SharpDXException on setting Shader inputLayout - c#

This didnt used to throw this exception but now it does
if (shader.ShaderInput == null) shader.ShaderInput = new InputLayout(OneEngineInstance.EngineInstance.Device, ShaderSignature.GetInputSignature(shader.CompilationResult), new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32_Float, 16, 0) });
The only useful information it gives me is
An unhandled exception of type 'SharpDX.SharpDXException' occurred in SharpDX.dll
Additional information: HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: The parameter is incorrect.
Im not sure why this is doing this and im still pretty new to SharpDX
AssetsLoader.cs
using System;
using System.IO;
using SharpDX;
using SharpDX.DXGI;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.D3DCompiler;
using SharpDX.XAudio2;
using SharpDX.Multimedia;
using OneEngine.DataTypes;
using OneEngine.Core;
namespace OneEngine.Assets
{
public static class AssetsLoader
{
public static void LoadImage(Image image)
{
image.Texture = Texture2D.FromFile<Texture2D>(OneEngineInstance.EngineInstance.Device, image.FilePath);
image.ShaderResourceView = new ShaderResourceView(OneEngineInstance.EngineInstance.Device, image.Texture);
image.Sampler = new SamplerState(OneEngineInstance.EngineInstance.Device, new SamplerStateDescription()
{
// TODO > Make Simplifier classes for these values and adapt to engine settings
Filter = Filter.MinMagMipLinear,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.Black,
ComparisonFunction = Comparison.Never,
MaximumAnisotropy = 16,
MipLodBias = 0,
MinimumLod = 0,
MaximumLod = 16
});
}
public static void LoadShader(Shader shader)
{
for (int i = 0; i < shader.ShaderTypes.Length; i++)
{
switch (shader.ShaderTypes[i])
{
case EShaderType.VERTEX:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "VS", "vs_5_0");
shader.VertexShader = new VertexShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.PIXEL:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "PS", "ps_5_0");
shader.PixelShader = new PixelShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.GEOMETRY:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "GS", "gs_5_0");
shader.GeometryShader = new GeometryShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.COMPUTE:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "CS", "cs_5_0");
shader.ComputeShader = new ComputeShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.DOMAIN:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "DS", "ds_5_0");
shader.DomainShader = new DomainShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.HULL:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "HS", "hs_5_0");
shader.HullShader = new HullShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
}
}
if (shader.ShaderInput == null) shader.ShaderInput = new InputLayout(OneEngineInstance.EngineInstance.Device, ShaderSignature.GetInputSignature(shader.CompilationResult), new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32_Float, 16, 0) });
}
public static void LoadAudio(Audio audio)
{
audio.Stream = new SoundStream(File.OpenRead(audio.FilePath));
audio.Format = audio.Stream.Format;
audio.Buffer = new AudioBuffer
{
Stream = audio.Stream.ToDataStream(), AudioBytes = (int)audio.Stream.Length, Flags = BufferFlags.EndOfStream
};
audio.Stream.Close();
audio.Voice = new SourceVoice(AudioCore.XAudio, audio.Format, true);
if (audio.IsLoopable) audio.Buffer.LoopCount = audio.LoopTimes;
}
public static void LoadVideo()
{
}
public static void LoadFont()
{
}
public static void LoadLanguage()
{
}
}
public enum EShaderType
{
VERTEX, PIXEL, GEOMETRY, COMPUTE, DOMAIN, HULL
}
}
Shader.cs
using System;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.D3DCompiler;
using OneEngine.Assets;
namespace OneEngine.DataTypes
{
public sealed class Shader
{
private String filePath;
private EShaderType[] shaderTypes;
private CompilationResult shaderByteCode;
private VertexShader vs;
private PixelShader ps;
private GeometryShader gs;
private ComputeShader cs;
private DomainShader ds;
private HullShader hs;
private InputLayout shaderInput;
private InputElement[] inputElements;
public Shader(String shaderFilePath, EShaderType[] types, InputElement[] elemets)
{
this.filePath = shaderFilePath;
this.shaderTypes = types;
this.inputElements = elemets;
}
public void RemoveFromMemory()
{
if (shaderByteCode != null) shaderByteCode.Dispose();
if (vs != null) vs.Dispose();
if (ps != null) ps.Dispose();
if (gs != null) gs.Dispose();
if (cs != null) cs.Dispose();
if (ds != null) ds.Dispose();
if (hs != null) hs.Dispose();
}
public String FilePath
{
get { return filePath; }
}
public EShaderType[] ShaderTypes
{
get { return shaderTypes; }
set { shaderTypes = value; }
}
public CompilationResult CompilationResult
{
get { return shaderByteCode; }
set { shaderByteCode = value; }
}
public VertexShader VertexShader
{
get { return vs; }
set { vs = value; }
}
public PixelShader PixelShader
{
get { return ps; }
set { ps = value; }
}
public GeometryShader GeometryShader
{
get { return gs; }
set { gs = value; }
}
public ComputeShader ComputeShader
{
get { return cs; }
set { cs = value; }
}
public DomainShader DomainShader
{
get { return ds; }
set { ds = value; }
}
public HullShader HullShader
{
get { return hs; }
set { hs = value; }
}
public InputLayout ShaderInput
{
set { shaderInput = value; }
get { return shaderInput; }
}
public InputElement[] ShaderInputElements
{
get { return inputElements; }
}
}
}
If you need anything else, the project is open source https://github.com/TheNanonNetwork/OneGames

Try creating your Graphics Device with DeviceCreationFlags.Debug and if the input layout is failing to create properly, then it'll tell you why.
