Is it possible to do .NET binary serialization of an object when you don't have the source code of the class?
You could create a serialization surrogate.
Imagine that we have a class defined in a referenced assembly that we have no control over that looks like this:
public class Person
{
public string Name { get; set; }
public int Age { get; set; }
public DriversLicense License;
}
// An instance of this type will be part of the object graph and will need to be
// serialized also.
public class DriversLicense
{
public string Number { get; set; }
}
In order to serialize this object you will need to define a serialization surrogate for each type in the object graph.
To create a serialization surrogate you simply need to create a type that implements the ISerializationSurrogate
interface:
public class PersonSurrogate : ISerializationSurrogate
{
/// <summary>
/// Manually add objects to the <see cref="SerializationInfo"/> store.
/// </summary>
public void GetObjectData(object obj, SerializationInfo info, StreamingContext context)
{
Person person = (Person) obj;
info.AddValue("Name", person.Name);
info.AddValue("Age", person.Age);
info.AddValue("License", person.License);
}
/// <summary>
/// Retrieves objects from the <see cref="SerializationInfo"/> store.
/// </summary>
/// <returns></returns>
public object SetObjectData(object obj, SerializationInfo info, StreamingContext context, ISurrogateSelector selector)
{
Person person = (Person)obj;
person.Name = info.GetString("Name");
person.Age = info.GetInt32("Age");
person.License = (DriversLicense) info.GetValue("License", typeof(DriversLicense));
return person;
}
}
public class DriversLicenseSurrogate : ISerializationSurrogate
{
/// <summary>
/// Manually add objects to the <see cref="SerializationInfo"/> store.
/// </summary>
public void GetObjectData(object obj, SerializationInfo info, StreamingContext context)
{
DriversLicense license = (DriversLicense)obj;
info.AddValue("Number", license.Number);
}
/// <summary>
/// Retrieves objects from the <see cref="SerializationInfo"/> store.
/// </summary>
/// <returns></returns>
public object SetObjectData(object obj, SerializationInfo info, StreamingContext context, ISurrogateSelector selector)
{
DriversLicense license = (DriversLicense)obj;
license.Number = info.GetString("Number");
return license;
}
}
Then you need to let your IFormatter
know about the surrogates by defining and initializing a SurrogateSelector
and assigning it to your IFormatter
.
private static void SerializePerson(Person person)
{
if (person == null)
throw new ArgumentNullException("person");
using (var memoryStream = new MemoryStream())
{
//Configure our surrogate selectors.
var surrogateSelector = new SurrogateSelector();
surrogateSelector.AddSurrogate(typeof (Person), new StreamingContext(StreamingContextStates.All),
new PersonSurrogate());
surrogateSelector.AddSurrogate(typeof (DriversLicense), new StreamingContext(StreamingContextStates.All),
new DriversLicenseSurrogate());
//Serialize the object
IFormatter formatter = new BinaryFormatter();
formatter.SurrogateSelector = surrogateSelector;
formatter.Serialize(memoryStream, person);
//Return to the beginning of the stream
memoryStream.Seek(0, SeekOrigin.Begin);
//Deserialize the object
Person deserializedPerson = (Person) formatter.Deserialize(memoryStream);
}
}
Using a serialization surrogate is by no means straightforward, and can actually become quite verbose when the type you are trying to serialize has private & protected fields that need to be serialized.
But as you are already manually serializing the values you need, I don't think that is an issue. The use of a surrogate is a more unifom way of handling a scenario like this and should make you feel more comfortable.
You might be able to use Mono.Cecil to add the [SerializableAttribute]
to the classes, but I wouldn't do it if there is another way of achieving the desired result.