Unity3D Save or Load each Level and their own variables - c#

I am new to stackoverflow and to Unity3D, so I am sorry if I am doing things wrong.
So currently, I am making a puzzle game. It has 50 different levels.
I need for each of them, to save 3 or 4 variables.
For example, when level 1 is cleared, I want it to store (int)hitCounts, (bool)cleared, (int)bestHitCounts.
I don't wanna use playerPrefs, as I don't want it to be readable from outside the box. I want it be converted to a binary file.
here is what I have :
#1 : made a static class TGameDat
[System.Serializable]
public class TGameDat
{
public int tGameDatInt;
public bool tGameDatBool;
public int tSceneIndex;
public TGameDat (TPlayer player)
{
tGameDatInt = player.tInt;
tGameDatBool = player.tBool;
tSceneIndex = player.tScene;
}
}
#2 : then made Tplayer(monobehaviour)
public class TPlayer : MonoBehaviour
{
public int tInt = 0;
public bool tBool = false;
public int tScene;
public List<TPlayer> TestGameDatList = new List<TPlayer>();
private void Start()
{
TSceneMaker();
}
public void TSceneMaker()
{
tScene = SceneManager.GetActiveScene().buildIndex;
}
public void TNextScene()
{
SceneManager.LoadScene(tScene + 1);
}
public void TPreviousScene()
{
SceneManager.LoadScene(tScene - 1);
}
public void TSaveVariables()
{
TSave.TSavePlayer(this);
TestGameDatList.Add(this);
Debug.Log("saved");
Debug.Log(tInt + " " + tBool + " " + tScene);
}
public void TLoadVariables()
{
List<TGameDat> data = TSave.TLoadPlayer(this);
Debug.Log("loaded. data count = " + data.Count + " tSceneIndex " + tScene);
tInt = data[0].tGameDatInt;
tBool = data[0].tGameDatBool;
tScene = data[0].tSceneIndex;
}
}
#3 : finally I created a save and load system :
public static class TSave
{
public static void TSavePlayer (TPlayer player)
{
BinaryFormatter formatter = new BinaryFormatter();
List<TGameDat> data = new List<TGameDat>();
string path = Application.persistentDataPath + "/Tsave_" + player.tScene + ".fun";
if(File.Exists(path))
{
FileStream stream = File.Open(path, FileMode.Open);
data.Add(new TGameDat(player));
formatter.Serialize(stream, data);
stream.Close();
}
else
{
FileStream stream = File.Create(path);
data.Add(new TGameDat(player));
formatter.Serialize(stream, data);
stream.Close();
}
}
public static List<TGameDat> TLoadPlayer(TPlayer player)
{
string path = Application.persistentDataPath + "/Tsave_" + player.tScene + ".fun";
if(File.Exists(path))
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream stream = File.Open(path, FileMode.Open);
List<TGameDat> data = new List<TGameDat>();
data = formatter.Deserialize(stream) as List<TGameDat>;
stream.Close();
return data;
}
else
{
Debug.LogError("Save file not found in " + path);
return null;
}
}
}
So, here are my problems :
1 : in the current situation, each scene compiles a binary file. So at the end, it will have a bunch of binary files piled up... Like 50, as I have 50 scenes... isn't it too many?
2 : of course I tried the make a single save file using List, and each level would come to add its own variable data in it.
But instead of adding the data, it would simply replace the previous data. Then there is always only 1 index in the List.
Therefore, when I load, the variables are from the last played level! And when I try to play another level after playing the first level, because there is only 1 index in the list, I get out of range error.
How shall I approach this?
sorry for the long long text!
thank you for your inputs!

first thing first, do you really need every level to have its own save data? Because if you only need to store the data between one level and another I would suggest you use some kind of PlayerState class that stores the data of the previous level.
But if you really need to store the data of every level then I'll recommend you using a dictionary rather than a simple list.
Here is an example of how I would do it
Note: I haven't tested this code yet!
