The serializer translates between objects living in our code (like int or CGameState\*) and stream of bytes. Having objects represented as a stream of bytes is useful. Such bytes can send through the network connection (so client and server can communicate) or written to the disk (savegames).
Different major version of VCMI likely change the format of the save game. Every save game needs a version identifier, that loading can work properly. Backward compatibility isn't supported for now. The version identifier is a constant named version in Connection.h and should be updated every major VCMI version or development version if the format has been changed. Do not change this constant if it's not required as it leads to full rebuilds. Why should the version be updated? If VCMI cannot detect "invalid" save games the program behaviour is random and undefined. It mostly results in a crash. The reason can be anything from null pointer exceptions, index out of bounds exceptions(ok, they aren't available in c++, but you know what I mean:) or invalid objects loading(too much elements in a vector, etc...) This should be avoided at least for public VCMI releases.
If you want your class to be serializable (eg. being storable in a savegame) you need to define a serialize method template, as described in [#User types](#User_types "wikilink")
Additionally, if your class is part of one of registered object hierarchies (basically: if it derives from CGObjectInstance, IPropagator, ILimiter, CBonusSystemNode, CPack) it needs to be registered. Just add an appropriate entry in the `RegisterTypes.h` file. See [#Polymorphic serialization](#Polymorphic_serialization "wikilink") for more information.
In the most basic form storing pointer simply sends the object state and loading pointer allocates an object (using "new" operator) and fills its state with the stored data.
Smart pointers at the moment are treated as the raw C-style pointers. This is very bad and dangerous for shared_ptr and is expected to be fixed somewhen in the future.
To make the user-defined type serializable, it has to provide a template method serialize. The first argument (typed as template parameter) is a reference to serializer. The second one is version number.
Serializer, before sending any data, stores its version number. It is passed as the parameter to the serialize method, so conditional code ensuring backwards compatibility can be added.
Yet, because of numerous changes to our game data structure, providing means of backwards compatibility is not feasible. The versioning feature is rarely used.
Serializer classes provide iostream-like interface with operator `<<` for serialization and operator `>>` for deserialization. Serializer upon creation will retrieve/store some metadata (version number, endianess), so even if no object is actually serialized, some data will be passed.
CLoadFile/CSaveFile classes allow to read data to file and store data to file. They take filename as the first parameter in constructor and, optionally, the minimum supported version number (default to the current version). If the construction fails (no file or wrong file) the exception is thrown.
Class hierarchies that are now registered to benefit from this feature are mostly adventure map object (CGObjectInstance) and network packs (CPack). See the RegisterTypes.h file for the full list.
Both client and server store their own copies of game state and VLC (handlers with data from config). Many game logic objects are stored in the vectors and possess a unique id number that represent also their position in such vector.
For this to work, serializer needs an access to gamestate library classes. This is done by calling a method `CSerializer::addStdVecItems(CGameState *gs, LibClasses *lib)`.
When vectorized member serialization is turned on, serializing pointer to such object denotes not sending an object itself but rather its identity. For example:
This feature works very much like the vectorised object serialization. It is like its special case for stack instances that are not vectorised (each hero owns its map). When this option is turned on, sending CStackInstance\* will actually send an owning object (town, hero, garrison, etc) id and the stack slot position.
Note: name is unfortunate, this feature is not about smart pointers (like shared-ptr and unique_ptr). It is for raw C-style pointers, that happen to point to the same object.
Each time a pointer is stored, a unique id is given to it. If the same pointer is stored a second time, its contents is not serialized — serializer just stores a reference to the id.
The feature recognizes pointers by addresses. Therefore it allows mixing pointers to base and derived classes. However, it does not allow serializing classes with multiple inheritance using a "non-first" base (other bases have a certain address offset from the actual object).