how to Load json for windows build unity - c#

I have tried alot of solution but no one is working in my case, my question is simple but i cant find any answer specially for windows build. I have tried to load json form persistent , streaming and resource all are working good in android but no any solution work for windows build. here is my code please help me.
public GameData gameData;
private void LoadGameData()
{
string path = "ItemsData";
TextAsset targetFile = Resources.Load<TextAsset>(path);
string json = targetFile.text;
gameData = ResourceHelper.DecodeObject<GameData>(json);
// gameData = JsonUtility.FromJson<GameData>(json);
print(gameData.Items.Count);
}
here is my data class
[Serializable]
public class GameData
{
[SerializeField]
public List<Item> Items;
public GameData()
{
Items = new List<Item>();
}
}
public class Item
{
public string Id;
public string[] TexturesArray;
public bool Active;
public Item()
{
}
public Item(string _id, string[] _textureArray , bool _active = true)
{
Id = _id;
TexturesArray = _textureArray;
Active = _active;
}
}

In order to be (de)serialized Item should be [Serializable]
using System;
...
[Serializable]
public class Item
{
...
}
Then you could simply use Unity's built-in JsonUtility.FromJson:
public GameData gameData;
private void LoadGameData()
{
string path = "ItemsData";
TextAsset targetFile = Resources.Load<TextAsset>(path);
string json = targetFile.text;
gameData = JsonUtility.FromJson<GameData>(json);
print(gameData.Items.Count);
}
For loading something from e.g. persistentDataPath I always use something like
var path = Path.Combine(Application.persistentDataPath, "FileName.txt")
using (var fs = File.Open(path, FileMode.Open, FileAccess.Read, FileShare.Read))
{
using (var sr = new StreamReader(fs))
{
var json = sr.ReadToEnd();
...
}
}
For development I actually place my file into StreamingAssets (streamingAssetsPath) while running the code in the Unity Editor.
Then on runtime I read from persistentFilePath. If the file is not there I first copy it from the streamingassetsPath the first time.
Here I wrote more about this approach

Related

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.

Empty serialized XML file

i get an empty xmlfile after serializing an object. I'm using Monodevelop and Unity 4. I searched for such a long time mostly in this community, but i only found difficult problems with even more difficult answers :) I think mine is so simple, please help me. (I am new to c#)
The serialized object is this:
[System.Serializable]
public class information {
private string data1;
private string data2;
private string data3;
public void Data1(string text)
{
data1 = text;
}
public string GetData1 ()
{
return data1;
}
public void Data2(string text)
{
data2 = text;
}
public string GetData2 ()
{
return data2;
}
public void Data3(string text)
{
data3 = text;
}
}
the serializing class is this, here might be the problem:
public class SaveXml {
public void SaveData(object obj, string filename)
{
XmlSerializer sr = new XmlSerializer(obj.GetType());
TextWriter writer = new StreamWriter(filename);
sr.Serialize(writer, obj);
writer.Close();
}
public string Load()
{
if(File.Exists("accdata.xml"))
{
XmlSerializer xs = new XmlSerializer(typeof(information));
FileStream read = new FileStream("accdata.xml",FileMode.Open, FileAccess.Read, FileShare.Read);
information info = (information)xs.Deserialize(read);
return info.GetData1();
}
else
{
return "file does not exist";
}
}
And the serializing and the serialized object get called by a menu that has this 2 buttons:
if(GUI.Button(new Rect(10,50,300,100),"Save"))
{
SaveXml saver = new SaveXml();
information infol = new information();
infol.Data1("textone");
infol.Data2("texttwo");
infol.Data3( "textthree");
saver.SaveData(infol, "accdata.xml");
}
if(GUI.Button(new Rect(500,50,300,100),"Load"))
{
SaveXml saver1 = new SaveXml();
text = saver1.Load();
}
so the variable text that is declared in the class menu, should be "textone", after i clicked the Save Button and the LoadButton. The Savebutton creates a file that is empty.
The Deserialization seems to work but of course there is no String in the data1 variable in Information so the variable in the menu called text is empty too. I get no errors and i can work with the object after serialization.
So why doesnt my serialization work? Please help me. I excuse for my bad english and mistakes, i am new to stackoverflow.
Xml serializer serializes public fields/properties not methods. Change your methods to properties. For ex,
public string Data2
{
set { data2 = value; }
get { return data2; }
}
So your information class can be
public class Information
{
public string Data1 { get; set; }
public string Data2 { get; set; }
public string Data3 { get; set; }
}
BTW: you don't need this Serializable attribute. It is only used by BinaryFormatter
I'm not sure but from what i see you don't have any public fields... Take a look here
And also, why don't you just use auto getter/setter ?
According to this MSDN support article, using XmlSerializer the way you have performs only "shallow" serialization - it only serializes public fields/properties. To serialize private data requires "deep" serialization which appears to be a whole other animal.

