我有类GameState,如下所示;
public class GameState
{
private Array<Fleet> fleets;
private Array<Planet> planets;
private Array<Player> players;
//Constructors, methods, yada yada
}
我的Fleet类的非常简化的格式是; 公共级舰队 { 私人阵列船; 私人球员所有者;
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。
我将我的信息存储在直接引用中,但这会导致一些小问题。第一个是GameState
中对数据的每次引用,在序列化时,由Json读取器读取为它自己的实例。因此,如果我序列化GameState x
,然后对其进行反序列化,它会在GameState中读取Array
Fleet
个planets
并转到players
,然后转到{ {1}}。每当它找到存储在fleets
中的实例的原始引用之一时,它就会将其视为自己的实例。
这意味着在加载新游戏之前,两个引用将指向同一块内存,但在保存和重新加载后,它们将指向单独的内存块。此外,由于Fleet
会在其中保留Ship
个列表,并且每个Ship
都包含一个字段形式的引用,其父级fleet
,因此,Json
序列化器和反序列化器将被抛入无限循环。
我尝试this,因为它似乎是最简单的方法,但正如Nathan在接受的答案中指出的那样,而不是最有效的方法。
GameState类
public class GameState
{
public Array<Player> players;
public GameState()
{
this.players = new Array<Player>();
players.add(new Player());
players.add(new Player());
}
}
玩家类
public class Player
{
public Array<Fleet> fleets;
public Player()
{
fleets = new Array<Fleet>();
}
public void addFleet(Fleet fleet)
{
fleets.add(fleet);
}
}
舰队班
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);
}
}
您应该从此处获得无限循环或StackOverflow错误。
答案 0 :(得分:2)
这是深拷贝与浅拷贝的典型问题。有许多不同的技术可以处理这种情况,但对于游戏来说,处理这种情况的一种简单方法是为每个对象(或游戏实体,如果您使用的是Artemis或Ashley等ECS框架)分配唯一标识符。
序列化对象时,只需序列化一个id列表,而不是嵌套其他对象。反序列化时,您需要反序列化所有内容,然后将ID扩展为实际的对象引用。
下面我要介绍的是如何使用您提供的代码执行此操作的简单示例。
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;
}
}
}
这就是说,所有这个解决方案都在用你的代码修补一个基本问题。也就是说,您通过双向关系使代码紧密耦合。
您可以通过不同的方式解决此问题。
你可以使关系单向(玩家拥有许多舰队,但舰队没有参考玩家的参考)。这将帮助您遵循您为类建模所知的典型OOP技术。这也意味着查找哪个玩家拥有一支舰队可能代价高昂。您将根据所有权树而不是图表来考虑关系。这也可以限制灵活性,但这可能就足够了。
您可以将间接用于所有对象引用,并将id存储在基本对象中。然后,您将拥有一个查找服务(使用HashMap),该服务存储映射到该对象的所有实体ID。只要你想要这个对象,你就可以将id传递给服务。
我认为你可以使用LibGdx的json库支持的自定义序列化和反序列化。您需要使用ID和浅引用,因此您需要一些特殊的机制来保存/恢复链接的对象。但它会削减额外的快照类。