SaveGameManager class
public string SavePath => Application.persistentDataPath + "/save.dat";
public static SaveGameManager Instance; // Singleton pattern
private Dictionary<string, TGameDat> gameData;
private void Awake()
{
if (Instance != null)
{
Destroy(this.gameObject);
return;
}
// Singleton initialization
Instance = this;
// Keep the object when changing scenes
DontDestroyOnLoad(this.gameObject);
LoadGameData();
}
public TGameDat GetGameData(string key)
{
if (gameData.TryGetValue(key, out TGameDat data))
{
return data;
}
Debug.Log($"Unable to find saved data with key {key}");
return null;
}
public void SetGameData(string key, TGameDat data)
{
// Sets a value with given key and save it to file
gameData[key] = data;
SaveGameData();
}
public void SaveGameData()
{
Serializer.SaveBinaryFile(gameData, SavePath);
}
public void LoadGameData()
{
var savedData = Serializer.LoadBinaryFile(SavePath);
if (savedData != null)
{
gameData = (Dictionary<string, TGameDat>)savedData;
}
else
{
// Creating and saving new data because we can't found
// any that already stored in path
gameData = new Dictionary<string, TGameDat>();
SaveGameData();
}
}
And then, the Serializer class
public static void SaveBinaryFile(object data, string path)
{
using (var stream = new FileStream(path, FileMode.Create))
{
var formatter = new BinaryFormatter();
formatter.Serialize(stream, data);
}
}
public static object LoadBinaryFile(string path)
{
if (!File.Exists(path))
{
// Trying to load a file that does not exist
return null;
}
using (var stream = new FileStream(path, FileMode.Open))
{
var formatter = new BinaryFormatter();
return formatter.Deserialize(stream);
}
}
And then you can use it like this
public TGameDat data;
public void TSaveVariables()
{
SaveGameManager.Instance.SetGameData(level.id, this.data);
}
public void TLoadVariables()
{
var savedData = SaveGameManager.Instance.GetGameData(level.id);
if (savedData != null)
{
this.data = savedData;
}
else
{
// We don't have any save file for this level yet
savedData = new TGameDat();
}
}
You can change level.id to whatever identifier you wanted to use.

Related

(unity)InvalidCastException: Object must implement IConvertible

Hello I want migration unity project version from 5.0.2 to 2020.x.x
when did directly migration to 2020.x.x I did run into a problem with expection
"InvalidCastException: Object must implement IConvertible."
So I did try migration Sequentially unity5 -> V2017 -> V2018 was working well
But when I migration v2019 I did run into a problem with same expection
this code is causing problems area
[System.Serializable]
public class BookStruct
{
public int ID;
public int[] PageComposition;
public int PageCount;
public string Name;
public int CoverPageID;
public int CategoryID;
public Dictionary<SystemLanguage, TextDataTemplate> dicTextData;
public int[] RecommendBookList;
public int MarketingMark;
public string RecommendAge;
public int Priority;
public bool FreeAtNow;
}
/* public static string BinaryStringFormatter(object target)
{
MemoryStream ms = new MemoryStream();
BinaryFormatter formatter = new BinaryFormatter();
formatter.Serialize(ms, target);
return BitConverter.ToString(ms.ToArray()); // not here!
} */
public static object BinaryDeserialize(byte[] data)
{
MemoryStream ms = new MemoryStream(data);
BinaryFormatter formatter = new BinaryFormatter();
return formatter.Deserialize(ms); //here!
}
bottom code is before code
switch (Application.platform)
{
case RuntimePlatform.Android:
filepath = Application.streamingAssetsPath + "/"+bookname;
break;
default:
filepath = "file://" + Application.streamingAssetsPath + "/" + bookname;
break;
}
Debug.Log("파일 경로 확인 => " + filepath);
using (WWW www = new WWW(filepath))
{
while (!www.isDone)
{
yield return true;
}
TextAsset t = www.assetBundle.mainAsset as TextAsset;
book = (BookStruct)BK_Function.BinaryDeserialize(t.bytes);
www.assetBundle.Unload(true);
iBook.iPageCount = book.PageComposition.Length;
Debug.Log(book.dicTextData[SystemLanguage.Korean].Description);
Debug.Log("pagecount : " + book.PageCount + " // pageComposition.Length : " + book.PageComposition.Length);
}
Also,I did Debug.log file path and result is
" file://C:/unitySource/singlebook/Assets/StreamingAssets/B12_2_Cat.unity3d"
and Bookstruct is
""
Please help me (:

How to add new data and keep old existing data

I'm nearly done making my mobile game and I have have a DATA script using what is shown in this video. I have a list which holds the values of different challenges that the player can complete. How would I update the game so that I can add more challenges whilst still keeping the old data.