Also, are you sure your Color attribute is supposed to be at an offset of 16 bytes given that the attribute before it is only 12 bytes in size?

Related

error CS0234: The type or namespace name 'OpenURL' does not exist in the namespace 'Application'

Hi' i am using Unity Engine to build a VR game and i'm kinda stuck here, what should i do next? (it says smtng about line-144. If any of you could help me with this it would be very appritiated:)
i dont know what to write anymor cuz of that:
It looks like your post is mostly code; please add some more details.
code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor
{
static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
const float k_Space = 16f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void RemoveTutorial()
{
if (EditorUtility.DisplayDialog("Remove Readme Assets",
$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
"Proceed",
"Cancel"))
{
if (Directory.Exists(s_ReadmeSourceDirectory))
{
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
}
else
{
Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
}
var readmeAsset = SelectReadme();
if (readmeAsset != null)
{
var path = AssetDatabase.GetAssetPath(readmeAsset);
FileUtil.DeleteFileOrDirectory(path + ".meta");
FileUtil.DeleteFileOrDirectory(path);
}
AssetDatabase.Refresh();
}
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
{
var readme = SelectReadme();
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
}
}
}
static void LoadLayout()
{
var assembly = typeof(EditorApplication).Assembly;
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[] { Path.Combine("TutorialInfo/Layout.wlt"), false });
}
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1)
{
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[] { readmeObject };
return (Readme)readmeObject;
}
else
{
Debug.Log("Couldn't find a readme");
return null;
}
}
protected override void OnHeaderGUI()
{
var readme = (Readme)target;
Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
GUILayout.BeginHorizontal("In BigTitle");
{
if (readme.icon != null)
{
GUILayout.Space(k_Space);
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
}
GUILayout.Space(k_Space);
GUILayout.BeginVertical();
{
GUILayout.FlexibleSpace();
GUILayout.Label(readme.title, TitleStyle);
GUILayout.FlexibleSpace();
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
}
GUILayout.EndHorizontal();
}
public override void OnInspectorGUI()
{
var readme = (Readme)target;
Init();
foreach (var section in readme.sections)
{
if (!string.IsNullOrEmpty(section.heading))
{
GUILayout.Label(section.heading, HeadingStyle);
}
if (!string.IsNullOrEmpty(section.text))
{
GUILayout.Label(section.text, BodyStyle);
}
if (!string.IsNullOrEmpty(section.linkText))
{
if (LinkLabel(new GUIContent(section.linkText)))
{
Application.OpenURL(section.url);
}
}
GUILayout.Space(k_Space);
}
if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
{
RemoveTutorial();
}
}
bool m_Initialized;
GUIStyle LinkStyle
{
get { return m_LinkStyle; }
}
[SerializeField]
GUIStyle m_LinkStyle;
GUIStyle TitleStyle
{
get { return m_TitleStyle; }
}
[SerializeField]
GUIStyle m_TitleStyle;
GUIStyle HeadingStyle
{
get { return m_HeadingStyle; }
}
[SerializeField]
GUIStyle m_HeadingStyle;
GUIStyle BodyStyle
{
get { return m_BodyStyle; }
}
[SerializeField]
GUIStyle m_BodyStyle;
GUIStyle ButtonStyle
{
get { return m_ButtonStyle; }
}
[SerializeField]
GUIStyle m_ButtonStyle;
void Init()
{
if (m_Initialized)
return;
m_BodyStyle = new GUIStyle(EditorStyles.label);
m_BodyStyle.wordWrap = true;
m_BodyStyle.fontSize = 14;
m_BodyStyle.richText = true;
m_TitleStyle = new GUIStyle(m_BodyStyle);
m_TitleStyle.fontSize = 26;
m_HeadingStyle = new GUIStyle(m_BodyStyle);
m_HeadingStyle.fontStyle = FontStyle.Bold;
m_HeadingStyle.fontSize = 18;
m_LinkStyle = new GUIStyle(m_BodyStyle);
m_LinkStyle.wordWrap = false;
// Match selection color which works nicely for both light and dark skins
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
m_LinkStyle.stretchWidth = false;
m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
m_ButtonStyle.fontStyle = FontStyle.Bold;
m_Initialized = true;
}
bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
{
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
Handles.BeginGUI();
