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sm-json's Issues

Exception on recursive JSON decoding

Hello,

I'm having issues decoding a JSON that contains nested objects or arrays inside. Frustated with not knowing what the issue is, I copy-pasted the example in the README but fails too, so seems to be a library-issue.

public void onEvent(const char[] json) {
    // function is empty. just testing this
    // copied from README.md
    JSON_Object obj = json_decode("{\"myfloat\":73.570000,\"myobject\":[],\"myhandle\":null,\"mybool\":false,\"name\":\"my class\",\"myint\":9001}");
}

gives the following error on the console

Exception reported: Not enough space on the stack
[SM] Blaming: telemetry.smx
[SM] Call stack trace:
[SM] [1] Line 244, sourcemod\scripting\include\json.inc::json_decode
[SM] [2] Line 304, sourcemod\scripting\include\json.inc::json_decode

Thanks for your time.

[Bug] Ordered keys are not preserved on `DeepCopy()`

Description

If you create a JSON object using:

JSON_Object json = json_read_from_file("file.json", JSON_DECODE_ORDERED_KEYS);

the keys are ordered as expected. If you then do:

JSON_Object jsonCopy = json.DeepCopy();

the keys are now out-of-order.

I also tried calling json.EnableOrderedKeys() before and after copying, but it didn't help.

Reproduction

test_ordered_keys.json:

{
  "players": {
    "76561198034202275": "s1mple",
    "76561198246607476": "b1t",
    "76561198121220486": "Perfecto",
    "76561198044045107": "electronic",
    "76561198040577200": "sdy"
  }
}
char output[4096];
JSON_Object json = json_read_from_file("test_ordered_keys.json", JSON_DECODE_ORDERED_KEYS);
json.EnableOrderedKeys(); // This makes no difference.
JSON_Object jsonCopy = json.DeepCopy();
jsonCopy.EnableOrderedKeys(); // This also makes no difference.

json.Encode(output, sizeof(output), JSON_ENCODE_PRETTY);
LogMessage("Original: %s", output);
jsonCopy.Encode(output, sizeof(output), JSON_ENCODE_PRETTY);
LogMessage("DeepCopy: %s", output);

delete json;
delete jsonCopy;
Original: {
    "players": {
        "76561198034202275": "s1mple",
        "76561198246607476": "b1t",
        "76561198121220486": "Perfecto",
        "76561198044045107": "electronic",
        "76561198040577200": "sdy"
    }
}
DeepCopy: {
    "players": {
        "76561198246607476": "b1t",
        "76561198044045107": "electronic",
        "76561198040577200": "sdy",
        "76561198121220486": "Perfecto",
        "76561198034202275": "s1mple"
    }
}

Versions

sm-json: v4.1.1
SourceMod Compiler: 1.10
SourceMod Build: Not sure. Building with Get5's Docker.

Some Additions and Improvements

Would be good to have new helper methods for JSON_Array like JSON_Array.Swap, JSON_Array.ShiftUp and maybe JSON_Array.Sort (only by integers, floats etc.)

EDIT: Also could you add setters for JSON_Array so we'll be able to replace values in specific index?
EDIT 2: Also i think JSON_Array.Push* should return a new index instead of bool (any positive (or null) value instead of true and -1 instead of false)

[Feature Req] Sort order of keys of the second level depth

Hello! Thanks for the great library.

Is there any sort order?

This code gives a randomly sorted values on the second level object (paramsJson):

JSON_Object outputJson = new JSON_Object();
JSON_Object paramsJson = new JSON_Object();

char output[1024];

outputJson.SetString("matchid", g_sMatchID);

paramsJson.SetString("team", teamString);
paramsJson.SetString("name", name);

