This README covers documentation for v5.x. If you're looking for v4.x docs, please use the v4.x branch.
A pure SourcePawn JSON encoder/decoder. Also offers a nice way of implementing pseudo-classes with properties and methods.
Follows the JSON specification (RFC7159) almost perfectly. Singular values not contained within a structure (e.g. "string"
, 1
, 0.1
, true
, false
, null
, etc.) are not supported.
- SourceMod 1.10 or later
If you use git while developing plugins, it is recommended to install this library as a git submodule. This makes it easy to lock to a specific major version or update as desired.
-
Run
git submodule add https://github.com/clugg/sm-json dependencies/sm-json
in your repository. -
To lock to a specific branch, run
git submodule set-branch -b YOUR_BRANCH dependencies/sm-json
(e.g.git submodule set-branch -b v3.x dependencies/sm-json
). To undo this/reset to the default branch, rungit submodule set-branch -d dependencies/sm-json
. In both cases an update needs to be run afterwards (see step 4). -
Whenever building plugins with
spcomp
, reference the library's include path using-idependencies/sm-json/addons/sourcemod/scripting
(this path may differ depending on which directoryspcomp
is run from). -
To pull the latest from your selected branch, run
git submodule update --remote dependencies/sm-json
.
To uninstall the library, run git rm dependencies/sm-json
.
Download the source code for the latest release and move all files and directories from the addons/sourcemod/scripting/include
directory to your existing addons/sourcemod/scripting/include
directory.
A comprehensive API reference is available here. Certain internal methods which are not intended for outside use are not documented in this API and are subject to breaking changes within the same major version.
All of the following examples implicitly begin with the following code snippet.
// include the library
#include <json>
// this is where our encoding results will go
char output[1024];
JSON_Array arr = new JSON_Array();
arr.PushString("my string");
arr.PushInt(1234);
arr.PushFloat(13.37);
arr.PushBool(true);
arr.PushObject(null);
arr.PushObject(new JSON_Array());
arr.PushObject(new JSON_Object());
arr.Encode(output, sizeof(output));
// output now contains ["my string",1234,13.37,true,null,[],{}]
json_cleanup_and_delete(arr);
JSON_Object obj = new JSON_Object();
obj.SetString("strkey", "your string");
obj.SetInt("intkey", -1234);
obj.SetFloat("floatkey", -13.37);
obj.SetBool("boolkey", false);
obj.SetObject("nullkey", null);
obj.SetObject("array", new JSON_Array());
obj.SetObject("object", new JSON_Object());
obj.Encode(output, sizeof(output));
// output now contains {"strkey":"your string","intkey":-1234,"floatkey":-13.37,"boolkey":false,"nullkey":null,"array":[],"object":{}}
json_cleanup_and_delete(obj);
Note: This library will automatically keep track of the order in which keys are seen and respect this ordering when encoding output.
Options which modify how the encoder works can be passed as the third parameter (or fourth in json_encode
).
