Serializing Member Function Pointers

What's the best way to serialize/deserialize member function pointers for saving game state or network communication?

Serializing member function pointers directly is not recommended because they contain implementation-specific memory addresses. Instead, we should serialize an identifier that can be mapped back to the appropriate function.

Enum-Based Approach

Here's how to implement this safely using an enum:

#include <iostream>
#include <map>

class Character {
public:
  enum class AbilityType {
    Fireball,
    IceBlast,
    Lightning
  };

  using AbilityFunc = void (Character::*)();

  void Fireball() {
    std::cout << "Cast Fireball!\n";
  }

  void IceBlast() {
    std::cout << "Cast Ice Blast!\n";
  }

  void Lightning() {
    std::cout << "Cast Lightning!\n";
  }

  // Map ability types to member functions
  static std::map<AbilityType, AbilityFunc>
  AbilityMap;

  // Serialize ability to enum
  AbilityType
    SerializeAbility(AbilityFunc Func) {
    for (const auto& [type, ptr] : AbilityMap) {
      if (ptr == Func) return type;
    }
    throw std::runtime_error("Unknown ability");
  }

  // Deserialize enum to ability
  AbilityFunc
    DeserializeAbility(AbilityType Type) {
    return AbilityMap[Type];
  }
};

// Initialize static map
std::map<Character::AbilityType,
         Character::AbilityFunc>
Character::AbilityMap =
{
  {AbilityType::Fireball, &Character::Fireball},
  {AbilityType::IceBlast, &Character::IceBlast},
  {
    AbilityType::Lightning,
    &Character::Lightning}};

int main() {
  Character player;

  // Store current ability
  auto currentAbility = &Character::Fireball;

  // Serialize
  auto serialized = player.SerializeAbility(
    currentAbility);

  // Save to file/network (example just prints)
  std::cout << "Saved ability ID: " <<
    static_cast<int>(serialized) << '\n';

  // Load and deserialize
  auto loadedAbility = player.
    DeserializeAbility(serialized);

  // Use restored ability
  (player.*loadedAbility)();
}
Saved ability ID: 0
Cast Fireball!

String-Based Approach

In this variation, we use a std::string:

#include <iostream>
#include <map>
#include <string>

class Character {
public:
  using AbilityFunc = void (Character::*)();

  void Fireball() {
    std::cout << "Cast Fireball!\n";
  }

  void IceBlast() {
    std::cout << "Cast Ice Blast!\n";
  }

private:
  static std::map<std::string, AbilityFunc>
  AbilityMap;

public:
  std::string
    SerializeAbility(AbilityFunc Func) {
    for (const auto& [name, ptr] : AbilityMap) {
      if (ptr == Func) return name;
    }
    return "unknown";
  }

  AbilityFunc DeserializeAbility(
    const std::string& Name) {
    auto it = AbilityMap.find(Name);
    if (it != AbilityMap.end()) {
      return it->second;
    }
    throw std::runtime_error(
      "Unknown ability: " + Name);
  }
};

// Initialize static map
std::map<std::string, Character::AbilityFunc>
Character::AbilityMap = {
  {"fireball", &Character::Fireball},
  {"ice_blast", &Character::IceBlast}};

int main() {
  Character player;

  // Serialize
  auto serialized = player.SerializeAbility(
    &Character::Fireball);
  std::cout << "Saved ability name: " <<
    serialized << '\n';

  // Deserialize and use
  auto loadedAbility = player.
    DeserializeAbility(serialized);
  (player.*loadedAbility)();
}
Saved ability name: fireball
Cast Fireball!

Key considerations:

  • Never serialize raw function pointers
  • Use stable identifiers (enums, strings, integers)
  • Maintain a mapping between identifiers and functions
  • Consider versioning for save game compatibility
  • Handle missing/invalid functions gracefully
  • Consider using a factory pattern for complex scenarios

This approach ensures safe serialization while maintaining the flexibility of member function pointers.

Pointers to Members

Learn how to create pointers to class functions and data members, and how to use them

Questions & Answers

Answers are generated by AI models and may not have been reviewed. Be mindful when running any code on your device.

Member Function Pointers vs Virtual Functions
Why would we use member function pointers instead of virtual functions when we want to change behavior at runtime?
Member Function Pointers with Templates
Can we use member function pointers with templates to create generic callbacks that work with any class that has a specific method signature?
Member Function Pointer Performance
How do member function pointers impact performance compared to virtual functions or std::function? Are there memory overhead considerations?
Async Member Function Pointers
How can we use member function pointers with asynchronous operations like std::async or thread pools?
Lambda Member Function Pointers
Is it possible to create a member function pointer to a lambda that's stored as a class member?
Smart Pointers with Member Functions
How can we use member function pointers with smart pointers (shared_ptr, unique_ptr) effectively?
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