MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
corert
MessagePack for C# (.NET, .NET Core, Unity, Xamarin) | corert | |
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19 | 8 | |
5,348 | 2,863 | |
2.5% | - | |
7.2 | 8.3 | |
1 day ago | over 3 years ago | |
C# | C# | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
- .NET 9 will be putting BinaryFormatter out to pasture
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Fury: 170x faster than JDK, fast serialization powered by JIT and Zero-copy
Given it's a binary serialization framework, it should not be too difficult, because the domain is well-explored and numerous libraries exist in C# which address same goals that Fury does.
More popular/newer examples are https://github.com/Cysharp/MemoryPack (which is similar to Fury with its own spec, C#-code first schema), https://github.com/MessagePack-CSharp/MessagePack-CSharp or even gRPC / Protobuf tooling https://github.com/grpc/grpc-dotnet
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Native AOT Overview
With Unity/IL2CPP stuff: For general-purpose serialization libraries like JSON, you sometimes need to provide hints to make sure types are included: https://github.com/jilleJr/Newtonsoft.Json-for-Unity/wiki/Fi...
For schema serialization on known types, there are codegen tools (i.e. moc for MessagePack): https://github.com/neuecc/MessagePack-CSharp
MessagePack is migrating to Rosalyn code generators, so basically invisible codegen. Cysharp's newer serialization library, MessagePack, already uses this: https://github.com/Cysharp/MemoryPack
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Dupes in bonelab?
Thanks, I'm sure I'll need it, though I do have my own platform with serialization set up already that I'm hoping I can port relatively easily (It's backended with MessagePack C# which is a lovely serializer for Unity.)
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Does MessagePack-CSharp support OneOf type?
In the Road map of features #119 for MessagePack-CSharp, they checked the box for:
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Dotnet API super slow?
Try MessagePack for serialization. It will help to reduce the size of the message and the time of serialization.
- Need persistent data across runs of your Unity game? Don't use PlayerPrefs for your game state! Here's how you can easily store your arbitrary game state in files instead.
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Practice resources for handling and optimizing large game data sets?
I mentioned JSON, but there are many formats that are much more efficient. I can mention FlatBuffers, MessagePack and ProtoBuf. These are the ones I've used myself, and personally I'm most comfortable with MessagePack and ProtoBuf. I don't think the performance would be an issue if you had to choose between these three, it's mostly the API that is different.
- any good binary serializers that are not assembly dependent
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LIVE: Otimizando aplicações .NET com MessagePack.
Biblioteca Nuget para C#
corert
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Native AOT Overview
An explanation of the problem: https://github.com/dotnet/corert/blob/master/Documentation/u...
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Thinking about zero-allocation parsing.
Memory was not really designed for having lots of instances of it and doing intensive computations/searches on the instances. The reason for it is that Memory.Span property is actually quite expensive to call. Memory is a union type for storing strings, arrays, and even handles to native memory. Every time you construct it , slice it, or retrieve it's span, lost of machinery related to this union has to run. For example see the source for the Memory.Span property: https://github.com/dotnet/corert/blob/master/src/System.Private.CoreLib/shared/System/Memory.cs#L285.
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Is there any good obfuscator or obfuscation algorithm that makes following the logic difficult?
For earlier versions, try https://github.com/dotnet/corert
- What are the features you're looking forward to in the next version of Fsharp?
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Preview Features in .NET 6 - Generic Math
Yeah I know it's slower on its own, but I was sure it was handled as a faster intrinsic by the runtime. Went to double check and realized I was actually mixing things up with what CoreRT did (see here) but I guess it doesn't apply to CoreCLR. Would be surprised if there weren't any specific optimizations for this with .NET 6+ though, or at the very least with NativeAOT (given they've been porting some bits over from CoreRT and .NET Native too). Will need to go gather more info on this, as it's pretty interesting 🙂
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Awesome .NET Performance
> AOT compilation? I'll believe it when they'll release it, until then, it's all speculation
Devil's in the details, but there -is- AOT compilation[0]. While it hasn't been released as an official product, it has been used for a few projects including a commercial game [1]. And yes, they're looking into the next steps to make it a 'released' thing.[2]
[0] - https://github.com/dotnet/corert/
[1] - https://github.com/dotnet/corert/issues/8233#issuecomment-65...
[2] - https://github.com/dotnet/runtimelab/tree/feature/NativeAOT
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What the F#
That is a well known issue, also what prevented F# to be properly used in .NET Native.
https://github.com/dotnet/corert/issues/5780#issuecomment-40...
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"Low Level" questions about C# (and .Net)
CoreRT
What are some alternatives?
Json.NET - Json.NET is a popular high-performance JSON framework for .NET
.NET Runtime - .NET is a cross-platform runtime for cloud, mobile, desktop, and IoT apps.
Protobuf.NET - Protocol Buffers library for idiomatic .NET
awesome-dot-net-performance - A curated list of awesome .NET Performance books, courses, trainings, conference talks, blogs and most inspiring open source contributors. Inspired by awesome-... stuff.
Protobuf - Protocol Buffers - Google's data interchange format
obfuscar - Open source obfuscation tool for .NET assemblies
ZeroFormatter - Infinitely Fast Deserializer for .NET, .NET Core and Unity.
.NET port of LMAX Disruptor - Port of LMAX Disruptor to .NET
Msgpack-Cli - MessagePack implementation for Common Language Infrastructure / msgpack.org[C#]
fsharp-companies - Community curated list of companies that use F#
FlatSharp - Fast, idiomatic C# implementation of Flatbuffers
elmish - Elm-like abstractions for F# apps