diff options
author | Marc Mutz <marc.mutz@qt.io> | 2023-02-07 13:52:50 +0100 |
---|---|---|
committer | Marc Mutz <marc.mutz@qt.io> | 2023-05-03 21:36:14 +0200 |
commit | 5a3ac484dbcc64c8ee7a57854fcdde6b4b067aaa (patch) | |
tree | efafa56f817ac16dbf66ead2150854156d22042f /examples/corelib | |
parent | a7d92f809f3d05a22c38ec6f77f9c62190d2deb0 (diff) |
savegame ex.: revamp the way we (de)serialize JSON
JSON, unlike, say, QDataStream, allows building up objects independent
of some central object, and combining them into a QJsonDocument
later. This suggests returning QJsonObjects from a toJson() const
method instead of having the caller supply a QJsonObject. Doing it
this way enables transparent move semantics to kick in, too.
For deserialization, use a fromJson() named constructor for value-like
classes (where identity doesn't matter, only equality). Keep using
read(), too, and add a note to explain when to use which form.
Also, avoid the triple lookup from
if (json.contains("key") && json["key"].isSoughtType())
mFoo = json["key"].toSoughtType();
by using C++17 if-with-initializer and showing the trick with
Undefined never being of isSoughtType():
if (const QJsonValue v = json["key"]; v.isSoughtType())
mFoo = v.toSoughtType();
Adjust the discussion to match the new code, up the copyright years
and rename some qdoc snippet markers from nondescript [0]/[1] to
[toJson]/[fromJson].
Task-number: QTBUG-108857
Pick-to: 6.5 6.4 6.2
Change-Id: Icaa14acc7464fef00a59534679d710252e921383
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Mårten Nordheim <marten.nordheim@qt.io>
Diffstat (limited to 'examples/corelib')
7 files changed, 166 insertions, 113 deletions
diff --git a/examples/corelib/serialization/savegame/character.cpp b/examples/corelib/serialization/savegame/character.cpp index 7be737f308..910e7e9e7a 100644 --- a/examples/corelib/serialization/savegame/character.cpp +++ b/examples/corelib/serialization/savegame/character.cpp @@ -48,28 +48,34 @@ void Character::setClassType(Character::ClassType classType) mClassType = classType; } -//! [0] -void Character::read(const QJsonObject &json) +//! [fromJson] +Character Character::fromJson(const QJsonObject &json) { - if (json.contains("name") && json["name"].isString()) - mName = json["name"].toString(); + Character result; - if (json.contains("level") && json["level"].isDouble()) - mLevel = json["level"].toInt(); + if (const QJsonValue v = json["name"]; v.isString()) + result.mName = v.toString(); - if (json.contains("classType") && json["classType"].isDouble()) - mClassType = ClassType(json["classType"].toInt()); + if (const QJsonValue v = json["level"]; v.isDouble()) + result.mLevel = v.toInt(); + + if (const QJsonValue v = json["classType"]; v.isDouble()) + result.mClassType = ClassType(v.toInt()); + + return result; } -//! [0] +//! [fromJson] -//! [1] -void Character::write(QJsonObject &json) const +//! [toJson] +QJsonObject Character::toJson() const { + QJsonObject json; json["name"] = mName; json["level"] = mLevel; json["classType"] = mClassType; + return json; } -//! [1] +//! [toJson] void Character::print(int indentation) const { diff --git a/examples/corelib/serialization/savegame/character.h b/examples/corelib/serialization/savegame/character.h index 4dc25139a6..d91bc8519b 100644 --- a/examples/corelib/serialization/savegame/character.h +++ b/examples/corelib/serialization/savegame/character.h @@ -31,8 +31,8 @@ public: ClassType classType() const; void setClassType(ClassType classType); - void read(const QJsonObject &json); - void write(QJsonObject &json) const; + static Character fromJson(const QJsonObject &json); + QJsonObject toJson() const; void print(int indentation = 0) const; private: diff --git a/examples/corelib/serialization/savegame/doc/src/savegame.qdoc b/examples/corelib/serialization/savegame/doc/src/savegame.qdoc index 5302582fcc..b1aa599e79 100644 --- a/examples/corelib/serialization/savegame/doc/src/savegame.qdoc +++ b/examples/corelib/serialization/savegame/doc/src/savegame.qdoc @@ -24,45 +24,81 @@ The Character class represents a non-player character (NPC) in our game, and stores the player's name, level, and class type. - It provides read() and write() functions to serialise its member variables. + It provides static fromJson() and non-static toJson() functions to + serialise itself. + + \note This pattern (fromJson()/toJson()) works because QJsonObjects can be + constructed independent of an owning QJsonDocument, and because the data + types being (de)serialized here are value types, so can be copied. When + serializing to another format — for example XML or QDataStream, which