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| Codecs are a serialization tool from mojang's DataFixerUpper library. Codecs are used alongside [[DynamicOps|DynamicOps]] to allow objects to be serialized to different formats and back, such as JSON or [[Using_NBT|NBT]]. While the DynamicOps describes the format the object is to be serialized to, the Codec describes the manner in which the object is to be serialized; a single Codec can be used to serialize an object to any format for which a DynamicOps exists. Codecs and DynamicOps jointly form an abstraction layer over data serialization, simplifying the effort needed to serialize or deserialize data. | | Codecs are a serialization tool from mojang's DataFixerUpper library. Codecs are used alongside [[DynamicOps|DynamicOps]] to allow objects to be serialized to different formats and back, such as JSON or [[Using_NBT|NBT]]. While the DynamicOps describes the format the object is to be serialized to, the Codec describes the manner in which the object is to be serialized; a single Codec can be used to serialize an object to any format for which a DynamicOps exists. Codecs and DynamicOps jointly form an abstraction layer over data serialization, simplifying the effort needed to serialize or deserialize data. |
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− | =Using Codecs= | + | = Using Codecs = |
− | ==Serialization and Deserialization== | + | |
− | The primary use for Codecs is to serialize java objects to some serialized type, such as a JsonElement or a Tag, and to deserialize a serialized object back to its proper java type. This is accomplished with <code>Codec#encodeStart</code> and <code>Codec#parse</code>, respectively. Given a Codec<somejavatype> and a DynamicOps<someserializedtype>, we can convert instances of SomeJavaType to instances of SomeSerializedType and back. | + | == Serialization and Deserialization == |
| + | |
| + | The primary use for Codecs is to serialize java objects to some serialized type, such as a JsonElement or a Tag, and to deserialize an serialized object back to its proper java type. This is accomplished with <code>Codec#encodeStart</code> and <code>Codec#parse</code>, respectively. Given a Codec<SomeJavaType> and a DynamicOps<SomeSerializedType>, we can convert instances of SomeJavaType to instances of SomeSerializedType and back. |
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| Each of these methods take a [[DynamicOps]] instance and an instance of the object we are serializing or deserializing, and returns a DataResult: | | Each of these methods take a [[DynamicOps]] instance and an instance of the object we are serializing or deserializing, and returns a DataResult: |
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| </syntaxhighlight> | | </syntaxhighlight> |
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− | </someserializedtype></somejavatype>
| + | == Builtin Codecs == |
− | ==Builtin Codecs== | + | === Primitive Codecs === |
− | ===Primitive Codecs=== | + | The Codec class itself contains static instances of codecs for all supported primitive types, e.g. <code>Codec.STRING</code> is the canonical <code>Codec<String></code> implementation. Primitive codecs include: |
− | The Codec class itself contains static instances of codecs for all supported primitive types, e.g. <code>Codec.STRING</code> is the canonical <code>Codec<string></string></code> implementation. Primitive codecs include: | |
| * BOOL, which serializes to a boolean value | | * BOOL, which serializes to a boolean value |
| * BYTE, SHORT, INT, LONG, FLOAT, and DOUBLE, which serialize to numeric values | | * BYTE, SHORT, INT, LONG, FLOAT, and DOUBLE, which serialize to numeric values |
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| * EMPTY, which represents null objects | | * EMPTY, which represents null objects |
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− | ===Other Builtin Codecs=== | + | === Other Builtin Codecs === |
− | Vanilla minecraft has many builtin codecs for objects that it frequently serializes. These codecs are typically static instances in the class the codec is serializing; e.g. <code>ResourceLocation.CODEC</code> is the canonical <code>Codec<resourcelocation></resourcelocation></code>, while <code>BlockPos.CODEC</code> is the codec used for serializing a BlockPos. | + | Vanilla minecraft has many builtin codecs for objects that it frequently serializes. These codecs are typically static instances in the class the codec is serializing; e.g. <code>ResourceLocation.CODEC</code> is the canonical <code>Codec<ResourceLocation></code>, while <code>BlockPos.CODEC</code> is the codec used for serializing a BlockPos. |
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− | Each vanilla <code>Registry</code> acts as the Codec for the type of object the registry contains; e.g. <code>Registry.BLOCK</code> is itself a <code>Codec<block></block></code>. Forge Registries, however, do not currently implement Codec and cannot yet be used in this way; custom codecs must be created for forge-specific registries that are not tied to specific vanilla registries. | + | Each vanilla <code>Registry</code> acts as the Codec for the type of object the registry contains; e.g. <code>Registry.BLOCK</code> is itself a <code>Codec<Block></code>. Forge Registries, however, do not currently implement Codec and cannot yet be used in this way; custom codecs must be created for forge-specific registries that are not tied to specific vanilla registries. |
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| Of particular note here is the CompoundTag.CODEC, which can be used to e.g. serialize a CompoundTag into a json file. This has a notable limitation in that CompoundTag.CODEC *cannot* safely deserialize lists of numbers from json, due to the strong typing of ListTag and the way that the NBTOps deserializer reads numeric values. | | Of particular note here is the CompoundTag.CODEC, which can be used to e.g. serialize a CompoundTag into a json file. This has a notable limitation in that CompoundTag.CODEC *cannot* safely deserialize lists of numbers from json, due to the strong typing of ListTag and the way that the NBTOps deserializer reads numeric values. |