如何修复 libGdx 中的游戏序列化无限循环?

How can I fix this game serialization infinite loop in libGdx?

我有 class GameState 如下;

public class GameState
{
    private Array<Fleet> fleets;
    private Array<Planet> planets;
    private Array<Player> players;
    //Constructors, methods, yada yada
}

我的 Fleet class 的非常简化的格式是; public class 舰队 { 私人阵列船; 私有播放器所有者;

    public Fleet(Player owner)
    {
        this.owner = owner;
        this.ships = new Array<Ship>();
    }
    //Methods
}

简化Playerclass;

public class Player
{
    private Array<Fleet> fleets;

    public Player()
    {
        fleets = new Array<Fleet>();
    }
}

我使用 libGdx Json.toJson(state); 将我的游戏保存为 Json 格式。

我在直接引用中存储了我的信息,但这引起了一些小问题。第一个是 GameState 中数据的每个引用,在序列化时,都被 Json reader 读取为它自己的实例。所以,如果我序列化 GameState x,然后反序列化它,它会在 GameState 中读取 FleetArray,然后移动到 planets,然后移动到 players.每当它发现对存储在 fleets 中的实例的原始引用之一时,它就会将其视为自己的实例。

这意味着在加载新游戏之前,这两个引用将指向同一块内存,但在保存并重新加载后,它们将指向不同的内存块。此外,由于 Fleet 在其中保留了一个 Ship 的列表,并且每个 Ship 都包含对其父 fleet 的字段形式的引用,因此 Json 序列化器和反序列化器将因此陷入无限循环。

我尝试this,因为它似乎是最简单的方法,但正如内森在接受的答案中指出的那样,这不是最有效的方法。

如何重现这个问题?

游戏状态class

public class GameState
{
    public Array<Player> players;

    public GameState()
    {
        this.players = new Array<Player>();
        players.add(new Player());
        players.add(new Player());
    }
}

玩家class

public class Player
{
    public Array<Fleet> fleets;

    public Player()
    {
        fleets = new Array<Fleet>();
    }

    public void addFleet(Fleet fleet)
    {
        fleets.add(fleet);
    }
}

舰队class

public class Fleet()
{
    public Player owner;

    public Fleet(Player owner)
    {
        this.owner = owner;
        this.owner.fleets.add(this);
    }
}

主游戏class

public class MainGame extends Game
{
    @Override
    public void create()
    {
        GameState state = new GameState();
        state.fleets.add(new Fleet(state.players.get(0)));
        state.fleets.add(new Fleet(state.players.get(1)));

        Json json = new Json();
        String infiniteLoopOrWhosebugErrorHappensHere = json.toJson(state);
        state = json.fromJson(infiniteLoopOrWhosebugErrorHappensHere);
    }
}

您应该由此或 Whosebug 错误得到一个无限循环。

这是深拷贝与浅拷贝的经典问题。有许多不同的技术可以处理这种情况,但对于游戏来说,一种简单的处理方法是为每个对象(如果您使用的是 Artemis 或 Ashley 等 ECS 框架,则为游戏实体)分配唯一标识符。

当你序列化对象时,不是嵌套其他对象,只是序列化一个id列表。反序列化时,您需要反序列化所有内容,然后将 id 扩展为实际的对象引用。

我在下面给出的是如何使用您提供的代码执行此操作的简单示例。

public class MainGame extends ApplicationAdapter {

    @Override
    public void create() {
        final Player player0 = new Player();
        final Player player1 = new Player();
        final Fleet fleet0 = new Fleet(player0);
        player0.fleets.add(fleet0);
        final Fleet fleet1 = new Fleet(player1);
        player1.fleets.add(fleet1);

        GameState state = new GameState();
        state.players.add(player0);
        state.players.add(player1);
        state.fleets.add(fleet0);
        state.fleets.add(fleet1);


        final Json json = new Json();
        final String infiniteLoopOrWhosebugErrorHappensHere = json.toJson(state.toGameSaveState());
        state = json.fromJson(GameSaveState.class, infiniteLoopOrWhosebugErrorHappensHere).toGameState();
    }
}

public abstract class BaseEntity {
    private static long idCounter = 0;

    public final long id;

    BaseEntity() {
        this(idCounter++);
    }

    BaseEntity(final long id) {
        this.id = id;
    }
}

public abstract class BaseSnapshot {
    public final long id;

    BaseSnapshot(final long id) {
        this.id = id;
    }
}

public class Fleet extends BaseEntity {
    public Player owner;

    Fleet(final long id) {
        super(id);
    }

    public Fleet(final Player owner) {
        this.owner = owner;
        //this.owner.fleets.add(this); --> Removed because this is a side-effect!
    }

    public FleetSnapshot toSnapshot() {
        return new FleetSnapshot(id, owner.id);
    }


    public static class FleetSnapshot extends BaseSnapshot {
        public final long ownerId;