paramsJson.SetInt(STAT_KILLS, kv.GetNum(STAT_KILLS));
paramsJson.SetInt(STAT_DEATHS, kv.GetNum(STAT_DEATHS));
paramsJson.SetInt(STAT_ASSISTS, kv.GetNum(STAT_ASSISTS));
paramsJson.SetInt(STAT_FLASHBANG_ASSISTS, kv.GetNum(STAT_FLASHBANG_ASSISTS));
paramsJson.SetInt(STAT_TEAMKILLS, kv.GetNum(STAT_TEAMKILLS));
paramsJson.SetInt(STAT_SUICIDES, kv.GetNum(STAT_SUICIDES));
paramsJson.SetInt(STAT_DAMAGE, kv.GetNum(STAT_DAMAGE));
paramsJson.SetInt(STAT_HEADSHOT_KILLS, kv.GetNum(STAT_HEADSHOT_KILLS));
paramsJson.SetInt(STAT_ROUNDSPLAYED, kv.GetNum(STAT_ROUNDSPLAYED));
paramsJson.SetInt(STAT_BOMBDEFUSES, kv.GetNum(STAT_BOMBDEFUSES));
paramsJson.SetInt(STAT_BOMBPLANTS, kv.GetNum(STAT_BOMBPLANTS));
paramsJson.SetInt(STAT_1K, kv.GetNum(STAT_1K));
paramsJson.SetInt(STAT_2K, kv.GetNum(STAT_2K));
paramsJson.SetInt(STAT_3K, kv.GetNum(STAT_3K));
paramsJson.SetInt(STAT_4K, kv.GetNum(STAT_4K));
paramsJson.SetInt(STAT_5K, kv.GetNum(STAT_5K));
paramsJson.SetInt(STAT_V1, kv.GetNum(STAT_V1));
paramsJson.SetInt(STAT_V2, kv.GetNum(STAT_V2));
paramsJson.SetInt(STAT_V3, kv.GetNum(STAT_V3));
paramsJson.SetInt(STAT_V4, kv.GetNum(STAT_V4));
paramsJson.SetInt(STAT_V5, kv.GetNum(STAT_V5));
paramsJson.SetInt(STAT_FIRSTKILL_T, kv.GetNum(STAT_FIRSTKILL_T));
paramsJson.SetInt(STAT_FIRSTKILL_CT, kv.GetNum(STAT_FIRSTKILL_CT));
paramsJson.SetInt(STAT_FIRSTDEATH_T, kv.GetNum(STAT_FIRSTDEATH_T));
paramsJson.SetInt(STAT_FIRSTDEATH_CT, kv.GetNum(STAT_FIRSTDEATH_CT));
paramsJson.SetInt(STAT_TRADEKILL, kv.GetNum(STAT_TRADEKILL));
paramsJson.SetInt(STAT_KAST, kv.GetNum(STAT_KAST));
paramsJson.SetInt(STAT_CONTRIBUTION_SCORE, kv.GetNum(STAT_CONTRIBUTION_SCORE));

outputJson.SetObject("params", paramsJson);

outputJson.Encode(output, sizeof(output));

delete outputJson;
delete paramsJson;

Output:

{
  matchid: 'mage_match',
  params: {
    v5: 0,
    '1kill_rounds': 0,
    name: 'Bender',
    team: 'team2',
    roundsplayed: 1,
    '2kill_rounds': 0,
    assists: 0,
    '3kill_rounds': 0,
    v3: 0,
    suicides: 0,
    tradekill: 0,
    '4kill_rounds': 0,
    v1: 0,
    deaths: 1,
    '5kill_rounds': 0,
    firstkill_t: 0,
    firstdeath_ct: 0,
    bomb_defuses: 0,
    damage: 0,
    contribution_score: 0,
    kills: 0,
    v4: 0,
    headshot_kills: 0,
    v2: 0,
    mvp: 0,
    firstkill_ct: 0,
    firstdeath_t: 1,
    teamkills: 0,
    flashbang_assists: 0,
    bomb_plants: 0,
    kast: 0
  }
}

[Feature Req] Properly handle duplicate keys when decoding

Is your feature request related to a problem? Please describe.
Not really.

Describe the solution you'd like
Instead of simply returning null when an attempt to decode fails, it would be cool if you could pass in a char[] which the function would populate with where the problem occurred (potentially on which line if it's pretty-printed JSON) and what happened, i.e. expected }, found ] on line 44.

Describe alternatives you've considered
n/a

Additional context
Users of get5 will sometimes - for reasons I don't understand, perhaps because they type in JSON manually - make mistakes in their files and not validate them, then ask us/me why their file doesn't load. If this library would tell them what kind of error they have made, it would help with debugging.

Also, while we're on JSON decoding, sm-json gets very confused when it decodes objects with duplicate keys, which is stupid, yes, but technically not invalid JSON - the last read key should determine the value of that key, and any others should be ignored/discarded. This caused one consumer of Get5 to have some very strange bugs because sm-json got the object wrong when asked to preserve ordered keys. I would propose it either return null or handle it correctly in that case.

