【发布时间】:2014-07-07 13:07:37
【问题描述】:
我已经开始将我们的 Unity/iOS 游戏转换为使用 Protobuf-net 保存状态。看起来一切正常,直到我将此实例变量添加到 GameState
[ProtoMember(10)]
public List<Unit> fUnits;
单位是
[ProtoContract]
[ProtoInclude(21, typeof(ArtilleryUnit))]
[ProtoInclude(22, typeof(CavalryArtilleryUnit))]
[ProtoInclude(23, typeof(CavalryUnit))]
[ProtoInclude(24, typeof(InfantryUnit))]
[Serializable]
public class Unit : IActionHandler
这是我序列化的第一个子类。我正在编写后立即通过反序列化来测试我的代码
using (Stream memoryStream = new MemoryStream()) {
byte[] data = System.Text.Encoding.UTF8.GetBytes(readText);
memoryStream.Write(data, 0, data.Length);
memoryStream.Position = 0;
WBTSSerializer deserializer = new WBTSSerializer();
testState = new GameState();
deserializer.Deserialize(memoryStream, testState, typeof(GameState));
}
我明白了
ProtoBuf.ProtoException: Invalid wire-type; this usually means you have over-written a file without truncating or setting the length; see http://stackoverflow.com/q/2152978/23354
at ProtoBuf.ProtoReader.SkipField () [0x00000] in <filename unknown>:0
at WBTSSerializer.Read (wbts.Unit , ProtoBuf.ProtoReader ) [0x00000] in <filename unknown>:0
at WBTSSerializer.Read (wbts.GameState , ProtoBuf.ProtoReader ) [0x00000] in <filename unknown>:0
at WBTSSerializer.Deserialize (Int32 , System.Object , ProtoBuf.ProtoReader ) [0x00000] in <filename unknown>:0
at ProtoBuf.Meta.TypeModel.DeserializeCore (ProtoBuf.ProtoReader reader, System.Type type, System.Object value, Boolean noAutoCreate) [0x00000] in <filename unknown>:0
at ProtoBuf.Meta.TypeModel.Deserialize (System.IO.Stream source, System.Object value, System.Type type, ProtoBuf.SerializationContext context) [0x00000] in <filename unknown>:0
at ProtoBuf.Meta.TypeModel.Deserialize (System.IO.Stream source, System.Object value, System.Type type) [0x00000] in <filename unknown>:0
at wbts.Game.SaveGame (System.String filename) [0x000c1] in /Users/david/Shenandoah/WBTS/wbts/wbts/Game.cs:620
不用说,我已经检查过是否覆盖(这是一个全新的文件)。而且,如果我取出ProtoMember(10),它就不会抛出。
如果我取出 ProtoInclude 行,我会收到关于子类的错误。而且,如果我在Unit 中取出ProtoMember,它仍然会抛出。
如果重要的话,我目前只是从 Xamarin 运行它(在 Mac OS X 上——我是一名 iOS 开发人员)。但这只是为了便于测试,我已经设法用足够多的棒击中 Protobuf-net 以使其在 iPad 上运行。
【问题讨论】:
标签: ios unity3d protobuf-net