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Non serializable #9
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Hi @Lurler, That makes sense. Just some clarifications:
cheers, val |
Thank you for the quick reply. Let me try to explain in details.
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Makes sense, I'll have a look at it this week. Did you get it from nuget? If so, i can publish a prerelease package with the change for you to test. |
Yes, from nuget. If you'd like me to test the experimental package just let me know and I will pull it and see if everything works. |
Hi @Lurler, I've started work on a branch. I noticed when writing the test that a few of the binary serialization APIs are deprecated. I've only every binary serialized using protobuf, is this unit test using the correct serialize/deserialize api? |
Hm, I was not aware of that. I remember using it back in the day, so I just reused the same code. |
It's no problem, the game engine may not necessarily be using that serialization method. I pushed up a beta version of the package to nuget with the serialization support. See if it fixes your issue. |
@Lurler were you ever able to try this? |
Sorry for late reply. I did try the native serialization, but in the end I decided to use a different serialization approach as it's more robust and would work with any package, even if it's not setup for serialization. |
Greetings.
Can you consider marking your classes as serializable? I instantiate the grid and pathfinder inside the game map object, so when I want to save the map with a binary serializer I'm unable to do so due to the classes not being marked as such.
It would simplify things massively if you can make it serializable, rather than me trying to concoct some kind of proxy and store pathfinder for each map separately and regenerating them after map loading or switching.
Regards.
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