Carbonite 1.0.1

dotnet add package Carbonite --version 1.0.1                
NuGet\Install-Package Carbonite -Version 1.0.1                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Carbonite" Version="1.0.1" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Carbonite --version 1.0.1                
#r "nuget: Carbonite, 1.0.1"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install Carbonite as a Cake Addin
#addin nuget:?package=Carbonite&version=1.0.1

// Install Carbonite as a Cake Tool
#tool nuget:?package=Carbonite&version=1.0.1                

Carbonite

Carbonite is a C# library, C++ single-header library, and binary file format for storing data models that can be loaded and used from native code as quickly as possible. The intended audience for Carbonite is games and other applications where high data loading performance is needed.

Carbonite works by taking instances of C# classes and structures and writing out their data into a contiguous block, called a Carbonite Image, that matches how your native code expects it to be laid out. This process is called freezing and is carried out ahead-of-time using the Carbonite C# library. Once the frozen bytes have been shipped to the end user, your application unfreezes the data using the Carbonite C++ header, which transforms the relative offsets in the data into valid pointers, resulting in data models in memory that can be directly consumed by your native application.

In summary:

C# Data Model ⇒ freezing (C# library) ⇒ Frozen Carbonite Image (frozen data) ⇒ unfreezing (C++ library) ⇒ Unfrozen Image (Native data objects)

Getting Started

To create frozen Carbonite Images with C#, add the Carbonite and Carbonite.FreezableCodeGen NuGet packages to your .NET 6+ project. You will need to enable preview features for your project by adding <EnablePreviewFeatures>True</EnablePreviewFeatures> to a <PropertyGroup> in your project file. You can also add the PrivateAssets="all" and ExcludeAssets="compile; runtime" attributes to the <PackageReference> element for Carbonite.FreezableCodeGen, as you do not need its assembly in your build output nor in referencing projects. You are now ready to freeze some images!

To load frozen Carbonite Images with C++, you will probably want to use the carbonite.h single-header library (in the /Include/carbonite/ directory of this repo). Like other single-header libraries, make sure to define the CARBONITE_IMPLEMENTATION macro in exactly one of your source files before carbonite.h is included. Personally, for non-trivial projects I like adding an individual .cpp file (with only those two lines) for single-header libraries like this one.

If you are using Visual Studio or Visual Studio Code, you can load the provided carbonite.natvis for enhanced visualization of CarboniteArray and CarboniteString variables. You are now ready to unfreeze some images!

Freezing

The freezing process is handled by the Carbonite C# library. To create a frozen Carbonite Image, create a CarboniteImageWriter and use the WriteRootObject method to freeze your data objects to a Stream. (Note that the destination Stream must be seekable as well as writable.)

Although you could implement the IFreezable<TSelf> interface manually in each of your freezable classes and structures, Carbonite provides a code generator (in the Carbonite.FreezableCodeGen assembly) that will do this automatically, serializing all the declared fields of the type contiguously in the declared order.

Here is an example of freezing an object to a Carbonite Image (for more detail see the CarboniteExampleWriter project):

using (FileStream stream = new FileStream(filename, FileMode.Create))
using (CarboniteImageWriter imageWriter = new CarboniteImageWriter(stream, payloadFormatVersion))
{
    imageWriter.WriteRootObject(objectToSerialize);
}

Unfreezing

The unfreezing process is handled by the Carbonite C++ library (although it is by design not very complicated, so you could handle it yourself if you wanted to).

Unfreezing is accomplished by calling the CarboniteUnfreezeImage(...) function, which verifies that the given payload format version matches the version in the image, fixes up the relative offsets in the image, and then returns a const CarboniteImage* so you can access its root objects in RootObjectTable. Carbonite does not store any type information in an image - your native code is expected to know what the types of the objects in the image are.

Remember that this CarboniteImage pointer, as well as all the objects inside it, are a view of the memory that was passed to CarboniteUnfreezeImage, so make sure not to deallocate that memory before you are done accessing the image.

Here is an example of unfreezing a Carbonite Image and iterating through its root objects (for more detail see the CarboniteExampleNative project):

// Unfreeze the bytes we loaded from disk
const CarboniteImage* image = CarboniteUnfreezeImage(imageBytes, MY_PAYLOAD_FORMAT_VERSION);

if (image != nullptr) {
    for (size_t i = 0; i < image->RootObjectTable.Count; i++) {
        const ExampleModel* model = (const ExampleModel*)image->RootObjectTable[i];
        // Do something with `model`
    }
}

// Now that we are done accessing the image, we can free the memory
delete[] imageBytes;

Data Structure Authoring

There are a number of things to keep in mind when authoring data structures for use with Carbonite:

  • C# Arrays and strings are frozen as a size_t length and a pointer to the array elements/characters. carbonite.h provides the corresponding CarboniteArray<T> and CarboniteString structures to be used in your native types, and you can find more information on how to use them in carbonite.h itself.

  • Like how C# does things, C# structs are serialized inline, and classes are serialized as pointers to a some other part of the image.

    In other words, if you create a type struct MyThing in C#, in C++ it must be used as a value in containing types (structures, classes, and arrays) (e.g. MyThing Thing; and CarboniteArray<MyThing>).

    If you instead create a type class MyThing in C#, in C++ it must be used as a pointer in containing types (e.g. MyThing* Thing; and CarboniteArray<MyThing*>).

  • We all love const correctness, right? Unfrozen images are not meant to be modified, so it makes sense to mark all pointers as const in your native data structures.

  • If you want your C# type to automatically implement the IFreezable<TSelf> interface with all required members generated for you, mark your type as partial and apply the [GenerateFreezable] attribute to it.

    The source generator will serialize each member variable back-to-back in declaration order when freezing that type. (Variables are written - not properties - to allow avoiding redundant struct copies, by using in parameters). If you would rather your types expose properties rather than public variables, you can make your variables private - they will still get frozen just fine, and then you can implement public properties to wrap them.

  • The Carbonite C# source generator for freezable types does not yet understand C++ padding and alignment, meaning that you need to manually ensure that there are no bytes in the C++ structure that are implicitly inserted due to alignment and padding rules.

    Having to manually ensure C# and native structure layouts are matching is not ideal, and options are being explored for moving to a single source of truth that would automatically handle layout parity in a future version of Carbonite.

Product Compatible and additional computed target framework versions.
.NET net6.0 is compatible.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • net6.0

    • No dependencies.

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Version Downloads Last updated
1.0.1 184 8/27/2022