JSON_ENCODE_PRETTY
: enables pretty printing. You can customise pretty printing by overriding (i.e. strcopy) theJSON_PP_*
strings which are declared inaddons/sourcemod/scripting/include/json/definitions.inc
. Please do note that these arechar[32]
s. Example:
JSON_Array child_arr = new JSON_Array();
child_arr.PushInt(1);
JSON_Object child_obj = new JSON_Object();
child_obj.SetObject("im_indented", null);
child_obj.SetObject("second_depth", child_arr);
JSON_Object parent_obj = new JSON_Object();
parent_obj.SetBool("pretty_printing", true);
parent_obj.SetObject("first_depth", child_obj);
parent_obj.Encode(output, sizeof(output), JSON_ENCODE_PRETTY);
json_cleanup_and_delete(parent_obj);
output
will contain the following:
{
"pretty_printing": true,
"first_depth": {
"im_indented": null,
"second_depth": [
1
]
}
}
Using the same parent object as last time (pretending we didn't just clean it up!):
strcopy(JSON_PP_AFTER_COLON, sizeof(JSON_PP_AFTER_COLON), " ");
strcopy(JSON_PP_INDENT, sizeof(JSON_PP_AFTER_COLON), "");
strcopy(JSON_PP_NEWLINE, sizeof(JSON_PP_NEWLINE), " ");
parent_obj.Encode(output, sizeof(output), JSON_ENCODE_PRETTY);
output
will contain the following:
{ "pretty_printing": true, "first_depth": { "im_indented": null, "second_depth": [ 1, [] ] } }
JSON_Array arr = view_as<JSON_Array>(json_decode("[\"my string\",1234,13.37,true,null,[],{}]"));
char strval[32];
arr.GetString(0, strval, sizeof(strval));
int intval = arr.GetInt(1);
float floatval = arr.GetFloat(2);
bool boolval = arr.GetBool(3);
Handle nullval = arr.GetObject(4);
JSON_Array arrval = view_as<JSON_Array>(arr.GetObject(5));
JSON_Object objval = arr.GetObject(6);
json_cleanup_and_delete(arr);
JSON_Object obj = json_decode("{\"object\":{},\"floatkey\":-13.37,\"boolkey\":false,\"intkey\":-1234,\"array\":[],\"nullkey\":null,\"strkey\":\"your string\"}");
char strval[32];
obj.GetString("strkey", strval, sizeof(strval));
int intval = obj.GetInt("intkey");
float floatval = obj.GetFloat("floatkey");
bool boolval = obj.GetBool("boolkey");
Handle nullval = obj.GetObject("nullkey");
JSON_Array arrval = view_as<JSON_Array>(obj.GetObject("array"));
JSON_Object objval = obj.GetObject("object");
json_cleanup_and_delete(obj);
Options which modify how the parser works can be passed as the second parameter (e.g. json_decode("[]", JSON_DECODE_SINGLE_QUOTES)
).
JSON_DECODE_SINGLE_QUOTES
: accepts'single quote strings'
as valid. A mixture of single and double quoted strings can be used in a structure (e.g.['single', "double"]
) as long as quotes are matched correctly. Note: encoded output will still use double quotes, and unescaping of single quotes in double quoted strings does not occur.
int length = arr.Length;
for (int i = 0; i < length; i += 1) {
JSONCellType type = arr.GetType(i);
// do whatever you want with the index and type information
}
int length = obj.Length;
int key_length = 0;
for (int i = 0; i < length; i += 1) {
key_length = obj.GetKeySize(i);
char[] key = new char[key_length];
obj.GetKey(i, key, key_length);
JSONCellType type = obj.GetType(key);
// do whatever you want with the key and type information
}
Since this library uses StringMap
under the hood, you need to make sure you manage your memory properly by cleaning up instances when you're done with them. Using the delete
keyword is not sufficient with JSON instances due to their underlying structure. A helper function Cleanup()
has been provided which recursively cleans up and deletes all nested instances before deleting the parent instance.
Additionally, there is a global helper function json_cleanup_and_delete()
which will first call Cleanup()
, then set the passed variable to null.
arr.Cleanup();
arr = null;
// or
json_cleanup_and_delete(arr);
obj.Cleanup();
obj = null;
// or
json_cleanup_and_delete(obj);
This may trip you up if you have multiple references to one shared instance, because cleaning up the first will invalidate the handle for the second. For example:
JSON_Array shared = new JSON_Array();
JSON_Object obj1 = new JSON_Object();
obj1.SetObject("shared", shared);
JSON_Object obj2 = new JSON_Object();
obj2.SetObject("shared", shared);
// this will clean up the nested "shared" array
json_cleanup_and_delete(obj1);
// this will throw an Invalid Handle exception because "shared" no longer exists
json_cleanup_and_delete(obj2);
You can avoid this by removing known shared instances from other instances before cleaning them up.
