[.net] Deserialization problem
I actually wrote up a whole set of journals on doing essentially a custom serializer for your data. The final result is a bit buggy in some cases and not complete, but the concepts are all there. I wouldn't necessarily recommend it due to certain complications that can arise when dealing with versioning that are non-trivial to solve
For network serialization, you can ignore version issues by requiring that all clients use the same executable. I didn't bother writing any versioning support into my system.
In my game, I used the custom serializer for network transfers, but used the heavyweight BinaryFormatter (with versioning info) for saved games. This meant I had to decorate some classes with a lot more serialization attributes than usual, but it worked well.
In my game, I used the custom serializer for network transfers, but used the heavyweight BinaryFormatter (with versioning info) for saved games. This meant I had to decorate some classes with a lot more serialization attributes than usual, but it worked well.
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