Handles.color = LinkStyle.normal.textColor;
Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
Handles.color = Color.white;
Handles.EndGUI();
EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
return GUI.Button(position, label, LinkStyle);
}
}

Set GameObject From Http Request Result in Unity

I have 4 buttons in my project and all these buttons call different score results from server. At awake function I generate a table with random values and it works pretty fine. However when I call a function and get results I couldnt set the table with received values because entryContainer and entryTemplate would be null which I think should not be because they are instantiated!. Here is my code which works pretty fine at page opening but could not set items after receiving request
using Assets.Scripts.HttpPost;
using Assets.Scripts.Models;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
public class HighScoreTable : MonoBehaviour
{
public static Transform entryContainer;
public static Transform entryTemplate;
public List<HighscoreEntry> highscoreEntryList;
public static List<Transform> highscoreEntryTransformList;
public static bool isChanged = false;
public void Awake()
{
// Works pretty fine at opening
entryContainer = transform.Find("highscoreEmptyContainer");
entryTemplate = entryContainer.Find("highscoreEntryTemplate");
entryTemplate.gameObject.SetActive(false);
highscoreEntryList = new List<HighscoreEntry>() {
new HighscoreEntry{score = 33.6, username = "Osman"},
new HighscoreEntry{score = 46033.5, username = "Ahmet"},
new HighscoreEntry{score = 1833.5, username = "Veli"},
new HighscoreEntry{score = 563.5, username = "Can"},
new HighscoreEntry{score = 433.5, username = "Esma"},
new HighscoreEntry{score = 6533.5, username = "Gözde"},
new HighscoreEntry{score = 733.5, username = "Ayşe"},
new HighscoreEntry{score = 733.5, username = "Fatma"},
new HighscoreEntry{score = 383.5, username = "Hayriye"}
};
//generates table its ok
highscoreEntryTransformList = new List<Transform>();
foreach (var highscoreEntry in highscoreEntryList)
{
CreateHighscoreEntryTransform(highscoreEntry, entryContainer, highscoreEntryTransformList);
}
}
public void Update()
{
}
private void CreateHighscoreEntryTransform(HighscoreEntry highscoreEntry, Transform container, List<Transform> transformList)
{
float templateHeight = 30f;
while (container == null)
container = transform.Find("highscoreEmptyContainer");
Transform entryTransform = Instantiate(entryTemplate, entryContainer);
RectTransform entryRectTransform = entryTransform.GetComponent<RectTransform>();
entryRectTransform.anchoredPosition = new Vector2(0, -30 - templateHeight * transformList.Count);
entryTransform.gameObject.SetActive(true);
int rank = transformList.Count + 1;
string rankString;
switch (rank)
{
default:
rankString = rank + "TH"; break;
case 1: rankString = "1ST"; break;
case 2: rankString = "2ND"; break;
case 3: rankString = "3RD"; break;
}
entryTransform.Find("posText").GetComponent<Text>().text = rankString;
double score = highscoreEntry.score;
entryTransform.Find("scoreText").GetComponent<Text>().text = score.ToString();
entryTransform.Find("nameText").GetComponent<Text>().text = highscoreEntry.username;
transformList.Add(entryTransform);
}
#region AllVerbal
public WWW AllVerbalGet(string postAddress, string jsonData)
{
entryContainer = transform.Find("highscoreEmptyContainer");
entryTemplate = entryContainer.Find("highscoreEntryTemplate");
entryTemplate.gameObject.SetActive(false);
WWW www;
byte[] formData = null;
try
{
Hashtable postHeader = new Hashtable();
postHeader.Add("Content-Type", "application/json");
// convert json string to byte
if (!string.IsNullOrEmpty(jsonData))
{
formData = System.Text.Encoding.UTF8.GetBytes(jsonData);
}
www = new WWW(postAddress, formData, postHeader);
StartCoroutine(WaitForAllVerbalGetRequest(www));
}
catch (System.Exception ex)
{
www = null;
}
return www;
}
//Wait for the www Request
IEnumerator WaitForAllVerbalGetRequest(WWW www)
{
yield return www;
if (www.error == null)
{
//Print server response
try
{
LeaderboardListModel result = JsonUtility.FromJson<LeaderboardListModel>("{\"leaders\":" + www.text + "}");
highscoreEntryList = new List<HighscoreEntry>();
// Items received and converted to model successfully!
