Files
UnrealEngineUWP/Engine/Source/Programs/DotNETCommon/DotNETUtilities/BinaryFormatterUtils.cs
Thomas Sarkanen cc942a3341 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4768627
#rb none
#jira none

[CL 4769629 by Thomas Sarkanen in Dev-Anim branch]
2019-01-22 06:48:04 -05:00

48 lines
1.4 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.Serialization.Formatters.Binary;
using System.Text;
using System.Threading.Tasks;
namespace Tools.DotNETCommon
{
/// <summary>
/// Utility functions for serializing using the BinaryFormatter
/// </summary>
public static class BinaryFormatterUtils
{
/// <summary>
/// Load an object from a file on disk, using the binary formatter
/// </summary>
/// <param name="Location">File to read from</param>
/// <returns>Instance of the object that was read from disk</returns>
public static T Load<T>(FileReference Location)
{
using (FileStream Stream = new FileStream(Location.FullName, FileMode.Open, FileAccess.Read))
{
BinaryFormatter Formatter = new BinaryFormatter();
return (T)Formatter.Deserialize(Stream);
}
}
/// <summary>
/// Saves a file to disk, using the binary formatter
/// </summary>
/// <param name="Location">File to write to</param>
/// <param name="Object">Object to serialize</param>
public static void Save(FileReference Location, object Object)
{
DirectoryReference.CreateDirectory(Location.Directory);
using (FileStream Stream = new FileStream(Location.FullName, FileMode.Create, FileAccess.Write))
{
BinaryFormatter Formatter = new BinaryFormatter();
Formatter.Serialize(Stream, Object);
}
}
}
}