require passing + a document-like object — or when the object identity is important (QObject + subclasses, for example), other patterns may be more suitable. See the + \l{xml/dombookmarks} and \l{xml/streambookmarks} examples for XML, and the + implementation of \l QListWidgetItem::read() and \l QListWidgetItem::write() + for idiomatic QDataStream serialization. \snippet serialization/savegame/character.h 0 - Of particular interest to us are the read and write function + Of particular interest to us are the fromJson() and toJson() function implementations: - \snippet serialization/savegame/character.cpp 0 + \snippet serialization/savegame/character.cpp fromJson - In the read() function, we assign Character's members values from the - QJsonObject argument. You can use either \l QJsonObject::operator[]() or - QJsonObject::value() to access values within the JSON object; both are - const functions and return QJsonValue::Undefined if the key is invalid. We - check if the keys are valid before attempting to read them with - QJsonObject::contains(). + In the fromJson() function, we construct a local \c result Character object + and assign \c{result}'s members values from the QJsonObject argument. You + can use either \l QJsonObject::operator[]() or QJsonObject::value() to + access values within the JSON object; both are const functions and return + QJsonValue::Undefined if the key is invalid. In particular, the \c{is...} + functions (for example \l QJsonValue::isString(), \l + QJsonValue::isDouble()) return \c false for QJsonValue::Undefined, so we + can check for existence as well as the correct type in a single lookup. - \snippet serialization/savegame/character.cpp 1 + If a value does not exist in the JSON object, or has the wrong type, we + don't write to the corresponding \c result member, either, thereby + preserving any values the default constructor may have set. This means + default values are centrally defined in one location (the default + constructor) and need not be repeated in serialisation code + (\l{https://en.wikipedia.org/wiki/Don%27t_repeat_yourself}{DRY}). - In the write() function, we do the reverse of the read() function; assign - values from the Character object to the JSON object. As with accessing - values, there are two ways to set values on a QJsonObject: - \l QJsonObject::operator[]() and QJsonObject::insert(). Both will override - any existing value at the given key. + Observe the use of + \l{https://en.cppreference.com/w/cpp/language/if#If_statements_with_initializer} + {C++17 if-with-initializer} to separate scoping and checking of the variable \c v. + This means we can keep the variable name short, because its scope is limited. - Next up is the Level class: + Compare that to the naïve approach using \c QJsonObject::contains(): + + \badcode + if (json.contains("name") && json["name"].isString()) + result.mName = json["name"].toString(); + \endcode + + which, beside being less readable, requires a total of three lookups (no, + the compiler will \e not optimize these into one), so is three times + slower and repeats \c{"name"} three times (violating the DRY principle). + + \snippet serialization/savegame/character.cpp toJson + + In the toJson() function, we do the reverse of the fromJson() function; + assign values from the Character object to a new JSON object we then + return. As with accessing values, there are two ways to set values on a + QJsonObject: \l QJsonObject::operator[]() and \l QJsonObject::insert(). + Both will override any existing value at the given key. + + \section1 The Level Class \snippet serialization/savegame/level.h 0 - We want to have several levels in our game, each with several NPCs, so we - keep a QList of Character objects. We also provide the familiar read() and - write() functions. + We want the levels in our game to each each have several NPCs, so we keep a QList + of Character objects. We also provide the familiar fromJson() and toJson() + functions. - \snippet serialization/savegame/level.cpp 0 + \snippet serialization/savegame/level.cpp fromJson - Containers can be written and read to and from JSON using QJsonArray. In our + Containers can be written to and read from JSON using QJsonArray. In our case, we construct a QJsonArray from the value associated with the key \c "npcs". Then, for each QJsonValue element in the array, we call - toObject() to get the Character's JSON object. The Character object can then - read their JSON and be appended to our NPC array. + toObject() to get the Character's JSON object. Character::fromJson() can + then turn that QJSonObject into a Character object