[Bug] JSON objects passed to forwards then iterated on causes memory problems

Description

If you have two plugins where one creates an object and forwards it to another, say:

Plugin A:

public void OnPluginStart()
{
  gForward = new GlobalForward("FORWARD_NAME", ET_Ignore, Param_Cell);
  
  JSON_Object obj = new JSON_Object();
  Call_StartForward(gForward);
  Call_PushCell(obj);
  Call_Finish();
  
  json_cleanup_and_delete(obj);
}

Consumed by another plugin like this:

Plugin B:

public void FORWARD_NAME(const JSON_Object obj) {
  obj.Iterate(); // Do whatever, just call Iterate(), either directly
  // or via DeepCopy() or ShallowCopy():
  JSON_Object copy = obj.DeepCopy();
  // Do something, maybe async (SQL for instance), with copy
  json_cleanup_and_delete(copy);
}

The fact that Iterate() calls delete on the cached snapshot that belongs to obj (this silently fails) and creates a new one (which will fail when Plugin A calls delete on it) causes the consuming plugin to leak the snapshot it creates every time this method is called. From the current code:

public int Iterate()
{
    if (! this.OrderedKeys) {
        if (this.Snap != null) {
            delete this.Snap; // This will attempt to delete the handle created by Plugin A,
            // if one exists - say if you had iterated on the object before passing it to the forward.
            this.Snap = null;
        }

        this.Snap = this.Snapshot(); // And this will create a new handle on Plugin A's object, which belongs to Plugin B.
        // Plugin A cannot clean this up in its `Cleanup`, and it will linger in Plugin B.
    }

    return this.Length;
}

Versions

sm-json: v4.x
SourceMod Compiler: 1.11
SourceMod Build: Don't remember

Additional Information

I've been working on trying to solve this all day, with the help of @KillStr3aK on the SM Discord. I don't have a solution to this problem as long as Iterate is being used like it is. If the snapshot was returned and it was the callers responsibility to clean it up, like when normally iterating a string map, it would be solvable.

An issue was just opened on the AlliedModders GitHub (alliedmodders/sourcemod#1957), but that is more generic and about the lack of an exception when accessing handles you shouldn't. If there is no solution from SourceMod's side, then sm-json will likely need to take a different approach to iterating objects.

[Bug] Error using json_cleanup_and_delete

Description

  • There is an error handling json that contains certain characters.
  • The error is caused when json_cleanup_and_delete is executed.

[SM] Exception reported: Invalid Handle a8500748 (error 3)
[SM] Blaming: matchmaking/match.smx
[SM] Call stack trace:
[SM] [0] StringMap.GetValue
[SM] [1] Line 98, x:...\scripting\include\json\helpers\typedstringmap.inc::TypedStringMap.GetOptionalValue
[SM] [2] Line 136, x:...\scripting\include\json\helpers\typedstringmap.inc::TypedStringMap.GetBool
[SM] [3] Line 77, x:...\scripting\include\json\object.inc::JSON_Object.OrderedKeys.get
[SM] [4] Line 109, x:...\scripting\include\json\object.inc::JSON_Object.Iterate
[SM] [5] Line 770, x:...\scripting\include\json.inc::json_cleanup
[SM] [6] Line 785, x:...\scripting\include\json.inc::json_cleanup
[SM] [7] Line 785, x:...\scripting\include\json.inc::json_cleanup
[SM] [8] Line 800, x:...\scripting\include\json.inc::json_cleanup_and_delete
[SM] [9] Line 203, x:...\scripting\forsaken.sp::PlayersTest
**

Reproduction

#include <json>

char
	g_sSteamIDTA[MAX_PLAYER_TEAM][STEAMID_LENGTH],
	g_sSteamIDTB[MAX_PLAYER_TEAM][STEAMID_LENGTH],
	g_sNameTA[MAX_PLAYER_TEAM][NAME_LENGTH],
	g_sNameTB[MAX_PLAYER_TEAM][NAME_LENGTH];

public Plugin myinfo =
{
	name		= "match",
	author		= "lechuga",
	description     = "error example",
	version		= "-",
	url		= "-"

}

public void OnPluginStart()
{
	RegConsoleCmd("sm_playersinfo", PlayersTest);
}

public Action PlayersTest(int iClient, int iArgs)
{
	char 
		sPatch[64];
	
