Sagui Itay - Unity Assets, software development and mobile games
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Cap’n Proto – a call to action

Marc Gravell is a valued associate in StackOverflow, so I make sure to follow his blog – this
guy knows what he’s doing (he’s the main contributor to Dapper.net, StackExchange.Redis and protobuf-net).

Over the weekend, Marc wrote about a project called Cap’n Proto – a new serialization protocol, implemented by the same guy that developed Protobuf at Google (Kenton Varda). Cap’n Proto is not exactly another serialization library – it’s more of a way to maintain structured data as raw memory. What this really means, is that you could just
take the raw bytes (of a file, transmitted over the net, or whatever), and use them as you would normally use your object model. No deserialization is needed whatsoever. Obviously, performance implications are drastic – you no longer need to serialize/deserialize your data. You don’t need to allocate objects in memory, especially when you just need to access a subset of the data. You can use memory mapped files for fast inter-process communication. And there are even on RPC advantages.

Cap’n Proto is implemented in C++, and the tools that come with it work / compiles for Linux. Marc has started to work on a .Net implementation, and made it available on GitHub https://github.com/mgravell/capnproto-net/.

And now, Marc asks for the community’s assistance in improving his initial work. Here’s the list of areas that need work (copied from Marc’s website):

  • Schema parsing: this is currently a major PITA, since the current capnp tool only really works / compiles for Linux. There is a plan in the core Cap’n Proto project to get this working on MinGW (for Windows), but it would be nice to have a full .NET parser – I’m thinking Irony-based, although I’m not precious about the implementation
  • Offset processing: related to schema parsing, we need to compute the byte offsets of a parsed schema. This is another job that the capnp tool does currently. Basically, the idea is to look at all of the defined fields, and assign byte offsets to each, taking into account some fairly complicated group and union rules
  • Code generation: I have some working code-gen, but it is crude and least viable. It feels like this could be done much better. In particular I’m thinking devenv tooling, whether that means T4 or some kind of VS plugin, ideally trivially deployed (NuGet or similar) – so some experience making Visual Studio behave would be great. Of course, it would be great if it worked on Mono too – I don’t know what that means for choices like T4.
  • Code-first: schemas? we don’t need no stinking schemas! here I mean the work to build a schema model from pre-existing types, presumably via attributes – or perhaps combining an unattributed POCO model with a regular schema
  • POCO serializer: the existing proof-of-concept works via generated types; however, building on the code-first work, it is entirely feasible to write a regular serializer that talks in terms of some pre-existing POCO model, but uses the library api to read/write the objects per the wire format
  • RPC: yes, Cap’n Proto defines an RPC stack. No I haven’t even looked at it. It would be great if somebody did, though
  • Packed encoding: the specification defines an alternative packed representation for data, that requires some extra processing during load/save, but removes some redundant data; not currently implemented
  • Testing: I’m the worst possible person to test my own code – too close to it. I should note that I have a suite of tests related to my actual needs that aren’t in then open-source repo (I’ll try and migrate many of them), but: more would be great
  • Multi-platform projects: for example, an iOS / Windows Store version probably needs to use less (well, zero) of the unsafe code (mostly there for efficiency); does it compile / run on Mono? I don’t know.
  • Proper performance testing; I’m casually happy with it, but some dedicated love would be great
  • Much more compatibility testing against the other implementations
  • Documentation; yeah, telling people how to use it helps
  • And probably lots more stuff I’m forgetting