Timeline for Design of a "storage object" - object used soley to store data
Current License: CC BY-SA 3.0
4 events
| when toggle format | what | by | license | comment | |
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| Sep 26, 2016 at 13:02 | comment | added | Ewan | Also, game are notorious for breaking changes in save games. Putting the parsing logic in a repository allows you to have GameStateRepoV1 etc | |
| Sep 26, 2016 at 12:58 | comment | added | Ewan | i would totaly split it into GameState and GameStateRepository. The key thing I notice is your Equipment.Read() method. Say you change the format to xml, or download a save from the internet. You dont want Equipment to know about binary writer | |
| Sep 26, 2016 at 9:26 | comment | added | Karlovsky120 | The thing is that it's a savegame file. I'm updating the question with a sample of root class. The class doesn't really make much sense if I don't add the save/load code. The whole object is saved by calling rootInstance.Write(string path) which then deals with all the rest of the saving. Since it's a binary file, I don't think inserting is a thing that would speed up anything. Is it? | |
| Sep 26, 2016 at 7:47 | history | answered | Ewan | CC BY-SA 3.0 |