obj1.Remove("shared");
json_cleanup_and_delete(obj1);
obj2.Remove("shared");
json_cleanup_and_delete(obj2);
json_cleanup_and_delete(shared);
methodmap Player < JSON_Object
{
public bool SetAlias(const char[] value)
{
return this.SetString("alias", value);
}
public bool GetAlias(char[] buffer, int max_size)
{
return this.GetString("alias", buffer, max_size);
}
property int Score
{
public get()
{
return this.GetInt("score");
}
public set(int value)
{
this.SetInt("score", value);
}
}
property float Height
{
public get()
{
return this.GetFloat("height");
}
public set(float value)
{
this.SetFloat("height", value);
}
}
property bool Alive
{
public get()
{
return this.GetBool("alive");
}
public set(bool value)
{
this.SetBool("alive", value);
}
}
property Handle Handle
{
public get()
{
return view_as<Handle>(this.GetObject("handle"));
}
public set(Handle value)
{
this.SetObject("handle", value);
}
}
property JSON_Object Object
{
public get()
{
return this.GetObject("object");
}
public set(JSON_Object value)
{
this.SetObject("object", value);
}
}
property JSON_Array Array
{
public get()
{
return view_as<JSON_Array>(this.GetObject("array"));
}
public set(JSON_Array value)
{
this.SetObject("array", value);
}
}
public Player()
{
Player self = view_as<Player>(new JSON_Object());
self.SetAlias("clug");
self.Score = 9001;
self.Height = 1.8;
self.Alive = true;
self.Handle = null;
self.Object = new JSON_Object();
self.Array = new JSON_Array();
return self;
}
public void IncrementScore()
{
this.Score += 1;
}
}
Player player = new Player();
player.Encode(output, sizeof(output));
// output now contains {"alias":"clug","score":9001,"height":1.8,"alive":true,"handle":null,"object":{},"array":[]}
You are also free to nest classes within one another (a continuation from the previous snippet).
methodmap Weapon < JSON_Object
{
property Player Owner
{
public get()
{
return view_as<Player>(this.GetObject("owner"));
}
public set(Player value)
{
this.SetObject("owner", value);
}
}
property int Id
{
public get()
{
return this.GetInt("id");
}
public set(int value)
{
this.SetInt("id", value);
}
}
public Weapon()
{
Weapon self = view_as<Weapon>(new JSON_Object());
self.Id = 1;
self.Owner = new Player();
return self;
}
}
Weapon weapon = new Weapon();
weapon.Encode(output, sizeof(output));
// output now contains {"id":1,"owner":{"alias":"clug","score":9001,"height":1.8,"alive":true,"handle":null,"object":{},"array":[]}}
You can take any JSON_Object or JSON_Array and coerce it to a custom class in order to access its properties and methods.
Weapon weapon = view_as<Weapon>(json_decode("{\"id\":1,\"owner\":{\"score\":9001,\"alive\":true,\"object\":{},\"handle\":null,\"height\":1.8,\"alias\":\"clug\",\"array\":[]}}"));
weapon.Owner.IncrementScore();
int score = weapon.Owner.Score; // 9002
Prior to v4.1, unrecoverable errors (usually during decoding) were logged using SourceMod's native LogError
method. From v4.1 onwards, errors are stored in a buffer and the last error that was encountered can be fetched using json_get_last_error
.
All of the following examples assume access to an existing JSON_Array
and JSON_Object
instance.
JSON_Array arr = new JSON_Array();
JSON_Object obj = new JSON_Object();
In every case where a method denotes that it accepts a key/index
, it means the following:
JSON_Object
methods will accept aconst char[] key
JSON_Array
methods will accept anint index
JSON_Array
and JSON_Object
contain the following getters. These getters also accept a second parameter specifying a default value to return if the key/index was not found. Sensible default values have been set and are listed below.
obj/arr.GetString(key/index, buffer, max_size)
, which will place the string in the buffer provided and return true, or false if it fails.obj/arr.GetInt(key/index)
, which will return the value or -1 if it was not found.obj/arr.GetFloat(key/index)
, which will return the value or -1.0 if it was not found.obj/arr.GetBool(key/index)
, which will return the value or false if it was not found.obj/arr.GetObject(key/index)
, which will return the value or null if it was not found. You should typecast objects to arrays if you know the contents to be an array:view_as<JSON_Array>(obj.GetObject("array"))
.