	JSON_Object
		joMatch;
	
	JSON_Array
		jaTA,
		jaTB;

	BuildPath(Path_SM, sPatch, sizeof(sPatch), "logs/match.json");
	joMatch	= json_read_from_file(sPatch);

	jaTA = view_as<JSON_Array>(joMatch.GetObject("team1"));
	jaTB = view_as<JSON_Array>(joMatch.GetObject("team2"));

	if(joMatch == null)
	{
		ReplyToCommand(iClient, "Error: JSON_Object joMatch == null");
		return Plugin_Handled;
	}

	for (int i = 0; i <= 3; i++)
	{
		JSON_Object joPlayerTA = jaTA.GetObject(i);
		JSON_Object joPlayerTB = jaTB.GetObject(i);

		joPlayerTA.GetString("steamid", g_sSteamIDTA[i], STEAMID_LENGTH);
		joPlayerTB.GetString("steamid", g_sSteamIDTB[i], STEAMID_LENGTH);

		ReplaceString(g_sSteamIDTA[i], STEAMID_LENGTH, "STEAM_0", "STEAM_1", false);
		ReplaceString(g_sSteamIDTB[i], STEAMID_LENGTH, "STEAM_0", "STEAM_1", false);

		joPlayerTA.GetString("personaname", g_sNameTA[i], NAME_LENGTH);
		joPlayerTB.GetString("personaname", g_sNameTB[i], NAME_LENGTH);

		json_cleanup_and_delete(joPlayerTA);
		json_cleanup_and_delete(joPlayerTB);
	}

	ReplyToCommand(iClient, "TeamA Name: %s %s %s %s", g_sNameTA[0], g_sNameTA[1], g_sNameTA[2], g_sNameTA[3]);
	ReplyToCommand(iClient, "TeamA Steamid: %s %s %s %s", g_sSteamIDTA[0], g_sSteamIDTA[1], g_sSteamIDTA[2], g_sSteamIDTA[3]);

	ReplyToCommand(iClient, "TeamB Name: %s %s %s %s", g_sNameTB[0], g_sNameTB[1], g_sNameTB[2], g_sNameTB[3]);
	ReplyToCommand(iClient, "TeamB Steamid: %s %s %s %s", g_sSteamIDTB[0], g_sSteamIDTB[1], g_sSteamIDTB[2], g_sSteamIDTB[3]);

	json_cleanup_and_delete(joMatch);
        json_cleanup_and_delete(jaTA);
        json_cleanup_and_delete(jaTB);
	return Plugin_Handled;
}

Versions

sm-json: v4.11

SourceMod Compiler:
sourcemod-1.12.0-git6925

SourceMod Build:
SourceMod Version Information:
SourceMod Version: 1.11.0.6825
SourcePawn Engine: 1.11.0.6825, jit-x86 (build 1.11.0.6825)
SourcePawn API: v1 = 5, v2 = 16
Compiled on: Nov 23 2021 12:17:22
Built from: alliedmodders/sourcemod@4e3df76
Build ID: 6825:4e3df76
http://www.sourcemod.net/

Additional Information

  • I am using system2 to download a json file and then extract the data, I will leave a copy of the file.
  • This file is downloaded in ""logs/match.json".
  • "match.json" = {"team1":[{"steamid":"STEAM_0:0:695734257","personaname":"Zitro."},{"steamid":"STEAM_0:0:714227597","personaname":"Seynth-"},{"steamid":"STEAM_0:1:483378842","personaname":"Tet.off"},{"steamid":"STEAM_0:0:566567350","personaname":"Aleister"}],"team2":[{"steamid":"STEAM_0:1:461199623","personaname":"3lver"},{"steamid":"STEAM_0:0:620959933","personaname":"ewo"},{"steamid":"STEAM_0:0:530608861","personaname":"sattan"},{"steamid":"STEAM_0:1:566593219","personaname":"ꜱᴇɴᴅᴇʀᴏ"}],"region":1}

[Bug] Snapshots not deleted

Hello

I'm fairly certain that a delete snap; call is missing for the Snapshots created here:

snap = from.Snapshot();
and here
StringMapSnapshot snap = result.Snapshot();

It is being done here, so I'm assuming it's an oversight:

if (snap != null) {
delete snap;
}

I'm sorry if this is wrong, but according to the documentation a Snapshot must be manually deleted, and I don't see how this can possibly be happening with the current code.

