1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
|
/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the documentation of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:FDL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Free Documentation License Usage
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of
** this file. Please review the following information to ensure
** the GNU Free Documentation License version 1.3 requirements
** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\example serialization/savegame
\title JSON Save Game Example
\brief The JSON Save Game example demonstrates how to save and load a
small game using QJsonDocument, QJsonObject and QJsonArray.
Many games provide save functionality, so that the player's progress through
the game can be saved and loaded at a later time. The process of saving a
game generally involves serializing each game object's member variables
to a file. Many formats can be used for this purpose, one of which is JSON.
With QJsonDocument, you also have the ability to serialize a document in a
\l {https://tools.ietf.org/html/rfc7049} {CBOR} format, which is great if you
don't want the save file to be readable, or if you need to keep the file size down.
In this example, we'll demonstrate how to save and load a simple game to
and from JSON and binary formats.
\section1 The Character Class
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.
\snippet serialization/savegame/character.h 0
Of particular interest to us are the read and write function
implementations:
\snippet serialization/savegame/character.cpp 0
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().
\snippet serialization/savegame/character.cpp 1
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.
Next up is 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.
\snippet serialization/savegame/level.cpp 0
Containers can be written and read to and 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.
\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
container is stored as a regular array of objects, but the index of each
element is used as the key to construct the container when reading it back
in.
\snippet serialization/savegame/level.cpp 1
Again, the write() function is similar to the read() function, except
reversed.
Having established the Character and Level classes, we can move on to
the Game class:
\snippet serialization/savegame/game.h 0
First of all, we define the \c SaveFormat enum. This will allow us to
specify the format in which the game should be saved: \c Json or \c Binary.
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().
\snippet serialization/savegame/game.cpp 0
To setup a new game, we create the player and populate the levels and their
NPCs.
\snippet serialization/savegame/game.cpp 1
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.
We then populate the level array by reading each Level from a QJsonArray.
\snippet serialization/savegame/game.cpp 2
We write the game to JSON similarly to how we write Level.
\snippet serialization/savegame/game.cpp 3
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,
and \c "save.dat" for CBOR. We print a warning and return \c false if the
file couldn't be opened.
Since QJsonDocument's \l{QJsonDocument::fromJson()}{fromJson()} and
\l{QJsonDocument::fromBinaryData()}{fromBinaryData()} functions both take a
QByteArray, we can read the entire contents of the save file into one,
regardless of the save format.
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
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.
We are now ready to enter main():
\snippet serialization/savegame/main.cpp 0
Since we're only interested in demonstrating \e serialization of a game with
JSON, our game is not actually playable. Therefore, we only need
QCoreApplication and have no event loop. On application start-up we parse
the command-line arguments to decide how to start the game. For the first
argument the options "new" (default) and "load" are available. When "new"
is specified a new game will be generated, and when "load" is specified a
previously saved game will be loaded in. For the second argument
"json" (default) and "binary" are available as options. This argument will
decide which file is saved to and/or loaded from. We then move ahead and
assume that the player had a great time and made lots of progress, altering
the internal state of our Character, Level and Game objects.
\snippet serialization/savegame/main.cpp 1
When the player has finished, we save their game. For demonstration
purposes, we can serialize to either JSON or CBOR. You can examine the
contents of the files in the same directory as the executable (or re-run
the example, making sure to also specify the "load" option), although the
binary save file will contain some garbage characters (which is normal).
That concludes our example. As you can see, serialization with Qt's JSON
classes is very simple and convenient. The advantages of using QJsonDocument
and friends over QDataStream, for example, is that you not only get
human-readable JSON files, but you also have the option to use a binary
format if it's required, \e without rewriting any code.
\sa {JSON Support in Qt}, {Data Storage}
*/
|