After having my class go through binary serialization any references to static instance of another class break. The example should explain better what i mean:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
namespace staticorsingletontest
{
[System.Serializable]
public class weapon
{
public string name;
public weapon (string name)
{ this.name = name; }
}
class Program
{
public static weapon sword = new weapon("Sword");
public static weapon axe = new weapon("Axe");
static void Main(string[] args)
{
byte[] b;
Dictionary<weapon, int> WarriorSkills = new Dictionary<weapon,int>();
Dictionary<weapon, int> Des = new Dictionary<weapon,int>();
WarriorSkills.Add(sword, 10);
using (MemoryStream ms = new MemoryStream())
{
//Serialize
new BinaryFormatter().Serialize(ms, WarriorSkills);
b = ms.ToArray();
//Deserialize
ms.Flush();
ms.Write(b, 0, b.Length);
ms.Seek(0, SeekOrigin.Begin);
Des = (Dictionary<weapon, int>)new BinaryFormatter().Deserialize(ms);
}
Console.WriteLine(WarriorSkills.Keys.ToArray()[0].name + " is a " + Des.Keys.ToArray()[0].name + ", but are they equal? " + (WarriorSkills.Keys.ToArray()[0] == Des.Keys.ToArray()[0]).ToString());
Console.ReadLine();
Console.WriteLine("Warrior's Skill with Sword is ", Des[sword]); //wonderful "KeyNotFoundException" error
Console.ReadLine();
}
}
}
Program throws an error because deserialized "sword" is not the same "sword" (its static
, how that even happens?)
Making weapon
class a singleton
would not work because then sword and axe will be the same thing.
Is there a way to point out that both swords are the same thing, or i dont get some core logic of static
classes?
If you deserialize an (originally singleton) object it will be a new instance anyway unless you specify that deserialization should return a "well known" instance. But you can do it by some customization:
using System;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
public class Example
{
[Serializable]
public class Weapon: IObjectReference // here is the trick, see GetRealObject method
{
// unless you want to allow to create any kind of weapon I suggest to use an enum for the predefined types
private enum WeaponKind { Sword, Axe }
public static Weapon Sword { get; } = new Weapon(WeaponKind.Sword);
public static Weapon Axe { get; } = new Weapon(WeaponKind.Axe);
// this is the only instance field so this will be stored on serialization
private readonly WeaponKind kind;
public string Name => kind.ToString();
// make the constructor private so no one can create further weapons
private Weapon(WeaponKind kind)
{
this.kind = kind;
}
// on deserialization ALWAYS a new instance will be created
// but if you implement IObjectReference, this method will be called before returning the deserialized object
public object GetRealObject(StreamingContext context)
{
// map the temporarily created new deserialized instance to the well-known static member:
switch (kind)
{
case WeaponKind.Sword:
return Sword;
case WeaponKind.Axe:
return Axe;
default:
throw new InvalidOperationException("Unknown weapon type");
}
}
}
}
And some test:
public static void Main()
{
var axe = Weapon.Axe;
var savedContent = new MemoryStream();
var formatter = new BinaryFormatter();
formatter.Serialize(savedContent, axe);
savedContent.Position = 0;
var deserializedAxe = (Weapon)formatter.Deserialize(savedContent);
Console.WriteLine(ReferenceEquals(axe, deserializedAxe)); // prints True
}
Update:
If all of your weapon properties are constant (and it is not a problem if there are more instances that should be considered to be equal), then just override Equals
:
public override bool Equals(object obj)
{
var other = obj as Weapon;
if (other == null)
return base.Equals(obj);
return other.kind == this.kind;
}
If you override Equals
you must override GetHashCode
as well, otherwise, you will not able to find the different instances of the same object in the dictionary:
public override int GetHashCode()
{
return kind.GetHashCode();
}
Please note that ==
operator will still return reference equality. If you want to override this you need to overload the ==
and !=
operators:
public static bool operator ==(Weapon w1, Weapon w2)
{
return Equals(w1, w2);
}
public static bool operator !=(Weapon w1, Weapon w2)
{
return !Equals(w1, w2);
}