Thanks for a nice project though.

[Feature Req] Dump to file function

Is your feature request related to a problem? Please describe.
I'm frustrated, to know I can't dump to a file the JSON, to check if it's complete or valid.

Describe the solution you'd like
Make a function what dump the json content to file (in SM-Jansson json_dump_file function).
I know this library is made with StringMap, and SM-Jansson is a extension.

Describe alternatives you've considered
I don't think there are any alternatives.

Additional context

/**
 * Write the JSON representation of hObject to the file sFilePath.
 * If sFilePath already exists, it is overwritten.
 *
 * @param hObject           String containing valid JSON
 * @param sFilePath         Buffer to store the created JSON string.
 * @param iIndentWidth      Indenting with iIndentWidth spaces.
 *                          The valid range for this is between 0 and 31 (inclusive),
 *                          other values result in an undefined output. If this is set
 *                          to 0, no newlines are inserted between array and object items.
 * @param bEnsureAscii      If this is set, the output is guaranteed
 *                          to consist only of ASCII characters. This is achieved
 *                          by escaping all Unicode characters outside the ASCII range.
 * @param bSortKeys         If this flag is used, all the objects in output are sorted
 *                          by key. This is useful e.g. if two JSON texts are diffed
 *                          or visually compared.
 * @param bPreserveOrder    If this flag is used, object keys in the output are sorted
 *                          into the same order in which they were first inserted to
 *                          the object. For example, decoding a JSON text and then
 *                          encoding with this flag preserves the order of object keys.
 * @return                  Length of the returned string or -1 on error.
 */

native bool:json_dump_file(Handle:hObject, const String:sFilePath[], iIndentWidth = 4, bool:bEnsureAscii = false, bool:bSortKeys = false, bool:bPreserveOrder = false);
json_dump_file(hJson, "json.txt", 0, true);
That is the function from Jansson.

[Suggestion] Some new useful functions

Would be good to implement some new helper functions like json_merge and json_copy (without need to use json_encode and json_decode).

json_merge would merge two given JSON_Objects into single object.
json_copy would copy keys from first object to second if second object doesn't have these keys.

Idk if this is a good idea/suggestion.

Single Quotes

I know this is probably a stupid idea but maybe you could add single quotes support for keys and string values like:

{'testKey': 'testValue'}

I want to add JSON-format objects via chat or client console but that's not working due to double quotes conflict.

Prettify / Pretty printing

Hi,

first of all great job. I truly appreciate the work you have done!

I would like to request that json_encode includes a "prettify" parameter for pretty printing. Can be quite useful for debugging purposes.

Some optimization

You should cache values for loop condition.

For example:

    public int IndexOf(any value)
    {
        any current;
        for (int i = 0; i < this.Length; i += 1) {
            if (this.GetValue(i, current) && value == current) {
                return i;
            }
        }

        return -1;
    }

    public int IndexOfString(const char[] value)
    {
        for (int i = 0; i < this.Length; i += 1) {
            if (this.GetKeyType(i) != JSON_Type_String) {
                continue;
            }

            int current_size = this.GetKeyLength(i) + 1;
            char[] current = new char[current_size];
            this.GetString(i, current, current_size);
            if (StrEqual(value, current)) {
                return i;
            }
        }

        return -1;
    }

for (int i = 0; i < this.Length; i += 1) {
should be replaced with

        int iLength = this.Length;
        for (int i = 0; i < iLength; i += 1) {

Stack allocation is cheap afaik so it would be better to store values that are often compared in loops.

[Bug] json encoding utf-8 fails

Description

Encoding the following string produces a bad json/ascii-encoded utf-8 string.

JSON_Object player = new JSON_Object();
player.SetString("name", "Отключился.")
char output[2048];
obj.Encode(output, sizeof(output));
// output: { "name" : "\u041e\u0442\u043a\u043b\u044e\u04383b\u044 } (note the lack of parentheses)

[Feature Req] Error Buffer

Would be good to have the ability to get last error instead of just logging it to the errors log.

