Best Practice for Arrays of Objects

jodie
jodie

Hello, arrays of objects in the character backing data are a seriously common thing for anything from spell slots to gear. Is there an accepted best practice for handling these?

I note that chainsaws library serialises the arrays as strings. The other alternative would be to have numbered indexes in the key names (items_name_1, items_weight_1, items_name_2, items_weight_2). The other other alternative would be to just serialise the entire character backing data as a json tree structure, meaning it's just one clean deserialisation job for one clean data source without patching things back together.

If we want to support non-javascript writing DST creators then the key name indexes is the only option; they can just manually put in a sensible number of them, allowing people to swap DSTs without everything going boom. Does anyone have opinions on this?

Sign In or Register to comment.

April 2024
Season of Strife

Read the feature post on the blog
Return to Obsidian Portal

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Discussions