I've added Azure Pipelines GitHub App to my account.
Yoshifumi Kawai
@neuecc
I've added issues #502 to #514 . Not yet reviewed completely for Unity, but once this is all.
Andrew Arnott
@AArnott
Great. I'll take a look at those.
Yoshifumi Kawai
@neuecc
thanks for reviewing of my issues.
I'll back day after tomorrow.
Andrew Arnott
@AArnott
It was good working with you in "real time" yesterday/lastnight/today (in my timezone anyway). Thanks for letting me know you'll be away for a day.
Aleksander Heintz
@Alxandr
@AArnott did we go back to only static classes?
Andrew Arnott
@AArnott
Yes, per @neuecc's insistence MessagePackSerializer is a static class again.
Andrew Arnott
@AArnott
@neuecc how did you generate the sandbox\PerfBenchmarkDotNet\GeneratedFormatter.cs file? I've been maintaining it by hand but I'd love to verify that the generators are updated as necessary.
Yoshifumi Kawai
@neuecc
@AArnott generated from mpc but yes, fix by manually.
Aleksander Heintz
@Alxandr
@neuecc did you have time to look at neuecc/MessagePack-CSharp#530 It would be a (minor) breaking change, so getting it before 2.0 would be really nice.
Andrew Arnott
@AArnott
@neuecc Since it looks like we may not have an agreed upon stable API by the end of this week, but I think there's hope we can reconcile our goals, so I bought some more time. I also see a hard problem in my use case that can only be solved by truly supporting streaming deserialization (neuecc/MessagePack-CSharp#437). I may actually try to work that into v2 instead of postponing to some future v3 in order to avoid two sets of massively API breaking changes.
Yoshifumi Kawai
@neuecc
How to disable Directory.Build.props, Directory.Build.targets when open MessagePack.UnityClient.sln under MessagePack.UnityClient?
hiradyazdan
@hiradyazdan
@neuecc i haven’t seen any activity on Utf8Json since 2018, is this project obsolete?
Andrew Arnott
@AArnott
What problem are the imports causing? You can't disable them, but we could rearrange the code so the props file isn't above the unity folder.
Yoshifumi Kawai
@neuecc
only Visual Studio, shows some error(but in Unity Editor works).
@hiradyazdan Utf8Json and MessagePack adopts similar architecture. When MessagePack architecture will stable, I'll back.
hiradyazdan
@hiradyazdan
@neuecc you mean i can serialize json string to object and vice versa (not binaries/byte arrays) with messagepack too? i didn’t realize that! can you please point me to where and how i can do that? because wherever i looked there was nothing i could find in that regard. Or perhaps you mean the core is similar?
hiradyazdan
@hiradyazdan
the problem is if i have messagepack and utf8json both in one project, there will be a conflict for class vague match
Andrew Arnott
@AArnott
@hiradyazdan Which class exactly causes the collision?
@neuecc Can you open an issue to track the Directory.Build.Props unity issue?
hiradyazdan
@hiradyazdan
@AArnott there’s an issue for it already neuecc/Utf8Json#46 i have commented at th end.
_
hiradyazdan
@hiradyazdan
the suggestion in the issue, seems a bit overkill as one might not need to define separate assemblies on unity for example, for only different serializers where both share the same core logic
hiradyazdan
@hiradyazdan
@AArnott is there anyway to ignore null values from a serialized object in int key mode? I understand that int keys will set null if value not provided or indexes are skipped, as the receiver would be accepting the same key index, but what if sender has different indexing than receiver? say in two different environments where messagepack-csharp is used for the serializer only?
Andrew Arnott
@AArnott
I'm not sure I understand your question, @hiradyazdan. In int key mode, MessagePack stores each field as an element in an array. If we didn't store a messagepack nil code in a slot of that array, what would we store instead? If we "compressed" it by simply omitting those elements then all the indexes would be off and the deserializer wouldn't know how to interpret each element.
hiradyazdan
@hiradyazdan
@AArnott can’t we skip the nil and reindex? let’s say in the IL or the generated code we reorder the elements if they have nil values before serializing to binaries
the use case of this would be when there are two different model structures required for the same model, where one doesn’t need the elements that the other need (aiming to two different servers for example)
hiradyazdan
@hiradyazdan
if we could have an option that by choice we reindex the elements and exclude the nil values this scenario could be possible
hiradyazdan
@hiradyazdan
otherwise, you’d have to have an extra copy of the same model and its properties with different keys only, which is excessive from developers’ point of view!
Andrew Arnott
@AArnott
@hiradyazdan: let's say you have a class with 4 properties that you're deserializing, and you receive a msgpack binary with ['a','d','g']. One of the properties are missing because it was nil. But which one was it?
hiradyazdan
@hiradyazdan
@AArnott oh i forgot to clarify, let’s say the deserializer is on another environment with different model structure which expects 3 properties already
you have a deserializer using msgpack-csharp in c# env which can work fine without skipping nils and reindxing, and another one, on another server for example, that expects different model structure, which skips and reindex.
hiradyazdan
@hiradyazdan
i mean the class/struct which defines the properties on the other server only correspond to some of the properties in the first one, not all
Andrew Arnott
@AArnott
It sounds like you have two potential schemas you want to serialize to. You can do that in either of two ways: The simplest is to define each schemas in terms of a C# class. Serialize an instance of the class based on where you're sending the serialized result. So if you have one destination that expects 3 properties and one that expects 4, instantiate and initialize both classes, and serialize each one. The other option is to write a custom formatter that knows to skip specific properties and serialize with that one when you want to omit them.
hiradyazdan
@hiradyazdan
@AArnott i like the second option, is there any example for this scenario already?
hiradyazdan
@hiradyazdan
when you say know to skip specific properties, do you mean it can only know by property name or its value? cuz if it’s by the name then wouldn’t cause a conflict for the other formatter where it needs those properties?
Andrew Arnott
@AArnott
Of course it wouldn't skip based on value or else again the deserializer won't know which array index to deserialize into which property.
pmArchitect
@pmArchitect
Is there a simple tutorial or step-by-step instructions on how to use MessagePack in Unity?
Or an Example Project?
Kevin Streicher
@NoxMortem
@pmArchitect There is nothing specific about MessagePack and Unity. Use it as the first code block in the readme on the repository shows. The ONLY thing unity specific is, that it can serialize some of the types of Unity. You still need to separete serializeable and non-serialiezable data and assign the values deserialized after loading to whatever you use in Unity.
Andrew Arnott
@AArnott
@neuecc I think I'll release a stable 1.8 version so we can service it more easily than we can service the v1.7 branch. Any concerns?
Andrew Arnott
@AArnott
I've released a stable 1.8 to nuget.org.
@neuecc With #589 I think we've made all the public API and behavioral changes we want to for 2.0. How do you feel about a stable package?
I'm going to go through the active PRs and maybe a few of the issues to see if any are best done before 2.0 stabilizes.
(and probably aggressively close some stale PRs)
Yoshifumi Kawai
@neuecc
@AArnott Yes, just I've completed working for IL2CPP. #591, #592
Jakub Holovsky
@JakubHolovsky
Question - does Messagepack "mpc" support the new PackageReference attribute in csproj? A year ago it was not true so I wonder if the support has been added? Cheers
Jon Steinich
@jsteinich
@JakubHolovsky it depends what version of mpc you are using. The universal code generator version does work, but it is slated to be deprecated. Some of the newest non-cross-platform versions also worked.