Reputation: 354
I serialize the data for every player server side and it's about 128kb in size. I serialize a [255,255] array of bools which is a must for mapping, what alternatives could I use as I heard gzip would actually increase the size?
I have heard about protobuf-net but it's undocumented and no examples exist on the internet.
Upvotes: 2
Views: 1549
Reputation: 700562
If you represent the booleans as bits and serialise as binary, that is only about 8 kilobyte.
If you need is as text, serialise the binary using base64, that will make it about 12 kilobyte.
Flatten the two dimensional array to a one dimensional array, and make a BitArray
from it.
Example:
bool[] bools = { true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true };
BitArray bits = new BitArray(bools);
byte[] bytes = new byte[3];
bits.CopyTo(bytes, 0);
Console.WriteLine(BitConverter.ToString(bytes));
Console.WriteLine(Convert.ToBase64String(bytes));
Outut:
FF-FF-0F
//8P
Upvotes: 2
Reputation: 1063338
The first thing I would do would be: not store that data in a bool[,]
- that is pretty inefficient, and a real pain to store. I would write a wrapper that shims it to a flat byte[]
:
public sealed class BitGrid
{
public BitGrid() {
// 255 * 255 = 32 bytes per row, 255 rows
bytes = new byte[8160];
}
public BitGrid(byte[] data)
{
if (data == null) throw new ArgumentNullException("data");
if (data.Length != 8160) throw new ArgumentException("data");
this.bytes = data;
}
readonly byte[] bytes;
public bool this[byte x, byte y]
{
get
{
int xByte = x / 8, xBit = x % 8;
byte val = bytes[(32 * y) + xByte];
switch (xBit)
{
case 0: return (val & 1) != 0;
case 1: return (val & 2) != 0;
case 2: return (val & 4) != 0;
case 3: return (val & 8) != 0;
case 4: return (val & 16) != 0;
case 5: return (val & 32) != 0;
case 6: return (val & 64) != 0;
case 7: return (val & 128) != 0;
}
throw new InvalidOperationException("oops!");
}
set
{
int xByte = x / 8, xBit = x % 8;
int offset = (32 * y) + xByte;
byte val = bytes[offset];
if (value)
{
switch (xBit)
{
case 0: val |= 1; break;
case 1: val |= 2; break;
case 2: val |= 4; break;
case 3: val |= 8; break;
case 4: val |= 16; break;
case 5: val |= 32; break;
case 6: val |= 64; break;
case 7: val |= 128; break;
}
}
else
{
switch (xBit)
{
case 0: val &= 254; break;
case 1: val &= 253; break;
case 2: val &= 251; break;
case 3: val &= 247; break;
case 4: val &= 239; break;
case 5: val &= 223; break;
case 6: val &= 191; break;
case 7: val &= 127; break;
}
}
bytes[offset] = val;
}
}
public byte[] ToArray()
{
return (byte[])bytes.Clone();
}
}
Then to serialize it, it is just:
byte[] data = grid.ToArray();
// store "data"
and to deserialize, it is just:
byte[] data = ...
grid = new BitGrid(data);
You can save / load a byte[]
to/from disk using the File.ReadAllBytes
/ File.WriteAllBytes
methods, or if you have other data to store, then any standard serializer will work fine with a byte[]
. This data will always be 8160 bytes - just under 8k.
Upvotes: 5
Reputation: 20630
You could use a (one-dimensional) BitArray for serialization. This packs the bits into bytes.
Upvotes: 2