HighscoreEntry temp;
foreach (var item in result.leaders)
{
temp = new HighscoreEntry();
temp.username = item.username;
temp.score = item.totalScore;
temp.weekscore = item.weeklyTotalScore;
highscoreEntryList.Add(temp);
}
highscoreEntryTransformList = new List<Transform>();
foreach (var highscoreEntry in highscoreEntryList)
{
// HERE IS THE PROBLEM ENTRY CONTAINER IS NULL BUT ITS INSTANTIATED AT AWAKE FUNCTION!!!!!!!!!!!
// I ALSO TRY TO SET THESE ITEMS AGAIN BUT STILL RETURNS NULL
//entryContainer = transform.Find("highscoreEmptyContainer");
//entryTemplate = entryContainer.Find("highscoreEntryTemplate");
//entryTemplate.gameObject.SetActive(false);
//WHAT SHOULD I DO entry container is null!! :(
CreateHighscoreEntryTransform(highscoreEntry, entryContainer, highscoreEntryTransformList);
}
isChanged = true;
}
catch (System.Exception ex)
{
}
}
else
{
try
{
highscoreEntryList = new List<HighscoreEntry>();
highscoreEntryTransformList = new List<Transform>();
foreach (var highscoreEntry in highscoreEntryList)
{
CreateHighscoreEntryTransform(highscoreEntry, entryContainer, highscoreEntryTransformList);
}
}
catch (System.Exception)
{
}
}
}
#endregion
public void allVerbalButton_Click()
{
isChanged = true;
AllVerbalGet(HttpOperations.allVerbalURL, null);
}
public void allCompButton_Click()
{
isChanged = true;
AllVerbalGet(HttpOperations.allCompURL, null);
}
public void Top10VerbalButton_Click()
{
isChanged = true;
AllVerbalGet(HttpOperations.Top10VerbalURL, null);
}
public void Top10ComputButton_Click()
{
isChanged = true;
AllVerbalGet(HttpOperations.Top10CompURL, null);
}
[System.Serializable]
public class HighscoreEntry
{
public double score;
public string username;
public double weekscore;
}
}
I am pretty new at unity but couldnt solve it :( Any help would be great

C# Class Properties 'tied' to a file? (See Perl::Tie)

In perl there's a rather simple method of tying a data structure to a file, whether it be a string, hash(dictionary in C#) or a simple array/list.
I've cobbled together my own half-assed solution in C# but I was wondering if there's a more inbuilt way to achieve this functionality?