(The challenge data basically contains whether it has been completed and how far off being completed it is)
I have had a look at this guide but I don't quite understand it. I'm new to serialization.
Thank you in advance :)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Xml;
using System.Xml.Serialization;
using System.IO;
[System.Serializable]
public class XMLManager : MonoBehaviour {
public static XMLManager dataManagement;
public gameData data;
void Awake()
{
//File.Delete(Application.dataPath + "/StreamingFiles/XML/item_data.xml");
System.Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");
dataManagement = this;
DontDestroyOnLoad(gameObject);
}
public void SaveData()
{
XmlSerializer serializer = new XmlSerializer(typeof(gameData));
System.Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");
FileStream stream = new FileStream(Application.dataPath + "/StreamingFiles/XML/item_data.xml", FileMode.Create);
serializer.Serialize(stream, data);
stream.Close();
}
public void LoadData()
{
System.Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");
if (File.Exists(Application.dataPath + "/StreamingFiles/XML/item_data.xml"))
{
XmlSerializer serializer = new XmlSerializer(typeof(gameData));
FileStream stream = new FileStream(Application.dataPath + "/StreamingFiles/XML/item_data.xml", FileMode.Open);
data = serializer.Deserialize(stream) as gameData;
stream.Close();
}
else
{
print("SaveData");
SaveData();
}
}
}
[System.Serializable]
public class gameData
{
public List<ChallengeStatus> Challenges;
public int HighScore;
public int CoinsCollected;
public List<bool> Unlocked;
public int GamesPlayed;
public int currentChallenge;
}
[System.Serializable]
public class ChallengeStatus
{
public int id;
public string title;
public int current;
public int max;
public int reward;
public bool completed;
public bool claimed;
}
First you should have a look at Unity XML Serialization and use proper attributes. You don't totally need them (except maybe the [XmlRoot]) but they let you customize your Xml file. If not provided Unity uses the variable names and uses sub-elements instead of attributes. However afaik this works only for primitives (int, float, string, bool, etc) and lists of them not for your own class ChallengeStatus. So at least for the list of your class you have to provide attributes:
[System.Serializable]
[XmlRoot("GameData")]
public class GameData
{
[XmlArray("Challenges")]
[XmlArrayItem("ChallengeStatus)]
public List<ChallengeStatus> Challenges;
//...
}
Now I don't really understand why you need to keep the old XML file when saving a new one but if you want to keep the current file I would add an int FileCounter .. ofcourse not in the same XML file ;) Might be e.g. via PlayerPrefs or a second simple text file only including the number or something similar.
Note it is better/saver to use Path.Combine for concatenate systempaths) - the overload taking an array of strings requires .Net4. Something like
private string FilePath
{
get
{
//TODO first load / read the FileCounter from somewhere
var paths = {
Application.dataPath,
"StreamingFiles",
"XML",
// here you get from somewhere and use that global FileCounter
string.Format("item_data_{0}.xml", FileCounter)};
return Path.Combine(paths);
}
}
Than you can increase that global FileCounter everytime you save the file.
public void SaveData()
{
//TODO somehow increase the global value
// store to PlayerPrefs or write a new file or ...
