235 lines
6.7 KiB
Markdown
235 lines
6.7 KiB
Markdown
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* [Basic usage](#basic-usage)
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* [Serializing class instances](#serializing-class-instances)
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* [Advanced usage](#advanced-usage)
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* [Reference](#reference)
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* [`bitser.dumps`](#dumps)
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* [`bitser.dumpLoveFile`](#dumplovefile)
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* [`bitser.loads`](#loads)
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* [`bitser.loadData`](#loaddata)
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* [`bitser.loadLoveFile`](#loadlovefile)
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* [`bitser.register`](#register)
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* [`bitser.registerClass`](#registerclass)
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* [`bitser.unregister`](#unregister)
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* [`bitser.unregisterClass`](#unregisterclass)
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* [`bitser.reserveBuffer`](#reservebuffer)
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* [`bitser.clearBuffer`](#clearbuffer)
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# Basic usage
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```lua
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local bitser = require 'bitser'
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-- some_thing can be almost any lua value
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local binary_data = bitser.dumps(some_thing)
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-- binary_data is a string containing some serialized value
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local copy_of_some_thing = bitser.loads(binary_data)
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```
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Bitser can't dump values of type `function`, `userdata` or `thread`, or anything that
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contains one of those. If you need to, look into [`bitser.register`](#register).
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# Serializing class instances
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All you need to make bitser correctly serialize your class instances is register that class:
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```lua
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-- this is usually enough
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bitser.registerClass(MyClass)
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-- if you use Slither, you can add it to __attributes__
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class 'MyClass' {
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__attributes__ = {bitser.registerClass},
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-- insert rest of class here
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}
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local data = bitser.dumps(MyClass(42))
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local instance = bitser.loads(data)
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```
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Note that classnames need to be unique to avoid confusion, so if you have two different classes named `Foo` you'll need to do
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something like:
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```lua
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-- in module_a.lua
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bitser.registerClass('module_a.Foo', Foo)
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-- in module_b.lua
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bitser.registerClass('module_b.Foo', Foo)
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```
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See the reference sections on [`bitser.registerClass`](#registerclass) and
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[`bitser.unregisterClass`](#unregisterclass) for more information.
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## Supported class libraries
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* MiddleClass
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* SECL
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* hump.class
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* Slither
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* Moonscript classes
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# Advanced usage
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If you use [LÖVE](https://love2d.org/), you'll want to use [`bitser.dumpLoveFile`](#dumplovefile) and [`bitser.loadLoveFile`](#loadlovefile) if you want to serialize to the save directory. You also might have images and other resources that you'll need to register, like follows:
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```lua
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function love.load()
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bad_guy_img = bitser.register('bad_guy_img', love.graphics.newImage('img/bad_guy.png'))
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if love.filesystem.exists('save_point.dat') then
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level_data = bitser.loadLoveFile('save_point.dat')
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else
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level_data = create_level_data()
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end
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end
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function save_point_reached()
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bitser.dumpLoveFile('save_point.dat', level_data)
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end
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```
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# Reference
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## dumps
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```lua
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string = bitser.dumps(value)
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```
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Basic serialization of `value` into a Lua string.
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See also: [`bitser.loads`](#loads).
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## dumpLoveFile
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```lua
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bitser.dumpLoveFile(file_name, value)
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```
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Serializes `value` and writes the result to `file_name` more efficiently than serializing to a string and writing
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that string to a file. Only useful if you're running [LÖVE](https://love2d.org/).
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See also: [`bitser.loadLoveFile`](#loadlovefile).
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## loads
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```lua
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value = bitser.loads(string)
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```
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Deserializes `value` from `string`.
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See also: [`bitser.dumps`](#dumps).
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## loadData
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```lua
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value = bitser.loadData(light_userdata, size)
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```
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Deserializes `value` from raw data. You probably won't need to use this function ever.
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When running [LÖVE](https://love2d.org/), you would use it like this:
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```lua
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value = bitser.loadData(data:getPointer(), data:getSize())
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```
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Where `data` is an instance of a subclass of [Data](https://love2d.org/wiki/Data).
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## loadLoveFile
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```lua
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value = bitser.loadLoveFile(file_name)
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```
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Reads from `file_name` and deserializes `value` more efficiently than reading the file and then deserializing that string.
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Only useful if you're running [LÖVE](https://love2d.org/).
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See also: [`bitser.dumpLoveFile`](#dumplovefile).
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## register
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```lua
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resource = bitser.register(name, resource)
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```
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Registers the value `resource` with the name `name`, which has to be a unique string. Registering static resources like images,
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functions, classes, huge strings and LuaJIT ctypes, makes sure bitser doesn't attempt to serialize them, but only stores a named
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reference to them.
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Returns the registered resource as a convenience.
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See also: [`bitser.unregister`](#unregister).
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## registerClass
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```lua
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class = bitser.registerClass(class)
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class = bitser.registerClass(name, class)
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class = bitser.registerClass(name, class, classkey, deserializer)
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```
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Registers the class `class`, so that bitser can correctly serialize and deserialize instances of `class`.
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Note that if you want to serialize the class _itself_, you'll need to [register the class as a resource](#register).
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Most of the time the first variant is enough, but some class libraries don't store the
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class name on the class object itself, in which case you'll need to use the second variant.
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Class names also have to be unique, so if you use multiple classes with the same name, you'll need to use the second
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variant as well to give them different names.
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The arguments `classkey` and `deserializer` exist so you can hook in unsupported class libraries without needing
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to patch bitser. [See the list of supported class libraries](#supported-class-libraries).
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If not nil, the argument `classkey` should be a string such that
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`rawget(obj, classkey) == class` for any `obj` whose type is `class`. This is done so that key is skipped for serialization.
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If not nil, the argument `deserializer` should be a function such that `deserializer(obj, class)` returns a valid
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instance of `class` with the properties of `obj`. `deserializer` is allowed to mutate `obj`.
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Returns the registered class as a convenience.
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See also: [`bitser.unregisterClass`](#unregisterclass).
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## unregister
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```lua
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bitser.unregister(name)
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```
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Deregisters the previously registered value with the name `name`.
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See also: [`bitser.register`](#register).
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## unregisterClass
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```lua
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bitser.unregisterClass(name)
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```
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Deregisters the previously registered class with the name `name`. Note that this works by name and not value,
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which is useful in a context where you don't have a reference to the class you want to unregister.
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See also: [`bitser.registerClass`](#registerclass).
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## reserveBuffer
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```lua
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bitser.reserveBuffer(num_bytes)
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```
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Makes sure the buffer used for reading and writing serialized data is at least `num_bytes` large.
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You probably don't need to ever use this function.
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## clearBuffer
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```lua
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bitser.clearBuffer()
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```
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Frees up the buffer used for reading and writing serialized data for garbage collection.
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You'll rarely need to use this function, except if you needed a huge buffer before and now only need a small buffer
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(or are done (de)serializing altogether). Most of the time, using this function will decrease performance needlessly.
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