Edit in response to comment below--The question, directly: Is there an inbuilt way to "tie" a class/dictionary to a file so any changes in either is reflected in the other? (Without doing as I've done below)
(Tieing a dictionary means that any changes in the dictionary are immediately reflected/updated in the file and declaring a tied var loads the object from disk if it already exists; see PerlTie )
My pseudo-tie'd class is below:
#region options
private float _Opacity;
public float Opacity {
get {
return Opacity;
}
set {
_Opacity = value;
this.Save();
}
}
private Font _Font;
public Font Font {
get {
return _Font;
}
set {
_Font = value;
this.Save();
}
}
private Color _FontColor;
public Color FontColor {
get {
return _FontColor;
}
set {
_FontColor = value;
this.Save();
}
}
private Color _BGColor;
public Color BGColor {
get {
return _BGColor;
}
set {
_BGColor = value;
this.Save();
}
}
private Point _Location;
public Point Location {
get {
return _Location;
}
set {
_Location = value;
this.Save();
}
}
private Size _Size;
public Size Size {
get {
return _Size;
}
set {
_Size = value;
this.Save();
}
}
private ushort _HistoryLines;
public ushort HistoryLines {
get {
return _HistoryLines;
}
set {
_HistoryLines = value;
this.Save();
}
}
private ChatType _ChatModes;
public ChatType ChatModes {
get {
return _ChatModes;
}
set {
_ChatModes = value;
this.Save();
}
}
private bool _Debugging;
public bool Debugging {
get {
return _Debugging;
}
set {
_Debugging = value;
this.Save();
}
}
#endregion options
private FontConverter FontConvert;
private FileInfo SettingsFile;
private MLogConf() {
}
public MLogConf(string stateFile) {
FontConvert = new FontConverter();
try {
if (!Directory.Exists(Path.GetDirectoryName(stateFile)))
Directory.CreateDirectory(Path.GetDirectoryName(stateFile));
if (!File.Exists(stateFile)) {
FileStream fs = File.Create(stateFile);
fs.Close();
}
SettingsFile = new FileInfo(stateFile);
if (SettingsFile.Length == 0) {
this.SetDefaultOptions();
} else {
if (!this.Load()) {
throw new FileLoadException("Couldn't load settings file");
}
}
} catch (Exception ex) {
Trace.Write($"Failed to create MLogConf({nameof(stateFile)}) {ex.Message + Environment.NewLine + ex.StackTrace}");
}
}
private bool Load() {
if (SettingsFile == null)
return false;
try {
byte[] data = File.ReadAllBytes(SettingsFile.FullName);
using (MemoryStream m = new MemoryStream(data)) {
using (BinaryReader reader = new BinaryReader(m)) {
_Opacity = reader.ReadSingle();
_Font = (Font)(FontConvert.ConvertFromString(Encoding.ASCII.GetString(Convert.FromBase64String(reader.ReadString()))));
_FontColor = Color.FromArgb(reader.ReadInt32());
_BGColor = Color.FromArgb(reader.ReadInt32());
_Location = new Point(reader.ReadInt32(), reader.ReadInt32());
_Size = new Size(reader.ReadInt32(), reader.ReadInt32());
_HistoryLines = reader.ReadUInt16();
_ChatModes = (ChatType)reader.ReadInt32();
_Debugging = reader.ReadBoolean();
}
}
} catch (Exception e) {
Trace.WriteLine($"Exception reading binary data: {e.Message + Environment.NewLine + e.StackTrace}");
return false;
}
return true;
}
private bool Save() {
try {
using (FileStream fs = new FileStream(SettingsFile.FullName, FileMode.Create)) {
using (BinaryWriter writer = new BinaryWriter(fs)) {
writer.Write(_Opacity);
writer.Write(Convert.ToBase64String(Encoding.ASCII.GetBytes((string)FontConvert.ConvertTo(Font, typeof(string)))));
writer.Write(_FontColor.ToArgb());
writer.Write(_BGColor.ToArgb());
writer.Write(_Location.X);
writer.Write(_Location.Y);
writer.Write(_Size.Width);
writer.Write(_Size.Height);
writer.Write(_HistoryLines);
writer.Write((int)_ChatModes);
writer.Write(_Debugging);
}
}
} catch (Exception e) {
Trace.WriteLine($"Exception writing binary data: {e.Message + Environment.NewLine + e.StackTrace}");
return false;
}
return true;
}
private bool SetDefaultOptions() {
this._BGColor = Color.Black;
this._ChatModes = ChatType.Alliance | ChatType.Emote | ChatType.FreeCompany | ChatType.Linkshell | ChatType.Party | ChatType.SayShoutYell | ChatType.Tell;
this._Opacity = 1f;
this._Font = new Font("Verdana", 50);
this._FontColor = Color.CornflowerBlue;
this._Location = new Point(100, 400);
this._Size = new Size(470, 150);
this._HistoryLines = 512;
this._Debugging = false;
return this.Save();
}
I suppose you are looking for an easy way to store class instances in files.
Serialization is the process of converting an object into a stream of bytes in order to store the object or transmit it to memory, a database, or a file. Its main purpose is to save the state of an object in order to be able to recreate it when needed. The reverse process is called deserialization.
The shortest solution I've found for C# here some time ago was Json.NET from Newtonsoft, available as NuGet package. It will do all the 'long class-properties-to-string code' for you and leave you with string ready to be written in file.
