IndieGame/client/Packages/luban_unity-main/Runtime/SimpleJSON/Changelog.txt
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

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/*
* [2012-06-09 First Version]
* - provides strongly typed node classes and lists / dictionaries
* - provides easy access to class members / array items / data values
* - the parser now properly identifies types. So generating JSON with this framework should work.
* - only double quotes (") are used for quoting strings.
* - provides "casting" properties to easily convert to / from those types:
* int / float / double / bool
* - provides a common interface for each node so no explicit casting is required.
* - the parser tries to avoid errors, but if malformed JSON is parsed the result is more or less undefined
* - It can serialize/deserialize a node tree into/from an experimental compact binary format. It might
* be handy if you want to store things in a file and don't want it to be easily modifiable
*
* [2012-12-17 Update]
* - Added internal JSONLazyCreator class which simplifies the construction of a JSON tree
* Now you can simple reference any item that doesn't exist yet and it will return a JSONLazyCreator
* The class determines the required type by it's further use, creates the type and removes itself.
* - Added binary serialization / deserialization.
* - Added support for BZip2 zipped binary format. Requires the SharpZipLib ( http://www.icsharpcode.net/opensource/sharpziplib/ )
* The usage of the SharpZipLib library can be disabled by removing or commenting out the USE_SharpZipLib define at the top
* - The serializer uses different types when it comes to store the values. Since my data values
* are all of type string, the serializer will "try" which format fits best. The order is: int, float, double, bool, string.
* It's not the most efficient way but for a moderate amount of data it should work on all platforms.
*
* [2017-03-08 Update]
* - Optimised parsing by using a StringBuilder for token. This prevents performance issues when large
* string data fields are contained in the json data.
* - Finally refactored the badly named JSONClass into JSONObject.
* - Replaced the old JSONData class by distict typed classes ( JSONString, JSONNumber, JSONBool, JSONNull ) this
* allows to propertly convert the node tree back to json without type information loss. The actual value
* parsing now happens at parsing time and not when you actually access one of the casting properties.
*
* [2017-04-11 Update]
* - Fixed parsing bug where empty string values have been ignored.
* - Optimised "ToString" by using a StringBuilder internally. This should heavily improve performance for large files
* - Changed the overload of "ToString(string aIndent)" to "ToString(int aIndent)"
*
* [2017-11-29 Update]
* - Removed the IEnumerator implementations on JSONArray & JSONObject and replaced it with a common
* struct Enumerator in JSONNode that should avoid garbage generation. The enumerator always works
* on KeyValuePair<string, JSONNode>, even for JSONArray.
* - Added two wrapper Enumerators that allows for easy key or value enumeration. A JSONNode now has
* a "Keys" and a "Values" enumerable property. Those are also struct enumerators / enumerables
* - A KeyValuePair<string, JSONNode> can now be implicitly converted into a JSONNode. This allows
* a foreach loop over a JSONNode to directly access the values only. Since KeyValuePair as well as
* all the Enumerators are structs, no garbage is allocated.
* - To add Linq support another "LinqEnumerator" is available through the "Linq" property. This
* enumerator does implement the generic IEnumerable interface so most Linq extensions can be used
* on this enumerable object. This one does allocate memory as it's a wrapper class.
* - The Escape method now escapes all control characters (# < 32) in strings as uncode characters
* (\uXXXX) and if the static bool JSONNode.forceASCII is set to true it will also escape all
* characters # > 127. This might be useful if you require an ASCII output. Though keep in mind
* when your strings contain many non-ascii characters the strings become much longer (x6) and are
* no longer human readable.
* - The node types JSONObject and JSONArray now have an "Inline" boolean switch which will default to
* false. It can be used to serialize this element inline even you serialize with an indented format
* This is useful for arrays containing numbers so it doesn't place every number on a new line
* - Extracted the binary serialization code into a seperate extension file. All classes are now declared
* as "partial" so an extension file can even add a new virtual or abstract method / interface to
* JSONNode and override it in the concrete type classes. It's of course a hacky approach which is
* generally not recommended, but i wanted to keep everything tightly packed.
* - Added a static CreateOrGet method to the JSONNull class. Since this class is immutable it could
* be reused without major problems. If you have a lot null fields in your data it will help reduce
* the memory / garbage overhead. I also added a static setting (reuseSameInstance) to JSONNull
* (default is true) which will change the behaviour of "CreateOrGet". If you set this to false
* CreateOrGet will not reuse the cached instance but instead create a new JSONNull instance each time.
* I made the JSONNull constructor private so if you need to create an instance manually use
* JSONNull.CreateOrGet()
*
* [2018-01-09 Update]
* - Changed all double.TryParse and double.ToString uses to use the invariant culture to avoid problems
* on systems with a culture that uses a comma as decimal point.
*
* [2018-01-26 Update]
* - Added AsLong. Note that a JSONNumber is stored as double and can't represent all long values. However
* storing it as string would work.
* - Added static setting "JSONNode.longAsString" which controls the default type that is used by the
* LazyCreator when using AsLong
*
* [2018-04-25 Update]
* - Added support for parsing single values (JSONBool, JSONString, JSONNumber, JSONNull) as top level value.
*
* [2019-02-18 Update]
* - Added HasKey(key) and GetValueOrDefault(key, default) to the JSONNode class to provide way to read
* values conditionally without creating a LazyCreator
*
* [2019-03-25 Update]
* - Added static setting "allowLineComments" to the JSONNode class which is true by default. This allows
* "//" line comments when parsing json text as long as it's not within quoted text. All text after // up
* to the end of the line is completely ignored / skipped. This makes it easier to create human readable
* and editable files. Note that stripped comments are not read, processed or preserved in any way. So
* this feature is only relevant for human created files.
* - Explicitly strip BOM (Byte Order Mark) when parsing to avoid getting it leaked into a single primitive
* value. That's a rare case but better safe than sorry.
* - Allowing adding the empty string as key
*
* [2019-12-10 Update]
* - Added Clone() method to JSONNode to allow cloning of a whole node tree.
*
* [2020-09-19 Update]
* - Added Clear() method to JSONNode.
* - The parser will now automatically mark arrays or objects as inline when it doesn't contain any
* new line characters. This should more or less preserve the layout.
* - Added new extension file "SimpleJSONDotNetTypes.cs" to provide support for some basic .NET types
* like decimal, char, byte, sbyte, short, ushort, uint, DateTime, TimeSpan and Guid as well as some
* nullable types.
* - Fixed an error in the Unity extension file. The Color component order was wrong (it was argb, now it's rgba)
* - There are now two static float variables (ColorDefaultAlpha and Color32DefaultAlpha) to specify the default
* alpha values when reading UnityEngine.Color / Color32 values where the alpha value is absent. The default
* values are 1.0f and 255 respectively.
*/