FileCounter += 1;
System.Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");
// better use the "using" keyword for streams
// use the FilePath field to get the filepath including the filecounter
using(FileStream stream = new FileStream(FilePath, FileMode.Create))
{
XmlSerializer serializer = new XmlSerializer(typeof(gameData))
serializer.Serialize(stream, data);
}
}
And read the file with the current FileCounter without increasing it
public void LoadData()
{
System.Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");
if (File.Exists(FilePath))
{
// better use a "using" block for streams
// use the FilePath field to get the filepath including the filecounter
using(FileStream stream = new FileStream(FilePath, FileMode.Open))
{
XmlSerializer serializer = new XmlSerializer(typeof(gameData));
data = serializer.Deserialize(stream) as gameData;
}
}
else
{
print("SaveData");
SaveData();
}
}
Hint 1:
As soon as you provide a constructor for your classes e.g.
public GameData(List<ChallengeStatus> challenges)
{
Challenges = challenges;
}
than you always have to also provide a default constructor (even if it does nothing)
public GameData(){ }
Hint 2:
You should always initialize your lists:
public class GameData
{
public List<ChallengeStatus> Challenges = new List≤ChallangeStatus>();
//...
public List<bool> Unlocked = new List<bool>();
//...
}
Hint 3:
Btw you don't need that [System.Serializable] for XmlManager since it inherits from MonoBehaviour which already is serializable anyway.

Adding new values to dictionary corrupts old save file

I am using a simple method of serializing and deserializing data for my save files which looks like this
//Object that is being stored
[System.Serializable]
public class GameData{
public int units;
public int scanRange;
public int gains;
public int reputation;
public int clicks;
public Dictionary<string,bool> upgradesPurchased;
public Dictionary<string,bool> upgradesOwned;
public Dictionary<string,bool> achievementsEarned;
public GameData(int units_Int,int scan_Range,int gains_Int,int reputation_Int,int clicks_Int,Dictionary<string,bool> upgrades_Purchased,Dictionary<string,bool> upgrades_Owned,Dictionary<string,bool> achievements_Earned){
units = units_Int;
scanRange = scan_Range;
gains = gains_Int;
reputation = reputation_Int;
clicks = clicks_Int;
upgradesPurchased = upgrades_Purchased;
upgradesOwned = upgrades_Owned;
achievementsEarned = achievements_Earned;
}
}
//Method that handles saving the object
public void SaveFile(){
string destination = Application.persistentDataPath + DATA_FILE;
FileStream file;
if (File.Exists (destination)) {
file = File.OpenWrite (destination);
} else {
file = File.Create (destination);
}
GameData data = new GameData (GameManager.Instance.units,GameManager.Instance.scanRange,GameManager.Instance.gains,GameManager.Instance.reputation,GameManager.Instance.clicks,UpgradeManager.Instance.upgradesPurchased,UpgradeManager.Instance.upgradesOwned,AchievementManager.Instance.achievementsEarned);
BinaryFormatter bf = new BinaryFormatter ();
bf.Serialize (file, data);
file.Close ();
NotificationsBar.Instance.ShowNotification ("Game saved success");
}
//Method that loads the object
public void LoadFile(){
string destination = Application.persistentDataPath + DATA_FILE;
FileStream file;
if (File.Exists (destination)) {
file = File.OpenRead (destination);
} else {
UpgradeManager.Instance.FirstLoad ();
return;
}
BinaryFormatter bf = new BinaryFormatter ();
GameData data = (GameData)bf.Deserialize (file);
file.Close ();
GameManager.Instance.units = data.units;
GameManager.Instance.scanRange = data.scanRange;
GameManager.Instance.gains = data.gains;
GameManager.Instance.reputation = data.reputation;
GameManager.Instance.clicks = data.clicks;
UpgradeManager.Instance.upgradesPurchased = data.upgradesPurchased;
UpgradeManager.Instance.upgradesOwned = data.upgradesOwned;
AchievementManager.Instance.achievementsEarned = data.achievementsEarned;
Debug.Log ("Units: " + data.units);
}
Theres a lot of code here but this is so everyone has a clear picture of what the entire system looks like
So the issue with this method is when adding a new value to the dictionary passed to GameData UpgradeManager.Instance.upgradesPurchased I will get an error when searching for data within the dictionary key not present in dictionary
My analysis is that due to the new value being added there is an offset in the dictionary from where the new value is placed and what used to be in that place
What I expected to happen when I first wrote out the code wa the dictionary would just autopopulate the new values and overwrite the old data
For a visual representation of what I mean lets say you have 2 upgrades
Upgrade1,Upgrade2
Now this is saved
Now the code changes and you have 3 upgrades
Upgrade1,Upgrade3,Upgrade2
What I assume would happen is the new value is just added into the save
So I am not exactly sure why this is happening....