Official site can provide code examples: http://www.newtonsoft.com/json
Save to file:
Product product = new Product();
product.Name = "Apple";
product.Expiry = new DateTime(2008, 12, 28);
product.Sizes = new string[] { "Small" };
string json = JsonConvert.SerializeObject(product);
// {
// "Name": "Apple",
// "Expiry": "2008-12-28T00:00:00",
// "Sizes": [
// "Small"
// ]
// }
Read from file:
string json = #"{
'Name': 'Bad Boys',
'ReleaseDate': '1995-4-7T00:00:00',
'Genres': [
'Action',
'Comedy'
]
}";
Movie m = JsonConvert.DeserializeObject<Movie>(json);
string name = m.Name;
// Bad Boys

Load serialized data in multiple applications C#

Scenario:
I have a program which uses a simple class to generate game data. Using the said program, I write the data out using serialization and BinaryFormatter to a file to be used by a second program. Reading the data from this initial program works without issue.
Problem:
It's probably down to my ignorance to how serialized files are handled, but I cannot then load this data into a second program, the actual game itself.
saveGame code (in program 1):
static List<GameData> gameData;
static GameData currentData;
private void saveGame(Sudoku sdk) {
BinaryFormatter bf = new BinaryFormatter();
FileStream file = null;
try {
if(!File.Exists(gameDataFile[currentDifficulty])) {
file = File.Open(gameDataFile[currentDifficulty], FileMode.CreateNew);
} else {
file = File.Open(gameDataFile[currentDifficulty], FileMode.Append);
}
currentData = setGameData(sdk);
bf.Serialize(file, currentData);
savePuzzleLog();
} catch(Exception e) {
Debug.LogException("saveGame", e);
}
if(file != null) {
file.Close();
}
}
loadGameData: (in program 2)
public static List<GameData> gameData;
public bool loadGameData() {
if(gameData == null) {
gameData = new List<GameData>();
} else {
gameData.Clear();
}
bool loadData = true;
bool OK = false;
if(File.Exists(gameDataFile[currentDifficulty])) {
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(gameDataFile[currentDifficulty], FileMode.Open);
while(loadData) {
try {
GameData gd = new GameData();
gd = (GameData)bf.Deserialize(file);
gameData.Add(gd);
OK = true;
if(file.Position == file.Length) {
loadData = false;
}
} catch(Exception e) {
Debug.LogException(e);
loadData = false;
OK = false;
}
}
if(file != null) {
file.Close();
}
} else {
Debug.LogWarning(gameDataFile[currentDifficulty] + " does not exist!");
}
return OK;
}
GameData Class: (1st program)
[Serializable]
class GameData {
private int gameID;
private List<int> contentArray;
private int difficultyValue;
public GameData(List<int> data = null) {
id = -1;
difficulty = -1;
if(content != null) {
content.Clear();
} else {
content = new List<int>();
}
if(data != null) {
foreach(int i in data) {
content.Add(i);
}
}
}
public int id {
get {
return this.gameID;
}
set {
this.gameID = value;
}
}
public int difficulty {
get {
return this.difficultyValue;
}
set {
this.difficultyValue = value;
}
}
public List<int> content {
get {
return this.contentArray;
}
set {
this.contentArray = value;
}
}
}
GameData Class: (2nd program) The only difference is declaring as public
[Serializable]
public class GameData {
private int gameID;
private List<int> contentArray;
private int difficultyValue;
public GameData(List<int> data = null) {
id = -1;
difficulty = -1;
if(content != null) {
content.Clear();
} else {
content = new List<int>();
}
if(data != null) {
foreach(int i in data) {
content.Add(i);
}
}
}
public int id {
get {
return this.gameID;
}
set {
this.gameID = value;
}
}
public int difficulty {
get {
return this.difficultyValue;
}
set {
this.difficultyValue = value;
}
}
public List<int> content {
get {
return this.contentArray;
}
set {
this.contentArray = value;
}
}
}
What my question is, is how do I save the data out in one program and be able to load it using a different program without getting serialization errors or do I need to use an alternate save/load method and/or class structure?
When I had to do it i made it this way :
An independant dll (assembly) containing the class holding the data (for you the GameData class), and utility methods to save/load from a file.
Your two other projects must then reference this dll (assembly) and you should be able to (de)serialize correctly.
What I think the issue is in your case is that the BinaryFormatter does not only save the data in the file, but also the complete Type of the serialized object.
When you try to deserialize in another similar object, even if the structure is the same, the full name of the class is not (because the assembly name is not).