        //Required for serialization
        FleetSnapshot() {
            super(-1);
            ownerId = -1;
        }

        public FleetSnapshot(final long id, final long ownerId) {
            super(id);
            this.ownerId = ownerId;
        }

        public Fleet toFleet(final Map<Long, BaseEntity> entitiesById) {
            final Fleet fleet = (Fleet)entitiesById.get(id);
            fleet.owner = (Player)entitiesById.get(ownerId);
            return fleet;
        }
    }
}

public class GameSaveState {
    public final Array<PlayerSnapshot> playerSnapshots;
    public final Array<FleetSnapshot> fleetSnapshots;

    //required for serialization
    GameSaveState() {
        playerSnapshots = null;
        fleetSnapshots = null;
    }

    public GameSaveState(final Array<PlayerSnapshot> playerSnapshots, final Array<FleetSnapshot> fleetSnapshots) {
        this.playerSnapshots = playerSnapshots;
        this.fleetSnapshots = fleetSnapshots;
    }

    public GameState toGameState() {
        final Map<Long, BaseEntity> entitiesById = constructEntitiesByIdMap();

        final GameState restoredState = new GameState();
        restoredState.players = restorePlayerEntities(entitiesById);
        restoredState.fleets = restoreFleetEntities(entitiesById);
        return restoredState;
    }

    private Map<Long, BaseEntity> constructEntitiesByIdMap() {
        final Map<Long, BaseEntity> entitiesById = new HashMap<Long, BaseEntity>();

        for (final PlayerSnapshot playerSnapshot : playerSnapshots) {
            final Player player = new Player(playerSnapshot.id);
            entitiesById.put(player.id, player);
        }

        for (final FleetSnapshot fleetSnapshot : fleetSnapshots) {
            final Fleet fleet = new Fleet(fleetSnapshot.id);
            entitiesById.put(fleet.id, fleet);
        }

        return entitiesById;
    }

    private Array<Player> restorePlayerEntities(final Map<Long, BaseEntity> entitiesById) {
        final Array<Player> restoredPlayers = new Array<Player>(playerSnapshots.size);
        for (final PlayerSnapshot playerSnapshot : playerSnapshots) {
            restoredPlayers.add(playerSnapshot.toPlayer(entitiesById));
        }
        return restoredPlayers;
    }

    private Array<Fleet> restoreFleetEntities(final Map<Long, BaseEntity> entitiesById) {
        final Array<Fleet> restoredFleets = new Array<Fleet>(fleetSnapshots.size);
        for (final FleetSnapshot fleetSnapshot : fleetSnapshots) {
            restoredFleets.add(fleetSnapshot.toFleet(entitiesById));
        }
        return restoredFleets;
    }
}

public class GameState {
    public Array<Player> players = new Array<Player>();
    public Array<Fleet> fleets = new Array<Fleet>();

    public GameSaveState toGameSaveState() {
        final Array<PlayerSnapshot> playerSnapshots = new Array<PlayerSnapshot>(players.size);
        final Array<FleetSnapshot> fleetSnapshots = new Array<FleetSnapshot>(fleets.size);

        for (final Player player : players) {
            playerSnapshots.add(player.toSnapshot());
        }

        for (final Fleet fleet : fleets) {
            fleetSnapshots.add(fleet.toSnapshot());
        }

        return new GameSaveState(playerSnapshots, fleetSnapshots);
    }
}

public class Player extends BaseEntity {
    public Array<Fleet> fleets = new Array<Fleet>();

    public Player () {}

    Player (final long id) {
        super(id);
    }

    public PlayerSnapshot toSnapshot() {
        final Array<Long> fleetIds = new Array<Long>(fleets.size);
        for(final Fleet fleet : fleets) {
            fleetIds.add(fleet.id);
        }

        return new PlayerSnapshot(id, fleetIds);
    }


    public static class PlayerSnapshot extends BaseSnapshot {
        public final Array<Long> fleetIds;

        //Required for serialization
        PlayerSnapshot() {
            super(-1);
            fleetIds = null;
        }

        public PlayerSnapshot(final long id, final Array<Long> fleetIds) {
            super(id);
            this.fleetIds = fleetIds;
        }

        public Player toPlayer(final Map<Long, BaseEntity> entitiesById) {
            final Player restoredPlayer = (Player)entitiesById.get(id);
            for (final long fleetId : fleetIds) {
                restoredPlayer.fleets.add((Fleet)entitiesById.get(fleetId));
            }
            return restoredPlayer;
        }
    }
}

话虽如此,这个解决方案所做的只是用您拥有的代码修补一个基本问题。也就是说,您通过双向关系使代码紧密耦合。

有多种方法可以解决此问题。

您可以使关系成为单向的(玩家拥有许多舰队,但舰队没有对玩家的引用)。这将帮助您遵循典型的 OOP 技术为您的 类 建模。这也意味着查找哪个玩家拥有舰队的成本可能很高。您会根据所有权树而不是图表来考虑关系。这也会限制灵活性,但可能就足够了。

您可以对所有对象引用使用间接寻址,并将 ID 存储在基本对象中。然后,您将拥有一个查找服务(使用 HashMap)来存储映射到该对象的所有实体 ID。每当您需要该对象时,只需将 id 传递给服务即可。

您可以使用自定义序列化和反序列化,我认为 LibGdx 的 json 库支持它。你会想要使用 id 和浅引用,所以你需要一些特殊的机制来 save/restore 链接对象。但它会 trim 出额外的快照 类。