to append to our NPC array. \note \l{Container Classes}{Associate containers} can be written by storing the key in each value object (if it's not already). With this approach, the @@ -70,11 +106,13 @@ element is used as the key to construct the container when reading it back in. - \snippet serialization/savegame/level.cpp 1 + \snippet serialization/savegame/level.cpp toJson - Again, the write() function is similar to the read() function, except + Again, the toJson() function is similar to the fromJson() function, except reversed. + \section1 The Game Class + Having established the Character and Level classes, we can move on to the Game class: @@ -86,26 +124,43 @@ Next, we provide accessors for the player and levels. We then expose three functions: newGame(), saveGame() and loadGame(). - The read() and write() functions are used by saveGame() and loadGame(). + The read() and toJson() functions are used by saveGame() and loadGame(). + + \div{class="admonition note"}\b{Note:} + Despite \c Game being a value class, we assume that the author wants a game to have + identity, much like your main window would have. We therefore don't use a + static fromJson() function, which would create a new object, but a read() + function we can call on existing objects. There's a 1:1 correspondence + between read() and fromJson(), in that one can be implemented in terms of + the other: + + \code + void read(const QJsonObject &json) { *this = fromJson(json); } + static Game fromObject(const QJsonObject &json) { Game g; g.read(json); return g; } + \endcode - \snippet serialization/savegame/game.cpp 0 + We just use what's more convenient for callers of the functions. + \enddiv + + \snippet serialization/savegame/game.cpp newGame To setup a new game, we create the player and populate the levels and their NPCs. - \snippet serialization/savegame/game.cpp 1 + \snippet serialization/savegame/game.cpp read - The first thing we do in the read() function is tell the player to read - itself. We then clear the level array so that calling loadGame() on the - same Game object twice doesn't result in old levels hanging around. + The read() function starts by replacing the player with the + one read from JSON. We then clear() the level array so that calling + loadGame() on the same Game object twice doesn't result in old levels + hanging around. We then populate the level array by reading each Level from a QJsonArray. - \snippet serialization/savegame/game.cpp 2 + \snippet serialization/savegame/game.cpp toJson - We write the game to JSON similarly to how we write Level. + Writing the game to JSON is similar to writing a level. - \snippet serialization/savegame/game.cpp 3 + \snippet serialization/savegame/game.cpp loadGame When loading a saved game in loadGame(), the first thing we do is open the save file based on which format it was saved to; \c "save.json" for JSON, @@ -119,14 +174,16 @@ After constructing the QJsonDocument, we instruct the Game object to read itself and then return \c true to indicate success. - \snippet serialization/savegame/game.cpp 4 + \snippet serialization/savegame/game.cpp saveGame Not surprisingly, saveGame() looks very much like loadGame(). We determine the file extension based on the format, print a warning and return \c false if the opening of the file fails. We then write the Game object to a - QJsonDocument, and call either QJsonDocument::toJson() or to - QJsonDocument::toBinaryData() to save the game, depending on which format - was specified. + QJsonObject. To save the game in the format that was specified, we + convert the JSON object into either a QJsonDocument for a subsequent + QJsonDocument::toJson() call, or a QCborValue for QCborValue::toCbor(). + + \section1 Tying It All Together We are now ready to enter main(): diff --git a/examples/corelib/serialization/savegame/game.cpp b/examples/corelib/serialization/savegame/game.cpp index 21dedf9482..3140178f88 100644 --- a/examples/corelib/serialization/savegame/game.cpp +++ b/examples/corelib/serialization/savegame/game.cpp @@ -21,7 +21,7 @@ QList<Level> Game::levels() const return mLevels; } -//! [0] +//! [newGame] void Game::newGame() { mPlayer = Character(); @@ -59,9 +59,9 @@ void Game::newGame() dungeon.setNpcs(dungeonNpcs); mLevels.append(dungeon); } -//! [0] +//! [newGame] -//! [3] +//! [loadGame] bool Game::loadGame(Game::SaveFormat saveFormat) { QFile loadFile(saveFormat == Json @@ -87,9 +87,9 @@ bool Game::loadGame(Game::SaveFormat saveFormat) << (saveFormat != Json ? "CBOR" : "JSON") << "...