OK, I've sorted it using the advice given. Instead of using BinaryFormatter I have used BinaryWriter and BinaryReader as follows...
In program 1 (the creator):
private byte[] setByteData(Sudoku sdk) {
List<int> clues = sdk.puzzleListData();
byte[] bd = new byte[puzzleSize];
SudokuSolver solver = new SudokuSolver();
List<int> solution = solver.Solve(sdk.Copy(), false, currentDifficulty).puzzleListData();
for(int i = 0; i < puzzleSize; i++) {
bd[i] = Convert.ToByte(solution[i] + (clues[i] == 0 ? 0xF0 : 0));
}
return bd;
}
private GameData setGameData(Sudoku sdk) {
List<int> clues = sdk.puzzleListData();
GameData gd = new GameData();
gd.id = puzzleList.Items.Count;
gd.difficulty = currentDifficulty;
SudokuSolver solver = new SudokuSolver();
List<int> solution = solver.Solve(sdk.Copy(), false, currentDifficulty).puzzleListData();
for(int i = 0; i < puzzleSize; i++) {
gd.content.Add(solution[i] + (clues[i] == 0 ? 0xF0 : 0));
}
return gd;
}
private List<int> getByteData(byte[] data) {
List<int> retVal = new List<int>();
foreach(byte i in data) {
if(i > 9) {
retVal.Add(i - 0xF0);
} else {
retVal.Add(0);
}
}
return retVal;
}
private string getGameData(List<int> data) {
string retVal = "";
foreach(int i in data) {
if(i > 9) {
retVal += (i - 0xF0).ToString();
} else {
retVal += i.ToString();
}
}
return retVal;
}
private void saveGame(Sudoku sdk) {
FileStream file = null;
BinaryWriter bw = null;
try {
if(!File.Exists(gameDataFile[currentDifficulty])) {
file = File.Open(gameDataFile[currentDifficulty], FileMode.CreateNew);
} else {
file = File.Open(gameDataFile[currentDifficulty], FileMode.Append);
}
bw = new BinaryWriter(file);
currentData = setGameData(sdk);
byte[] bd = setByteData(sdk);
bw.Write(currentData.id);
bw.Write(currentData.difficulty);
bw.Write(bd);
savePuzzleLog();
} catch(Exception e) {
Debug.LogException("saveGame", e);
}
if(file != null) {
if(bw != null) {
bw.Flush();
bw.Close();
}
file.Close();
}
}
In program 2: (the actual game)
public bool loadGameData() {
if(gameData == null) {
gameData = new List<GameData>();
} else {
gameData.Clear();
}
bool loadData = true;
bool OK = false;
if(File.Exists(gameDataFile[currentDifficulty])) {
FileStream file = File.Open(gameDataFile[currentDifficulty], FileMode.Open);
BinaryReader br = new BinaryReader(file);
while(loadData) {
try {
GameData gd = new GameData();
gd.id = br.ReadInt32();
gd.difficulty = br.ReadInt32();
gd.content = getByteData(br.ReadBytes(puzzleSize));
gameData.Add(gd);
OK = true;
if(file.Position == file.Length) {
loadData = false;
}
} catch(Exception e) {
Debug.LogException(e);
loadData = false;
OK = false;
}
}
if(file != null) {
file.Close();
}
} else {
Debug.LogWarning(gameDataFile[currentDifficulty] + " does not exist!");
}
return OK;
}
The class structure is the same as before but using this method has resolved my issue and I can now create the data files using my creator and load the data comfortably using the actual game.
Thanks all for your assistance and advice to help me get this sorted.

