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🔄 05_14_01_serialization_engine - Transformación Bidireccional

PROPÓSITO

El Serialization Engine es el traductor universal que convierte estados vivos en memoria a formatos persistentes y viceversa. Como un teletransportador molecular, debe desarmar completamente un objeto, transmitirlo, y reconstruirlo exactamente igual al otro lado.

La diferencia entre una serialización mediocre y una excelente es la diferencia entre presets que "casi" suenan igual y presets que son idénticos bit por bit.


CONCEPTOS CLAVE

Estrategias de Serialización

serialization_formats = {
    'binary': {
        'pros': ['Rápido', 'Compacto', 'Eficiente'],
        'cons': ['No human-readable', 'Platform-dependent'],
        'use_for': ['Cache', 'Temp storage', 'Fast switching']
    },
    'json': {
        'pros': ['Human-readable', 'Universal', 'Debuggable'],
        'cons': ['Verbose', 'Slower parsing'],
        'use_for': ['User presets', 'Sharing', 'Version control']
    },
    'xml': {
        'pros': ['Estándar industria', 'Validación robusta'],
        'cons': ['Muy verbose', 'Parse lento'],
        'use_for': ['DAW integration', 'Legacy support']
    },
    'protobuf': {
        'pros': ['Eficiente', 'Strongly typed', 'Versioned'],
        'cons': ['Requiere schemas compilados'],
        'use_for': ['Network transfer', 'Cloud sync']
    }
}

Serialización Selectiva

serialization_layers:
  essential:      # Siempre incluido
    - parameter_values
    - routing_matrix

  optional:       # Según contexto
    - undo_history
    - automation_data

  excluded:       # Nunca serializado
    - audio_buffers
    - temp_calculations
    - cache_data

ARQUITECTURA

Strategy Pattern

                  ┌─────────────────┐
                  │   Serializer    │
                  │   (Abstract)    │
                  └────────┬────────┘
          ┌────────────────┼────────────────┐
          │                │                │
    ┌─────▼─────┐   ┌─────▼─────┐   ┌─────▼─────┐
    │   JSON    │   │  Binary   │   │    XML    │
    │Serializer │   │Serializer │   │Serializer │
    └───────────┘   └───────────┘   └───────────┘

Optimizaciones

  • Lazy Loading: Cargar recursos grandes on-demand
  • Differential Saves: Solo guardar cambios
  • Compression: zlib/lz4 para preset banks
  • Parallel Processing: Multi-thread para banks grandes
  • Memory Pools: Reutilizar buffers de serialización

ESTRUCTURA

05_14_01_serialization_engine/
├── include/
│   ├── serializer.hpp              # Interface base
│   ├── json_serializer.hpp         # JSON implementation
│   ├── binary_serializer.hpp       # Binary implementation
│   ├── xml_serializer.hpp          # XML implementation
│   ├── protobuf_serializer.hpp     # Protobuf implementation
│   ├── compression.hpp             # Compression utilities
│   ├── lazy_loader.hpp             # Lazy loading system
│   └── serialization_context.hpp   # Context y configuración
├── src/
│   ├── serializer.cpp
│   ├── json_serializer.cpp
│   ├── binary_serializer.cpp
│   ├── xml_serializer.cpp
│   ├── compression.cpp
│   └── lazy_loader.cpp
├── tests/
│   ├── test_json_serializer.cpp
│   ├── test_binary_serializer.cpp
│   ├── test_compression.cpp
│   ├── test_round_trip.cpp
│   └── test_performance.cpp
├── benchmarks/
│   ├── benchmark_serialization.cpp
│   └── benchmark_compression.cpp
└── examples/
    ├── serialize_to_formats.cpp
    └── compress_preset_bank.cpp

API PRINCIPAL

namespace audiolab::preset {

// Interface base
class Serializer {
public:
    enum class Format {
        JSON,
        Binary,
        XML,
        Protobuf,
        MessagePack
    };

    virtual ~Serializer() = default;

    // Serialization
    virtual std::vector<uint8_t> serialize(
        const PresetSchema& preset) = 0;

    // Deserialization
    virtual PresetSchema deserialize(
        const std::vector<uint8_t>& data) = 0;

