UNITY Serializer 序列化 横向对比

UNITY Serializer 序列化 横向对比

关于序列化,无论是.net还是unity自身都提供了一定保障。然而人总是吃着碗里想着锅里,跑去github挖个宝是常有的事。看看各家大佬的本事。最有趣的就是每个开源库首页上各个都有吊打隔壁的意思。

测试结果

测试环境

  • Intel(R) Core(TM) i5-7500 CPU @ 3.40GHz
  • 16.0 GB
  • Unity 2018.3.9f1 .NET 4.x
  • 测试均为Windowns Standalone Release配置
开源库 序列化 反序列化 继承多态 il2cpp il2cpp序列化 il2cpp反序列化 需要外加代码或标签 高级特性
BinaryFormatter 80 80 yes yes 65 58 no .NET自带
JsonUtility 16 31 no yes 20 16 no Unity自带
OdinSerializer 22 48 yes yes 211 244 no Unity.Object也能参与序列化
MessagePack-CSharp 1 3 no no N/A N/A yes 据说可生通过标记配合模板成代码进行il2cpp
NetSerializer 5 10 yes no N/A N/A yes MPL协议谨慎
Newtonsoft.Json 25 29 yes no N/A N/A no

测试用例

https://github.com/oplusx/UnitySerializerBenchmarks

using MessagePack;
using Newtonsoft.Json;
using OdinSerializer;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
using Debug = UnityEngine.Debug;

public class test : MonoBehaviour
{
    [Serializable]
    [MessagePackObject]
    public class No1
    {
        [Key(0)]
        public int no1;
        [Key(1)]
        public string hehe = "hehe";
    }
    [Serializable]
    [MessagePackObject]
    public class No2 : No1
    {
        [Key(0)]
        public int no2;
    }
    [Serializable]
    [MessagePackObject]
    public class Set
    {
        [Key(0)]
        public List<No1> set = new List<No1>();
    }
    // Start is called before the first frame update
    void Start()
    {
        var stream = new MemoryStream();
        var set = new Set();
        for(int i = 0; i < 10; i++)
        {
            set.set.Add(new No1());
            set.set.Add(new No2());
        }
       
        List<Type> types = new List<Type>();
        types.Add(typeof(No1));
        types.Add(typeof(No2));
        types.Add(typeof(Set));
        var sw = Stopwatch.StartNew();

        BinaryFormatter b = new BinaryFormatter();
        stream = new MemoryStream();
        sw.Restart();
        for (int i = 0; i < 1000; i++)
        {
            stream.Seek(0, SeekOrigin.Begin);
            b.Serialize(stream, set);
        }
        sw.Stop();
        Debug.LogFormat("BinaryFormatter Writing {0} ms", sw.ElapsedMilliseconds);

        sw.Restart();
        for (int i = 0; i < 1000; i++)
        {
            stream.Seek(0, SeekOrigin.Begin);
            var newobj = b.Deserialize(stream);
        }
        sw.Stop();
        Debug.LogFormat("BinaryFormatter Reading {0} ms", sw.ElapsedMilliseconds);
    }
}

总结

其实在mono环境下的序列化之争,的确有把.net和unity干翻的意思,然而考虑到多平台,特别是il2cpp之后,选择就少了很多,具体还是要根据实际应用场景了。

posted @ 2019-08-01 13:02  OpLusX  阅读(993)  评论(0编辑  收藏  举报