Example code:

public void OnPluginStart() {
    RegAdminCmd( "sm_mycmd", CMD_MyCommand, ADMFLAG_ROOT );
}

Action CMD_MyCommand(int client, int args) {
    char szBuffer[512];
    GetCmdArgString( szBuffer, sizeof szBuffer );

    JSON_Object hObject = json_decode( szBuffer, JSON_DECODE_SINGLE_QUOTES );

    if ( !hObject ) {
        json_get_last_error( szBuffer, sizeof szBuffer );
        ReplyToCommand( client, "Invalid JSON! Error: %s", szBuffer );
        LogError( "%s", szBuffer ); // you could log the error manually if you really want
        return Plugin_Handled;
    }

    // do something with hObject

    return Plugin_Handled;
}

The error buffer could be a static string in the json.inc library.

static char g_szLastError[512];

stock void json_get_last_error(char[] buffer, int maxlength) {
    strcopy( buffer, maxlength, g_szLastError );
}

// "internal" function to use in the array.inc, object.inc etc.
// this could be used instead of LogError (for example in json_decode())
stock void json_set_last_error(const char[] error) {
    strcopy( g_szLastError, sizeof g_szLastError, error );
}

json_is_meta_key does not exist on v4

Hello

This is not really a bug per se, but I don't know where else to ask. I upgraded Get5 to run on v4, and it won't compile because json_is_meta_key no longer exists. The changelog does not explain what this feature was replaced with, nor do I know what it actually did.

Can you perhaps explain if we can just ignore this all going forward?

[Bug] Compilation error with global defined array

Description

A clear and concise description of what the bug is.
Error on compilation.
In case if you try to define JSON_Array as global in plugin, you will get error if you pushObject inside of it.

Reproduction

#include <json>
JSON_Array argr = new JSON_Array();

public void OnPluginStart()
{
argr.PushObject(null);
}
Result:
error 008 | must be a constant expression; assumed zero

Versions

sm-json: v3.0
SourceMod Compiler: SPEDIT
SourceMod Build: ver 1.8

compile problem

Hello,

I'm using sm-json to doing compile, and using json for plugins.

I got this error, and I'm stuck over, what I need to changes:

cannot find method or property JSON_Object.GetIndexString
number of arguments does not match definition

What should I replace "JSON_Object.GetIndexString" with?

Example code:

array.GetIndexString(keyAsString, sizeof(keyAsString), i);
data.GetIndexString(keyAsString, sizeof(keyAsString), i);

json_decode: expected key string at position 1

So, I'm trying to decode a josn HTTP Response retrieved using SteamWorks and I get this message: json_decode: expected key string at position 1.

I saw the include files and saw that it was expecting a double quotes at the position 1... I don't see what I'm doing wrong here... Any help?

The json I'm trying to decode with some information hidden:

{'name': 'MY TEST', 'mp_maxrounds': 30, 'bo': 1, 'maps': ['aim_glockon', 'aim_map', 'aim_map2_go', 'aim_redline', 'awp_bridge', 'awp_map_classic', 'fy_poolparty_go', 'scoutknifez'
    ], 'maxplayers': 4, 'tournament_id': 'test', 'bracket': {'id': 'test', 'participants': {'test': {'name': 'test', 'players': [
                    {'name': 'test', 'steamId64': 'test', 'captain': False
                    },
                    {'name': 'test', 'steamId64': 'test', 'captain': True
                    }
                ]
            }
        }, 'server_config': {'mp_overtime_enable': 2, 'mp_overtime_maxrounds': 6, 'tv_delay': 5, 'bot_quota': 0, 'mp_friendlyfire': 1, 'tv_enable': 0, 'mp_freezetime': 15, 'mp_halftime_duration': 30, 'sv_deadtalk': 0, 'sv_alltalk': 0, 'sv_prime_accounts_only': 0
        }
    }
}

Code:

JSON_Object json = new JSON_Object();
json.Decode(body);

Default Values

Would be good to implement default values to most getter functions like JSON_Object.GetInt (GetBool and etc.)

Code Snippet №1 (this might be better than 2nd):

methodmap JSON_Object < StringMap {
	public int GetInt(const char[] key, int defValue=-1) {
		int iValue;
		if ( !this.GetValue( key, iValue ) )
			iValue = defValue;

		return iValue;
	}
}

Code Snippet №2:

methodmap JSON_Object < StringMap {
	public int GetInt(const char[] key, int defValue=-1) {
		int iValue = defValue;
		this.GetValue( key, iValue ); // if key doesn't exist, iValue won't be overwritten.
		return iValue;
	}
}

So there won't be need to check for key existence.

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