    // Metadata
    virtual Format getFormat() const = 0;
    virtual std::string getFormatName() const = 0;
    virtual bool isHumanReadable() const = 0;
};

// Factory
class SerializerFactory {
public:
    static std::unique_ptr<Serializer> create(
        Serializer::Format format);

    static Serializer::Format detectFormat(
        const std::vector<uint8_t>& data);
};

// JSON Serializer (ya implementado en TAREA 1)
class JsonSerializer : public Serializer {
public:
    struct Options {
        bool pretty_print = true;
        int indent = 2;
        bool include_metadata = true;
        bool include_checksum = true;
    };

    explicit JsonSerializer(const Options& opts = {});

    std::vector<uint8_t> serialize(
        const PresetSchema& preset) override;

    PresetSchema deserialize(
        const std::vector<uint8_t>& data) override;
};

// Binary Serializer
class BinarySerializer : public Serializer {
public:
    struct Header {
        uint32_t magic;      // 'ALPP' (AudioLab Preset)
        uint16_t version;
        uint16_t format;
        uint32_t size;
        uint32_t checksum;
    };

    std::vector<uint8_t> serialize(
        const PresetSchema& preset) override;

    PresetSchema deserialize(
        const std::vector<uint8_t>& data) override;

private:
    void writeHeader(std::ostream& os, const Header& header);
    Header readHeader(std::istream& is);
};

// Compression
class Compression {
public:
    enum class Algorithm {
        None,
        Zlib,
        LZ4,
        Zstd
    };

    static std::vector<uint8_t> compress(
        const std::vector<uint8_t>& data,
        Algorithm algo = Algorithm::Zlib,
        int level = 6);

    static std::vector<uint8_t> decompress(
        const std::vector<uint8_t>& data,
        Algorithm algo = Algorithm::Zlib);

    static size_t getCompressedSize(
        const std::vector<uint8_t>& data,
        Algorithm algo);
};

} // namespace audiolab::preset

EJEMPLOS DE USO

Serializar a múltiples formatos

PresetSchema preset = /* ... */;

// JSON (human-readable)
JsonSerializer json_ser;
auto json_data = json_ser.serialize(preset);
saveToFile("preset.json", json_data);

// Binary (fast)
BinarySerializer bin_ser;
auto bin_data = bin_ser.serialize(preset);
saveToFile("preset.albp", bin_data);  // AudioLab Binary Preset

// Comprimir
auto compressed = Compression::compress(bin_data);
saveToFile("preset.albp.lz4", compressed);

Factory pattern

// Auto-detect format
auto format = SerializerFactory::detectFormat(data);
auto serializer = SerializerFactory::create(format);
auto preset = serializer->deserialize(data);

Round-trip test

// Original
PresetSchema original = /* ... */;

// Serialize
auto data = serializer.serialize(original);

// Deserialize
auto restored = serializer.deserialize(data);

// Verify
assert(original == restored);

MÉTRICAS DE ÉXITO

  • ✅ Serializers para 4+ formatos (JSON, Binary, XML, Protobuf)
  • ✅ Performance <50ms para presets típicos
  • ✅ Compression ratio >60% para banks
  • ✅ Zero data loss en round-trip
  • ✅ Benchmarks comparativos documentados

FORMATO BINARIO SPECIFICATION

AudioLab Binary Preset Format (.albp)

Header (16 bytes):
  [0-3]   Magic:    'ALPP' (0x41 0x4C 0x50 0x50)
  [4-5]   Version:  uint16 (e.g., 0x0100 = v1.0)
  [6-7]   Flags:    uint16 (compressed, encrypted, etc.)
  [8-11]  Size:     uint32 (uncompressed size)
  [12-15] Checksum: uint32 (CRC32)

Data:
  Version block
  Header block
  Parameters block
  Resources block
  Metadata block
  Checksum (SHA256)

PRÓXIMOS PASOS

  1. Implementar JsonSerializer (wrapper de TAREA 1)
  2. Implementar BinarySerializer
  3. Implementar Compression
  4. Tests exhaustivos
  5. Performance benchmarks
  6. Documentación completa

REFERENCIAS