsonconverter to instead point to an atlas that contains the texture's path and misc data
public class SpriteSample<TEnum> : ComponentSample
{
Dictionary<TEnum, Rect[]> animations = new Dictionary<TEnum, Rect[]>();
public SpriteSample( TEnum animationKey, Rect[] frames )
{
this.animations.Add( animationKey, frames );
}
}
public class SpriteSampleConverter : JsonConverter<SpriteSample<int>>
{
public override SpriteSample<int> ReadJson( JsonReader reader, Type objectType, SpriteSample<int> existingValue, bool hasExistingValue, JsonSerializer serializer )
{
JObject jsonObj = JObject.Load( reader );
//get texturepacker atlas
string atlasPath = jsonObj.Value<String>( "atlasPath" );
//some wizardy to get all the animation and load the texture and stuff
//for simplicity sake I'll just put in some random data
return new SpriteSample<int>( 99, new Rect[ 1 ] { new Rect( 0, 0, 16, 16 ) } );
}
public override void WriteJson( JsonWriter writer, SpriteSample<int> value, JsonSerializer serializer )
{
writer.WriteStartObject();
writer.WritePropertyName( "$type" );
//actually don't know how to get the type, so I just serialized the SpriteSample<int> to check
writer.WriteValue( "JsonSample.SpriteSample`1[[System.Int32, mscorlib]], NezHoorn" );
writer.WritePropertyName( "animationAtlas" );
writer.WriteValue( "sampleAtlasPathGoesHere" );
writer.WriteEndObject();
}
}
它在序列化時正確生成Json;
JsonSerializer serializer = new JsonSerializer();
JsonSerializerSettings settings = new JsonSerializerSettings();
settings.ReferenceLoopHandling = Newtonsoft.Json.ReferenceLoopHandling.Serialize;
settings.PreserveReferencesHandling = PreserveReferencesHandling.All; //none
settings.TypeNameHandling = TypeNameHandling.All;
settings.Formatting = Formatting.Indented;
settings.MissingMemberHandling = MissingMemberHandling.Ignore;
settings.DefaultValueHandling = DefaultValueHandling.Ignore;
settings.ConstructorHandling = ConstructorHandling.AllowNonPublicDefaultConstructor;
settings.Converters.Add( new SpriteSampleConverter() );
ComponentSample[] components = new ComponentSample[]
{
new ComponentSample(),
new ComponentSample(),
new SpriteSample<int>(10, new Rect[] { new Rect(0,0,32,32 ) } )
};
string fullFile = "sample.json";
string directoryPath = Path.GetDirectoryName( fullFile );
if ( directoryPath != "" )
Directory.CreateDirectory( directoryPath );
using ( StreamWriter file = File.CreateText( fullFile ) )
{
string jsonString = JsonConvert.SerializeObject( components, settings );
file.Write( jsonString );
}
JSON:
{
"$id": "1",
"$type": "JsonSample.ComponentSample[], NezHoorn",
"$values": [
{
"$id": "2",
"$type": "JsonSample.ComponentSample, NezHoorn"
},
{
"$id": "3",
"$type": "JsonSample.ComponentSample, NezHoorn"
},
{
"$type": "JsonSample.SpriteSample`1[[System.Int32, mscorlib]], NezHoorn",
"animationAtlas": "sampleAtlasPathGoesHere"
}
]
}
但是當我嘗試反序列化列表時,它從不在SpriteSampleConverter上調用ReadJson,只是嘗試按原樣反序列化對象。
JsonSerializerSettings settings = new JsonSerializerSettings();
settings.ReferenceLoopHandling = Newtonsoft.Json.ReferenceLoopHandling.Ignore;
settings.PreserveReferencesHandling = PreserveReferencesHandling.All;
settings.TypeNameHandling = TypeNameHandling.All;
settings.Formatting = Formatting.Indented;
settings.MissingMemberHandling = MissingMemberHandling.Ignore;
settings.NullValueHandling = NullValueHandling.Ignore;
settings.DefaultValueHandling = DefaultValueHandling.Ignore;
settings.ConstructorHandling = ConstructorHandling.AllowNonPublicDefaultConstructor;
settings.Converters.Add( new SpriteSampleConverter() );
using ( StreamReader file = File.OpenText( "sample.json" ) )
{
//JsonConvert.PopulateObject( file.ReadToEnd(), man, settings );
JObject componentsJson = JObject.Parse( file.ReadToEnd() );
//ComponentList components = JsonConvert.DeserializeObject<ComponentList>( componentsJson.ToString(), settings );
JArray array = JArray.Parse( componentsJson.GetValue( "$values" ).ToString() );
ComponentSample[] list = JsonConvert.DeserializeObject<ComponentSample[]>( array.ToString(), settings );
//The SpriteSampleConverter does work here!
SpriteSample<int> deserializedSprite = JsonConvert.DeserializeObject<SpriteSample<int>>( componentsJson.GetValue( "$values" ).ElementAt(2).ToString(), settings );
}
我做了一個快速測試,看看SpriteSampleConverter是否有效,並且在這里調用了ReadJson;
SpriteSample deserializedSprite = JsonConvert.DeserializeObject>(componentsJson.GetValue(“$ values”)。ElementAt(2).ToString(),settings);
這不是有效的解決方案,因為我不知道對象是否具有sprite組件。 我猜測Deserializing to Component []會讓串行器只使用故障轉換器嗎? 我有什么想法可能做錯了嗎?
編輯我剛剛嘗試了一個非通用的JsonConverter來查看是否調用了CanConvert,並且在檢查ComponentSample []和ComponentSample類型時調用了它,但是SpriteSample從未經過檢查。
public class SpriteSampleConverterTwo : JsonConverter
{
public override bool CanConvert( Type objectType )
{
return objectType == typeof( SpriteSample<int> );
}
public override object ReadJson( JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer )
{
JObject jsonObj = JObject.Load( reader );
//get texturepacker atlas
string atlasPath = jsonObj.Value<String>( "atlasPath" );
//some wizardy to get all the animation and load the texture and stuff
//for simplicity sake I'll just put in some random data
return new SpriteSample<int>( 99, new Rect[ 1 ] { new Rect( 0, 0, 16, 16 ) } );
}
public override void WriteJson( JsonWriter writer, object value, JsonSerializer serializer )
{
writer.WriteStartObject();
writer.WritePropertyName( "$type" );
//actually don't know how to get the type, so I just serialized the SpriteSample<int> to check
writer.WriteValue( "JsonSample.SpriteSample`1[[System.Int32, mscorlib]], NezHoorn" );
writer.WritePropertyName( "animationAtlas" );
writer.WriteValue( "sampleAtlasPathGoesHere" );
writer.WriteEndObject();
}
}
我希望我可以看一下json.net的來源,但是我正在努力讓它運行起來。
我看了一下json.net的源代碼,得出結論只有數組聲明的類型才能用於檢查轉換器;
JsonConverter collectionItemConverter = GetConverter(contract.ItemContract, null, contract, containerProperty);
int? previousErrorIndex = null;
bool finished = false;
do
{
try
{
if (reader.ReadForType(contract.ItemContract, collectionItemConverter != null))
{
switch (reader.TokenType)
{
case JsonToken.EndArray:
finished = true;
break;
case JsonToken.Comment:
break;
default:
object value;
if (collectionItemConverter != null && collectionItemConverter.CanRead)
{
value = DeserializeConvertable(collectionItemConverter, reader, contract.CollectionItemType, null);
}
它不會檢查每個單獨的數組項的類型以查找相應的轉換器。
因此,我需要找到與使用轉換器不同的解決方案。
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