Whilst I can't see the exact cause of the issue I would suggest the following:
First, take your save/load logic out of your GameData class and put it into a SaveDataManager class, that way you segregate responsibility.
From there, you can simplify your GameData class down to a struct making serialisation/desrialisation easier.
Then in your main game class whenever you have to load the game you can do something along the lines of:
SaveGameManger sgManager = new SaveGameManager(file);
gameData = sgManager.LoadGame()
This will make your code much easier to maintain and if this doesn't fix your problem it will be a lot easier to find.
Further to this, it will also allow you to build unit tests that verify the integrity of you load and save logic.
I've not had a chance to test it, but your separated and refactored code would look something like this (although it needs some validation checks added and whatnot):
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
namespace temp
{
public class GameLoop
{
private SaveGameManager sgManager;
private GameData data;
private bool isPlaying;
public GameLoop()
{
sgManager = new SaveGameManager("MYSAVELOCATION");
data = sgManager.LoadGame();
isPlaying = true;
}
private void PlayGame()
{
while (isPlaying)
{
//All of your game code
}
}
}
public class SaveGameManager
{
private string saveFile;
private BinaryFormatter formatter;
public SaveGameManager(string file)
{
saveFile = file;
formatter = new BinaryFormatter();
}
public GameData LoadGame()
{
using (StreamReader reader = new StreamReader(saveFile))
{
return (GameData)formatter.Deserialize(reader.BaseStream);
}
}
public void SaveGame(GameData data)
{
using (StreamWriter writer = new StreamWriter(saveFile))
{
formatter.Serialize(writer.BaseStream, data);
}
}
}
[Serializable]
public struct GameData
{
public int units;
public int scanRange;
public int gains;
public int reputation;
public int clicks;
public Dictionary<string, bool> upgradesPurchased;
public Dictionary<string, bool> upgradesOwned;
public Dictionary<string, bool> achievementsEarned;
}
}
And I really would consider switching out your string keys for upgrades in favour of enums... Much less error prone.

"InvalidCastException: Cannot cast from source type to destination type." when loading serialized data

I'd sincerely appreciate if you looked through some of my code as I can't seem to be able to fix it myself, and this will also hopefully help others understand serialization better.
I have four pieces of related code here, with anything seemingly irrelevant cut out. I'm trying to create a user profile in a set up where the user then chooses from a range of games to play. Only options/settings for the chosen games, in this case something to do with a fish, are saved.
The error in the title occurs in the 4th section [feel free to skip to that] which is the OptionsController.LoadOptions() function at
FishData.Store data = (FishData.Store)bf.Deserialize(fileOpt);
I have this at the top of all following sections:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
1) Profile data structure:
public class Profile { //Profile variables
public static string id;
public static string name;
public static string dob;
public static bool fishEnabled;
public static bool birdEnabled;
public static string stringTest;
[System.Serializable]
public class Store { //Profile variables
public string id;
public string name;
public string dob;
public bool fishEnabled;
public bool birdEnabled;
public string stringTest;
}
}
2) Fish data structure:
public class FishData { //static Fish variables to be used in game
public static bool sizeInc;
public static bool speedInc;
public static int level;
public static bool toxic;
public static bool handLeft;
public static bool timer;
public static int timerVal;
public static int percentReq;
public static int successReq;
public static string testStringTwo;
public static List<StatController.Session> sessions = new List<StatController.Session>();
[System.Serializable]
public class Store { //non static variable set for serialization
public bool sizeInc;
public bool speedInc;
public int level;
public bool toxic;
public bool handLeft;
public bool timer;
public int timerVal;
public int percentReq;
public int successReq;
public string testStringTwo;
public List<StatController.Session> sessions = new List<StatController.Session>();
}
}
3) The script where the data file was initially created and where there didn't seem to be problems:
public class ProfileController : MonoBehaviour {
public static string currentID;
//create ----
public InputField idField;
