Msgpack-Cli
MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
Msgpack-Cli | MessagePack for C# (.NET, .NET Core, Unity, Xamarin) | |
---|---|---|
1 | 20 | |
831 | 5,661 | |
0.4% | 1.7% | |
2.1 | 7.5 | |
3 months ago | 4 days ago | |
C# | C# | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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Msgpack-Cli
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Feedback request: a super-lightweight library for transferring data between applications
In comparison, msgpack/flatbuffers are much more complex and have their own build dependency. For example, this is what you'll need for msgpack - https://github.com/msgpack/msgpack-cli/tree/master/src/MsgPack
MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
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Serialization for C# Games
There's a very good MessagePack serialization library for C#. I've used it in many of the games I worked on.
https://github.com/MessagePack-CSharp/MessagePack-CSharp
- .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
What are some alternatives?
Protobuf.NET - Protocol Buffers library for idiomatic .NET
ProtoBuf - C# code generator for reading and writing the protocol buffers format
Json.NET - Json.NET is a popular high-performance JSON framework for .NET
Bond - Bond is a cross-platform framework for working with schematized data. It supports cross-language de/serialization and powerful generic mechanisms for efficiently manipulating data. Bond is broadly used at Microsoft in high scale services.
ZeroFormatter - Infinitely Fast Deserializer for .NET, .NET Core and Unity.
Protobuf - Protocol Buffers - Google's data interchange format
FlatSharp - Fast, idiomatic C# implementation of Flatbuffers
Wire - Binary serializer for POCO objects
Bois - Salar.Bois is a compact, fast and powerful binary serializer for .NET Framework. With Bois you can serialize your existing objects with almost no change.