Set default value for string prompt

The editor class has a method called GetString which prompts the user for a string value via AutoCAD's command prompt. I call it in this wrapper method:
public static string PromptUserForString(string message = "Enter a string: ", string defaultAnswer = "")
{
return _editor.GetString("\n" + message).StringResult;
}
The argument message becomes the message the user sees when prompted for a string. How do I set it up so that the value of default answer is automatically set to be the answer so that if the user hits enter right away that becomes the value like in the screen shot below
So 1 is automatically typed as an answer meaning the user can either hit enter for the value of 1 or change 1 to whatever non-default answer they want
I paste you some code as example for the different prompts :
using System;
using System.Collections.Generic;
using Autodesk.AutoCAD.EditorInput;
using Autodesk.AutoCAD.Geometry;
using Autodesk.AutoCAD.ApplicationServices;
namespace EditorUtilities
{
/// <summary>
/// Prompts with the active document ( MdiActiveDocument )
/// </summary>
public class EditorHelper : IEditorHelper
{
private readonly Editor _editor;
public EditorHelper(Document document)
{
_editor = document.Editor;
}
public PromptEntityResult PromptForObject(string promptMessage, Type allowedType, bool exactMatchOfAllowedType)
{
var polyOptions = new PromptEntityOptions(promptMessage);
polyOptions.SetRejectMessage("Entity is not of type " + allowedType);
polyOptions.AddAllowedClass(allowedType, exactMatchOfAllowedType);
var polyResult = _editor.GetEntity(polyOptions);
return polyResult;
}
public PromptPointResult PromptForPoint(string promptMessage, bool useDashedLine = false, bool useBasePoint = false, Point3d basePoint = new Point3d(),bool allowNone = true)
{
var pointOptions = new PromptPointOptions(promptMessage);
if (useBasePoint)
{
pointOptions.UseBasePoint = true;
pointOptions.BasePoint = basePoint;
pointOptions.AllowNone = allowNone;
}
if (useDashedLine)
{
pointOptions.UseDashedLine = true;
}
var pointResult = _editor.GetPoint(pointOptions);
return pointResult;
}
public PromptPointResult PromptForPoint(PromptPointOptions promptPointOptions)
{
return _editor.GetPoint(promptPointOptions);
}
public PromptDoubleResult PromptForDouble(string promptMessage, double defaultValue = 0.0)
{
var doubleOptions = new PromptDoubleOptions(promptMessage);
if (Math.Abs(defaultValue - 0.0) > Double.Epsilon)
{
doubleOptions.UseDefaultValue = true;
doubleOptions.DefaultValue = defaultValue;
}
var promptDoubleResult = _editor.GetDouble(doubleOptions);
return promptDoubleResult;
}
public PromptIntegerResult PromptForInteger(string promptMessage)
{
var promptIntResult = _editor.GetInteger(promptMessage);
return promptIntResult;
}
public PromptResult PromptForKeywordSelection(
string promptMessage, IEnumerable<string> keywords, bool allowNone, string defaultKeyword = "")
{
var promptKeywordOptions = new PromptKeywordOptions(promptMessage) { AllowNone = allowNone };
foreach (var keyword in keywords)
{
promptKeywordOptions.Keywords.Add(keyword);
}
if (defaultKeyword != "")
{
promptKeywordOptions.Keywords.Default = defaultKeyword;
}
var keywordResult = _editor.GetKeywords(promptKeywordOptions);
return keywordResult;
}
public Point3dCollection PromptForRectangle(out PromptStatus status, string promptMessage)
{
var resultRectanglePointCollection = new Point3dCollection();
var viewCornerPointResult = PromptForPoint(promptMessage);
var pointPromptStatus = viewCornerPointResult.Status;
if (viewCornerPointResult.Status == PromptStatus.OK)
{
var rectangleJig = new RectangleJig(viewCornerPointResult.Value);
var jigResult = _editor.Drag(rectangleJig);
if (jigResult.Status == PromptStatus.OK)
{
// remove duplicate point at the end of the rectangle
var polyline = rectangleJig.Polyline;
var viewPolylinePoints = GeometryUtility.GetPointsFromPolyline(polyline);
if (viewPolylinePoints.Count == 5)
{
viewPolylinePoints.RemoveAt(4); // dont know why but true, probably mirror point with the last point
}
}
pointPromptStatus = jigResult.Status;
}
status = pointPromptStatus;
return resultRectanglePointCollection;
}
public PromptSelectionResult PromptForSelection(string promptMessage = null, SelectionFilter filter = null)
{
var selectionOptions = new PromptSelectionOptions { MessageForAdding = promptMessage };
var selectionResult = String.IsNullOrEmpty(promptMessage) ? _editor.SelectAll(filter) : _editor.GetSelection(selectionOptions, filter);
return selectionResult;
}
public PromptSelectionResult PromptForSelection(PromptSelectionOptions promptSelectionOptions,SelectionFilter filter = null)
{
return _editor.GetSelection(promptSelectionOptions, filter);
}
public void WriteMessage(string message)
{
_editor.WriteMessage(message);
}
public void DrawVector(Point3d from, Point3d to, int color, bool drawHighlighted)
{
_editor.DrawVector(from, to, color, drawHighlighted);
}
}
}

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