\n"; return true; } -//! [3] +//! [loadGame] -//! [4] +//! [saveGame] bool Game::saveGame(Game::SaveFormat saveFormat) const { QFile saveFile(saveFormat == Json @@ -101,52 +101,44 @@ bool Game::saveGame(Game::SaveFormat saveFormat) const return false; } - QJsonObject gameObject; - write(gameObject); + QJsonObject gameObject = toJson(); saveFile.write(saveFormat == Json ? QJsonDocument(gameObject).toJson() : QCborValue::fromJsonValue(gameObject).toCbor()); return true; } -//! [4] +//! [saveGame] -//! [1] +//! [read] void Game::read(const QJsonObject &json) { - if (json.contains("player") && json["player"].isObject()) - mPlayer.read(json["player"].toObject()); + if (const QJsonValue v = json["player"]; v.isObject()) + mPlayer = Character::fromJson(v.toObject()); - if (json.contains("levels") && json["levels"].isArray()) { - QJsonArray levelArray = json["levels"].toArray(); + if (const QJsonValue v = json["levels"]; v.isArray()) { + const QJsonArray levels = v.toArray(); mLevels.clear(); - mLevels.reserve(levelArray.size()); - for (const QJsonValue &v : levelArray) { - QJsonObject levelObject = v.toObject(); - Level level; - level.read(levelObject); - mLevels.append(level); - } + mLevels.reserve(levels.size()); + for (const QJsonValue &level : levels) + mLevels.append(Level::fromJson(level.toObject())); } } -//! [1] +//! [read] -//! [2] -void Game::write(QJsonObject &json) const +//! [toJson] +QJsonObject Game::toJson() const { - QJsonObject playerObject; - mPlayer.write(playerObject); - json["player"] = playerObject; - - QJsonArray levelArray; - for (const Level &level : mLevels) { - QJsonObject levelObject; - level.write(levelObject); - levelArray.append(levelObject); - } - json["levels"] = levelArray; + QJsonObject json; + json["player"] = mPlayer.toJson(); + + QJsonArray levels; + for (const Level &level : mLevels) + levels.append(level.toJson()); + json["levels"] = levels; + return json; } -//! [2] +//! [toJson] void Game::print(int indentation) const { diff --git a/examples/corelib/serialization/savegame/game.h b/examples/corelib/serialization/savegame/game.h index 0e91343d27..4c72ea426e 100644 --- a/examples/corelib/serialization/savegame/game.h +++ b/examples/corelib/serialization/savegame/game.h @@ -26,7 +26,7 @@ public: bool saveGame(SaveFormat saveFormat) const; void read(const QJsonObject &json); - void write(QJsonObject &json) const; + QJsonObject toJson() const; void print(int indentation = 0) const; private: diff --git a/examples/corelib/serialization/savegame/level.cpp b/examples/corelib/serialization/savegame/level.cpp index c2f88c3434..5a6137715a 100644 --- a/examples/corelib/serialization/savegame/level.cpp +++ b/examples/corelib/serialization/savegame/level.cpp @@ -25,39 +25,37 @@ void Level::setNpcs(const QList<Character> &npcs) mNpcs = npcs; } -//! [0] -void Level::read(const QJsonObject &json) +//! [fromJson] +Level Level::fromJson(const QJsonObject &json) { - if (json.contains("name") && json["name"].isString()) - mName = json["name"].toString(); + Level result; - if (json.contains("npcs") && json["npcs"].isArray()) { - QJsonArray npcArray = json["npcs"].toArray(); - mNpcs.clear(); - mNpcs.reserve(npcArray.size()); - for (const QJsonValue &v : npcArray) { - QJsonObject npcObject = v.toObject(); - Character npc; - npc.read(npcObject); - mNpcs.append(npc); - } + if (const QJsonValue v = json["name"]; v.isString()) + result.mName = v.toString(); + + if (const QJsonValue v = json["npcs"]; v.isArray()) { + const QJsonArray npcs = v.toArray(); + result.mNpcs.reserve(npcs.size()); + for (const QJsonValue &npc : npcs) + result.mNpcs.append(Character::fromJson(npc.toObject())); } + + return result; } -//! [0] +//! [fromJson] -//! [1] -void Level::write(QJsonObject &json) const +//! [toJson] +QJsonObject Level::toJson() const { + QJsonObject json; json["name"] = mName; QJsonArray npcArray; - for (const Character &npc : mNpcs) { - QJsonObject npcObject; - npc.write(npcObject); - npcArray.append(npcObject); - } + for (const Character &npc : mNpcs) + npcArray.append(npc.toJson()); json["npcs"] = npcArray; + return json; } -//! [1] +//! [toJson] void Level::print(int indentation) const { diff --git a/examples/corelib/serialization/savegame/level.h b/examples/corelib/serialization/savegame/level.h index e09e2c9f3c..ce39a611b4 100644 --- a/examples/corelib/serialization/savegame/level.h +++ b/examples/corelib/serialization/savegame/level.h @@ -21,8 +21,8 @@ public: QList<Character> npcs() const; void setNpcs(const QList<Character> &npcs); - void read(const QJsonObject &json); - void write(QJsonObject &json) const; + static Level fromJson(const QJsonObject &json); + QJsonObject toJson() const; void print(int indentation = 0) const; private: |