public InputField nameField;
public InputField dobField;
public Toggle fishToggle;
public Toggle birdToggle;
//open ------
public Button idTitleButton;
public Text nameText;
public Text dobText;
public Text testText;
public InputField numField;
void Save() { //saves new ID and declares required variables based on game choice
Debug.Log("id =" + idField.text + ", name = " + nameField.text + ", save");
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Create(Application.persistentDataPath + "/" + idField.text + ".dat");
Profile.Store data = new Profile.Store(); //sets Profile variables
currentID = idField.text;
data.id = idField.text;
data.name = nameField.text;
data.dob = dobField.text;
data.fishEnabled = fishToggle.isOn;
data.birdEnabled = birdToggle.isOn;
Profile.id = idField.text;
Profile.name = nameField.text;
Profile.dob = dobField.text;
Profile.fishEnabled = fishToggle.isOn;
Profile.birdEnabled = birdToggle.isOn;
bf.Serialize(file, data); //saves Profile variables
if (fishToggle.isOn) {
FishData.Store dataFish = new FishData.Store(); //sets default Fish variables
dataFish.sizeInc = false;
dataFish.speedInc = false;
dataFish.level = 5;
dataFish.toxic = true;
dataFish.handLeft = false;
dataFish.timer = false;
dataFish.timerVal = 240;
dataFish.percentReq = 0;
dataFish.successReq = 0;
bf.Serialize(file, dataFish); //saves default Fish variables
Debug.Log("level = " + dataFish.level);
}
file.Close(); //closes save file
idSelectField.text = idField.text; //ensures current ID is used as selected ID where needed
EnableOpenProfile(); //loads new profile
}
void Load() {
if (File.Exists(Application.persistentDataPath + "/" + idField.text + ".dat")) { //loads save file
currentID = idField.text;
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(Application.persistentDataPath + "/" + idField.text + ".dat", FileMode.Open);
Profile.Store data = (Profile.Store)bf.Deserialize(file);
nameField.text = data.name; //loads saved Profile details and settings
fishToggle.isOn = data.fishEnabled;
birdToggle.isOn = data.birdEnabled;
fishPlayButton.enabled = data.fishEnabled;
birdPlayButton.enabled = data.birdEnabled;
FishData.Store dataFish = (FishData.Store)bf.Deserialize(file); //loads saved Fish settings
FishData.sizeInc = dataFish.sizeInc;
FishData.speedInc = dataFish.speedInc;
FishData.toxic = dataFish.toxic;
FishData.timer = dataFish.timer;
FishData.level = dataFish.level;
FishData.timerVal = dataFish.timerVal;
FishData.percentReq = dataFish.percentReq;
FishData.successReq = dataFish.successReq;
FishData.handLeft = dataFish.handLeft;
file.Close(); //closes save file
nameText.text = "Name : " + data.name + " ID : " + data.id; //displays profile details
dobText.text = "DOB : " + data.dob;
}
else return;
}
}
4) The main script that produces the error when trying to load what was saved in the previous script:
public class OptionsController : MonoBehaviour {
public static bool handLeft = false;
public Toggle sizeIncToggle;
public Toggle speedIncToggle;
public Toggle toxicToggle;
public Toggle timerToggle;
public Toggle leftToggle;
public Toggle rightToggle;
public InputField levelField;
public InputField timerValField;
public InputField percentReqField;
public InputField successReqField;
void LoadOptions() {
if (File.Exists(Application.persistentDataPath + "/" + ProfileController.currentID + ".dat")) {
BinaryFormatter bf = new BinaryFormatter();
FileStream fileOpt = File.Open(Application.persistentDataPath + "/" + ProfileController.currentID + ".dat", FileMode.Open);
FishData.Store data = (FishData.Store)bf.Deserialize(fileOpt); //[[ERROR HERE]]
sizeIncToggle.isOn = data.sizeInc;
speedIncToggle.isOn = data.speedInc;
toxicToggle.isOn = data.toxic;
timerToggle.isOn = data.timer;
levelField.text = data.level.ToString();
timerValField.text = data.timerVal.ToString();
percentReqField.text = data.percentReq.ToString();
successReqField.text = data.successReq.ToString();
fileOpt.Close();
}
}
public void SaveOptions() {
Debug.Log("name = " + ProfileController.currentID + ", save");
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Create(Application.persistentDataPath + "/" + ProfileController.currentID + ".dat");
FishData.Store data = new FishData.Store();
data.sizeInc = FishData.sizeInc;
data.speedInc = FishData.speedInc;
data.toxic = FishData.toxic;
data.timer = FishData.timer;
data.level = FishData.level;
data.timerVal = FishData.timerVal;
data.percentReq = FishData.percentReq;
data.successReq = FishData.successReq;
data.handLeft = FishData.handLeft;
bf.Serialize(file, data);
Debug.Log("level = " + FishData.level);
file.Close();
}
}
Thank you.