Cannot Deserialize XML File into a List

My problem is, my program isn't taking data from my XML file and putting it into a list
I can save data just fine but I can't load it back.
Here is my Save function
public void Save_Data_Click(object sender, EventArgs e)
{
XmlSerializer PSR = new XmlSerializer(typeof(Pickup));
XmlSerializer DSR = new XmlSerializer(typeof(Delivery));
TextWriter PickupStream = new StreamWriter(#"Pickup Save Data.xml");
TextWriter DeliveryStream = new StreamWriter(#"Delivery Save Data.xml");
PSR.Serialize(PickupStream, thePickup);
DSR.Serialize(DeliveryStream, theDelivery);
DeliveryStream.Close();
PickupStream.Close();
MessageBox.Show("All data saved!");
}
Here is my xml load code
XmlSerializer SerializerObj = new XmlSerializer(typeof(Pickup));
FileStream ReadFileStream = new FileStream(#"Pickup Save Data.xml", FileMode.Open, FileAccess.Read, FileShare.Read);
Pickup LoadedObj = (Pickup)SerializerObj.Deserialize(ReadFileStream);
ReadFileStream.Close();
Here is my Pickup Class
namespace Vans
{
[Serializable]
public class Pickup
{
public List<Pickups> Pickups = new List<Pickups>();
public void addPickup(Pickups Pic)
{
Pickups.Add(Pic);
}
public List<String> listPickups()
{
List<String> listPickups = new List<string>();
foreach (Pickups pick in Pickups)
{
String pickupString = pick.ToString();
listPickups.Add(pickupString);
}
return listPickups;
}
public Pickups getPickup(int i)
{
int c = 0;
foreach (Pickups Pic in Pickups)
{
if (i == c)
return Pic;
c++;
}
return null;
}
}
}
My Delivery class is the same as the Pickup class.
Edit
<?xml version="1.0" encoding="utf-8"?>
<Pickup xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Pickups>
<Pickups>
<pickupfirstname>dsf</pickupfirstname>
<pickuplastname>sdf</pickuplastname>
<pickupdeliveryaddress>sd</pickupdeliveryaddress>
<pickuptime>dsf</pickuptime>
</Pickups>
</Pickups>
</Pickup>
this is some sample XML code
In this example, every field, that should be (de-)serialized, has an annotation [XmlElement], maybe thats the reason...
Make sure your Pickups class is as follows to deserialize it correctly:
public class Pickups
{
public string pickupfirstname;
public string pickuplastname;
public string pickupdeliveryaddress;
public string pickuptime;
}
Note: I have tested your code locally with the inclusion of this class and it is working perfectly fine.

problem Storing a list of Objects in Isolated Storage

I am trying to store a list of objects I created in the isolated storage and be able to display them in a list by auto generating a title for them. So far the code works but once I tombstone the app and start it up all my data is saved except for the list of objects. I think my problem may be with how I initialize the list in the first place, or possibly how I am displaying the names. Any help is appreciated.
this code is in my App.xaml.cs:
public partial class App : Application
{
public List<my_type> testList = new List<my_type>();
void loadvalues()
{
IsolatedStorageSettings settings = IsolatedStorageSettings.ApplicationSettings;
List<my_Type> L;
if (settings.TryGetValue<List<DrinkSesh>>("Storage", out L))
{ testList = L; }
}
void savevalues()
{
IsolatedStorageSettings settings = IsolatedStorageSettings.ApplicationSettings;
settings["Storage"] = testList;
settings.Save();
}
}
This code is on my mainPage to add the items to the list:
(Application.Current as App).testList.Add(new my_type());
and this code is to implement the titles onto the screen on a different page:
public different_class()
{
{
InitializeComponent();
for (i = 0; i < (Application.Current as App).testList.Count; i++)
{
CreateATextBlock((Application.Current as App).testList[i].Title_ToString(), i);
}
}
private void CreateATextBlock(String title,int num)
{
testblockname = new TextBlock();
testblockname.Text = (num + 1) + ". " + title;
DrList.Children.Add(testblockname);
}
}
Thank you in advance!
Here is the code I use to save and load lists of objects from isolated storage.
public class IsoStoreHelper
{
private static IsolatedStorageFile _isoStore;
public static IsolatedStorageFile IsoStore
{
get { return _isoStore ?? (_isoStore = IsolatedStorageFile.GetUserStoreForApplication()); }
}
public static void SaveList<T>(string folderName, string dataName, ObservableCollection<T> dataList) where T : class
{
if (!IsoStore.DirectoryExists(folderName))
{
IsoStore.CreateDirectory(folderName);
}
string fileStreamName = string.Format("{0}\\{1}.dat", folderName, dataName);
using (IsolatedStorageFileStream stream = new IsolatedStorageFileStream(fileStreamName, FileMode.Create, IsoStore))
{
DataContractSerializer dcs = new DataContractSerializer(typeof(ObservableCollection<T>));
dcs.WriteObject(stream, dataList);
}
}
public static ObservableCollection<T> LoadList<T>(string folderName, string dataName) where T : class
{
ObservableCollection<T> retval = new ObservableCollection<T>();
if (!IsoStore.DirectoryExists(folderName))
{
IsoStore.CreateDirectory(folderName);
}
string fileStreamName = string.Format("{0}\\{1}.dat", folderName, dataName);
using (IsolatedStorageFileStream stream = new IsolatedStorageFileStream(fileStreamName, FileMode.OpenOrCreate, IsoStore))
{
if (stream.Length > 0)
{
DataContractSerializer dcs = new DataContractSerializer(typeof(ObservableCollection<T>));
retval = dcs.ReadObject(stream) as ObservableCollection<T>;
}
}
return retval;
}
}
By simply adding your collection (List) to your IsolatedStorageSettings you are relying on the built in serializer (the DataContractSerializer) to serialize your object for persisting to disk.
Are you sure your object can be correctly serialized and deserialized?
Doing this yourself is probably the easiest way to do this.
If you do this yourself, not that:
- DataContractSerializer is slow
- DataContractJsonSerializer is faster
- Json.net is faster still
- Binary serialization is fastest.
When serializing yourself you should also save in an IsolatedStorageFile rahter than in the settings. This can help with performance and also adds flexibility which can aid debugging and testing.

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