* [Basic usage](#basic-usage) * [Serializing class instances](#serializing-class-instances) * [Advanced usage](#advanced-usage) * [Reference](#reference) * [`bitser.dumps`](#dumps) * [`bitser.dumpLoveFile`](#dumplovefile) * [`bitser.loads`](#loads) * [`bitser.loadData`](#loaddata) * [`bitser.loadLoveFile`](#loadlovefile) * [`bitser.includeMetatables`](#includeMetatables) * [`bitser.register`](#register) * [`bitser.registerClass`](#registerclass) * [`bitser.unregister`](#unregister) * [`bitser.unregisterClass`](#unregisterclass) * [`bitser.reserveBuffer`](#reservebuffer) * [`bitser.clearBuffer`](#clearbuffer) # Basic usage ```lua local bitser = require 'bitser' -- some_thing can be almost any lua value local binary_data = bitser.dumps(some_thing) -- binary_data is a string containing some serialized value local copy_of_some_thing = bitser.loads(binary_data) ``` Bitser can't dump values of type `function`, `userdata` or `thread`, or anything that contains one of those. If you need to, look into [`bitser.register`](#register). # Serializing class instances All you need to make bitser correctly serialize your class instances is register that class: ```lua -- this is usually enough bitser.registerClass(MyClass) -- if you use Slither, you can add it to __attributes__ class 'MyClass' { __attributes__ = {bitser.registerClass}, -- insert rest of class here } local data = bitser.dumps(MyClass(42)) local instance = bitser.loads(data) ``` Note that classnames need to be unique to avoid confusion, so if you have two different classes named `Foo` you'll need to do something like: ```lua -- in module_a.lua bitser.registerClass('module_a.Foo', Foo) -- in module_b.lua bitser.registerClass('module_b.Foo', Foo) ``` See the reference sections on [`bitser.registerClass`](#registerclass) and [`bitser.unregisterClass`](#unregisterclass) for more information. ## Supported class libraries * MiddleClass * SECL * hump.class * Slither * Moonscript classes # Advanced usage If you use [LÖVE](https://love2d.org/), you'll want to use [`bitser.dumpLoveFile`](#dumplovefile) and [`bitser.loadLoveFile`](#loadlovefile) if you want to serialize to the save directory. You also might have images and other resources that you'll need to register, like follows: ```lua function love.load() bad_guy_img = bitser.register('bad_guy_img', love.graphics.newImage('img/bad_guy.png')) if love.filesystem.exists('save_point.dat') then level_data = bitser.loadLoveFile('save_point.dat') else level_data = create_level_data() end end function save_point_reached() bitser.dumpLoveFile('save_point.dat', level_data) end ``` # Reference ## dumps ```lua string = bitser.dumps(value) ``` Basic serialization of `value` into a Lua string. See also: [`bitser.loads`](#loads). ## dumpLoveFile ```lua bitser.dumpLoveFile(file_name, value) ``` Serializes `value` and writes the result to `file_name` more efficiently than serializing to a string and writing that string to a file. Only useful if you're running [LÖVE](https://love2d.org/). See also: [`bitser.loadLoveFile`](#loadlovefile). ## loads ```lua value = bitser.loads(string) ``` Deserializes `value` from `string`. See also: [`bitser.dumps`](#dumps). ## loadData ```lua value = bitser.loadData(light_userdata, size) ``` Deserializes `value` from raw data. You probably won't need to use this function ever. When running [LÖVE](https://love2d.org/), you would use it like this: ```lua value = bitser.loadData(data:getPointer(), data:getSize()) ``` Where `data` is an instance of a subclass of [Data](https://love2d.org/wiki/Data). ## loadLoveFile ```lua value = bitser.loadLoveFile(file_name) ``` Reads from `file_name` and deserializes `value` more efficiently than reading the file and then deserializing that string. Only useful if you're running [LÖVE](https://love2d.org/). See also: [`bitser.dumpLoveFile`](#dumplovefile). ## includeMetatables Controls whether bitser will (de)serialize metatables. true by default. ```lua bitser.includeMetatables(bool) ``` ## register ```lua resource = bitser.register(name, resource) ``` Registers the value `resource` with the name `name`, which has to be a unique string. Registering static resources like images, functions, classes, huge strings and LuaJIT ctypes, makes sure bitser doesn't attempt to serialize them, but only stores a named reference to them. Returns the registered resource as a convenience. See also: [`bitser.unregister`](#unregister). ## registerClass ```lua class = bitser.registerClass(class) class = bitser.registerClass(name, class) class = bitser.registerClass(name, class, classkey, deserializer) ``` Registers the class `class`, so that bitser can correctly serialize and deserialize instances of `class`. Note that if you want to serialize the class _itself_, you'll need to [register the class as a resource](#register). Most of the time the first variant is enough, but some class libraries don't store the class name on the class object itself, in which case you'll need to use the second variant. Class names also have to be unique, so if you use multiple classes with the same name, you'll need to use the second variant as well to give them different names. The arguments `classkey` and `deserializer` exist so you can hook in unsupported class libraries without needing to patch bitser. [See the list of supported class libraries](#supported-class-libraries). If not nil, the argument `classkey` should be a string such that `rawget(obj, classkey) == class` for any `obj` whose type is `class`. This is done so that key is skipped for serialization. If not nil, the argument `deserializer` should be a function such that `deserializer(obj, class)` returns a valid instance of `class` with the properties of `obj`. `deserializer` is allowed to mutate `obj`. Returns the registered class as a convenience. See also: [`bitser.unregisterClass`](#unregisterclass). ## unregister ```lua bitser.unregister(name) ``` Deregisters the previously registered value with the name `name`. See also: [`bitser.register`](#register). ## unregisterClass ```lua bitser.unregisterClass(name) ``` Deregisters the previously registered class with the name `name`. Note that this works by name and not value, which is useful in a context where you don't have a reference to the class you want to unregister. See also: [`bitser.registerClass`](#registerclass). ## reserveBuffer ```lua bitser.reserveBuffer(num_bytes) ``` Makes sure the buffer used for reading and writing serialized data is at least `num_bytes` large. You probably don't need to ever use this function. ## clearBuffer ```lua bitser.clearBuffer() ``` Frees up the buffer used for reading and writing serialized data for garbage collection. You'll rarely need to use this function, except if you needed a huge buffer before and now only need a small buffer (or are done (de)serializing altogether). Most of the time, using this function will decrease performance needlessly.