To ensure you are serializing/deserializing in the correct order it is best that you create a "holding" class which contains both a Fish.Store variable and Profile.Store variable. If you serialize and deserilize in different orders you will run into issues like trying to deserialize a Fish.Store object to Profile.Store.
Try creating another class with public variables of Fish.Store and Profile.Store, like:
public class ExampleClass
{
public Fish.Store FishStore;
public Profile.Store ProfileStore;
public ExampleClass()
{
}
}
Then do:
ExampleClass example = new ExampleClass();
example.ProfileStore = data;
example.FishStore = dataFish;
//File Create stuff, etc
bf.Serialize(file, example);
//File close stuff, etc
And to deserialize:
ExampleClass e = (ExampleClass)bf.Deserialize(fileOpt);
data = e.ProfileStore;
dataFish = e.FishStore;
If you only wish to serialize/deserialize one class at a time, it is best practice to read/write to/from one file per serialized class.
Correct me if I'm wrong but it seems you first save Profile.Store
and then you save FishData.Store.
Then on the load you try to retreive the FishData.Store when the Profile.Store is first in the file.
(I'm assuming you use the load from script 4 and the save in script 3.)

Storing objects in IsolatedStorageSettings

I have an object I want to store in the IsolatedStorageSettings, which I wan't to reuse when the application restarts.
My problem lies in that the code I have written for some reason does not remember the object when trying to access the key upon restarting it.
namespace MyNameSpace
{
public class WindowsPhoneSettings
{
private const string SelectedSiteKey = "SelectedSite";
private IsolatedStorageSettings isolatedStore = IsolatedStorageSettings.ApplicationSettings;
private T RetrieveSetting<T>(string settingKey)
{
object settingValue;
if (isolatedStore.TryGetValue(settingKey, out settingValue))
{
return (T)settingValue;
}
return default(T);
}
public bool AddOrUpdateValue(string Key, Object value)
{
bool valueChanged = false;
if (isolatedStore.Contains(Key))
{
if (isolatedStore[Key] != value)
{
isolatedStore[Key] = value;
valueChanged = true;
}
}
else
{
isolatedStore.Add(Key, value);
valueChanged = true;
}
return valueChanged;
}
public MobileSiteDataModel SelectedSite
{
get
{
return RetrieveSetting<MobileSiteDataModel>(SelectedSiteKey);
}
set
{
AddOrUpdateValue(SelectedSiteKey, value);
isolatedStore.Save();
}
}
}
}
I then instantiate WindowsPhoneSettings in App.xaml.cs and make a public getter and setter for it. To be able to access it in the whole application. Debugging this shows that the right object gets stored in the isolated store, but when closing the app and reopening it isolated store seems to be empty. I have tried this on both the emulator and a real device. As you can see I do call the save method when setting the object.
What am I doing wrong here?
I ended up saving the settings to a file in the isolated storage as IsolatedStorageSettings never seemed to work.
