轉 lua下 string 和table 互轉 (經過測試ok)

 

--table to string 序列化
function serialize(obj)
    local lua = ""
    local t = type(obj)
    if t == "number" then
        lua = lua .. obj
    elseif t == "boolean" then
        lua = lua .. tostring(obj)
    elseif t == "string" then
        lua = lua .. string.format("%q", obj)
    elseif t == "table" then
        lua = lua .. "{\n"
    for k, v in pairs(obj) do
        lua = lua .. "[" .. serialize(k) .. "]=" .. serialize(v) .. ",\n"
    end
    local metatable = getmetatable(obj)
        if metatable ~= nil and type(metatable.__index) == "table" then
        for k, v in pairs(metatable.__index) do
            lua = lua .. "[" .. serialize(k) .. "]=" .. serialize(v) .. ",\n"
        end
    end
        lua = lua .. "}"
    elseif t == "nil" then
        return nil
    else
        error("can not serialize a " .. t .. " type.")
    end
    return lua
end
 --string to table 反序列化
function unserialize(lua)
    local t = type(lua)
    if t == "nil" or lua == "" then
        return nil
    elseif t == "number" or t == "string" or t == "boolean" then
        lua = tostring(lua)
    else
        error("can not unserialize a " .. t .. " type.")
    end
    lua = "return " .. lua
    local func = loadstring(lua)
    if func == nil then
        return nil
    end
    return func()
end


--調用代碼:

    local data = {["a"] = "a", ["b"] = "b", [1] = 1, [2] = 2, ["t"] = {1, 2, 3}}  
    local sz = serialize(data)  
    print(sz)  
    print("---------")  
    local zz = unserialize(sz)
    print(zz)
    local xxx = 1

經過測試,可用於遊戲中所有數據的保存,序列化 及 反序列化

出處不可考,很牛逼

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