So my code ended up like this:
public class PhoneSettings
{
private const string SettingsDir = "settingsDir";
private const string SettingsFile = "settings.xml";
public void SetSettings(Settings settings)
{
SaveSettingToFile<Settings>(SettingsDir, SettingsFile, settings);
}
public Settings GetSettings()
{
return RetrieveSettingFromFile<Settings>(SettingsDir, SettingsFile);
}
private T RetrieveSettingFromFile<T>(string dir, string file) where T : class
{
IsolatedStorageFile isolatedFileStore = IsolatedStorageFile.GetUserStoreForApplication();
if (isolatedFileStore.DirectoryExists(dir))
{
try
{
using (var stream = new IsolatedStorageFileStream(System.IO.Path.Combine(dir, file), FileMode.Open, isolatedFileStore))
{
return (T)SerializationHelper.DeserializeData<T>(stream);
}
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine("Could not retrieve file " + dir + "\\" + file + ". With Exception: " + ex.Message);
}
}
return null;
}
private void SaveSettingToFile<T>(string dir, string file, T data)
{
IsolatedStorageFile isolatedFileStore = IsolatedStorageFile.GetUserStoreForApplication();
if (!isolatedFileStore.DirectoryExists(dir))
isolatedFileStore.CreateDirectory(dir);
try
{
string fn = System.IO.Path.Combine(dir, file);
if (isolatedFileStore.FileExists(fn)) isolatedFileStore.DeleteFile(fn); //mostly harmless, used because isolatedFileStore is stupid :D
using (var stream = new IsolatedStorageFileStream(fn, FileMode.CreateNew, FileAccess.ReadWrite, isolatedFileStore))
{
SerializationHelper.SerializeData<T>(data, stream);
}
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine("Could not save file " + dir + "\\" + file + ". With Exception: " + ex.Message);
}
}
}
And a settings class just containing the stuff I want to save. This could be:
class Settings
{
private string name;
private int id;
public string Name
{
get { return name; }
set { name = value; }
}
public int Id
{
get { return id; }
set { id = value; }
}
}
EDIT: Sample of how SerializationHelper could be implemented
public static class SerializationHelper
{
public static void SerializeData<T>(this T obj, Stream streamObject)
{
if (obj == null || streamObject == null)
return;
var ser = new DataContractJsonSerializer(typeof(T));
ser.WriteObject(streamObject, obj);
}
public static T DeserializeData<T>(Stream streamObject)
{
if (streamObject == null)
return default(T);
var ser = new DataContractJsonSerializer(typeof(T));
return (T)ser.ReadObject(streamObject);
}
}
Objects stored in IsolatedStorageSettings are serialised using the DataContractSerializer and so must be serializable. Ensure they can be or serialize (and deserialize) them yourself before adding to (and after removing from) ISS.
If the items aren't there when trying to retrieve then it may be that they couldn't be added in the first place (due to a serialization issue).
Here is the code I use to save an object to isolated storage and to load an object from isolated storage -
private void saveToIsolatedStorage(string keyname, object value)
{
IsolatedStorageSettings isolatedStore = IsolatedStorageSettings.ApplicationSettings;
isolatedStore.Remove(keyname);
isolatedStore.Add(keyname, value);
isolatedStore.Save();
}
private bool loadObject(string keyname, out object result)
{
IsolatedStorageSettings isolatedStore = IsolatedStorageSettings.ApplicationSettings;
result = null;
try
{
result = isolatedStore[keyname];
}
catch
{
return false;
}
return true;
}
Here is code I use to call the above -
private void SaveToIsolatedStorage()
{
saveToIsolatedStorage("GameData", GameData);
}
private void LoadFromIsolatedStorage()
{
Object temp;
if (loadObject("GameData", out temp))
{
GameData = (CGameData)temp;
}
else
{
GameData.Reset();
}
}
Note that the objects I save and restore like this are small and serializable. If my object contains a 2 dimensional array or some other object which is not serializable then I perform my own serialization and deserialization before using iso storage.
What if you changed RetrieveSetting<T> to this:
private T RetrieveSetting<T>(string settingKey)
{
T settingValue;
if(isolatedStore.TryGetValue(settingKey, out settingValue))
{
return (T)settingValue;
}
return default(T);
}
Notice that the object being fetched is being declared as type T instead of object.

Categories