JSON_Array
and JSON_Object
contain the following setters. These methods will return true if setting was successful, or false otherwise.
obj/arr.SetString(key/index, value)
obj/arr.SetInt(key/index, value)
obj/arr.SetFloat(key/index, value)
obj/arr.SetBool(key/index, value)
obj/arr.SetObject(key/index, value)
: value can be aJSON_Array
, aJSON_Object
ornull
JSON_Array
also contains push methods, which will push a value to the end of the array and return its index, or -1 if pushing failed.
arr.PushString(value)
arr.PushInt(value)
arr.PushFloat(value)
arr.PushBool(value)
arr.PushObject(value)
: value can be aJSON_Array
, aJSON_Object
ornull
obj/arr.HasKey(key/index)
: returns true if the key exists, false otherwise.obj/arr.GetType(key/index)
: returns the JSONCellType stored at the key.obj/arr.GetSize(key/index)
: if the key contains a string, returns the buffer size required for the string. Example:
int len = arr.GetSize(0);
char[] val = new char[len];
arr.GetString(0, val, len);
It is possible to mark a key as 'hidden' so that it does not appear in encoder output. WARNING: When calling Clear()
or Remove()
, relevant hidden flags will also be removed.
obj/arr.SetHidden(key/index, true/false)
: sets the specified key to be hidden (or not hidden).obj/arr.GetHidden(key/index)
: returns whether or not the key is hidden. Example:
obj.SetHidden("secret_key", true);
obj.SetString("secret_key", "secret_value");
obj.SetString("public_key", "public_value");
obj.Encode(output, sizeof(output));
// output now contains {"public_key":"public_value"}
obj.Rename("fromKey", "toKey")
: returns true if the rename is successful, false otherwise.
Renames an existing key in an object. Takes an optional third paramater replace
(default true
) which, when false
, will prevent the rename if the to key already exists.
This method maintains the existing element's metadata (e.g. whether or not it is hidden).
obj/arr.Remove(key/index)
Removing an element will also remove all metadata associated with it (i.e. type, string length and hidden flag). When removing from an array, all following elements will be shifted down an index to ensure that all indexes fall within [0, arr.Length
) and that there are no gaps in the array.
There are a few functions which make working with JSON_Array
s a bit nicer.
arr.IndexOf(value)
: returns the index of the value in the array if it is found, -1 otherwise.arr.IndexOfString(value)
: as above, but works exclusively with strings.arr.Contains(value)
: returns true if the value is found in the array, false otherwise.arr.ContainsString(value)
: as above, but works exclusively with strings.
Please note that due to how the any
type works in SourcePawn, Contains
may return false positives for values that are stored the same in memory. For example, 0
, null
and false
are all stored as 0
in memory and 1
and true
are both stored as 1
in memory. Because of this, view_as<JSON_Array>(json_decode("[0]")).Contains(null)
will return true, and so on. You may use Contains
in conjunction with GetType(
to typecheck the returned index and ensure it matches what you expected.
It is possible to enforce an array to only accept a single type. You can either do this when first creating the array, or later on.
JSON_Array ints = new JSON_Array(JSON_Type_Int);
ints.PushObject(null); // fails and returns -1
ints.PushInt(1); // returns 0
json_cleanup_and_delete(ints);
JSON_Array values = new JSON_Array();
values.PushObject(null);
values.PushInt(1);
values.EnforceType(JSON_Type_Int); // fails and returns false, array doesn't only contain ints
values.Remove(0);
values.EnforceType(JSON_Type_Int); // returns true
json_cleanup_and_delete(values);
It is possible to import any native array of values into a JSON_Array
. The following code snippet works for every native type except char[]
s.
int ints[] = {1, 2, 3};
JSON_Array arr = new JSON_Array();
arr.ImportValues(JSON_Type_Int, ints, sizeof(ints));
arr.Encode(output, sizeof(output)); // output now contains [1,2,3]
json_cleanup_and_delete(arr);
For strings, you need to use a separate function.
char strings[][] = {"hello", "world"};
JSON_Array arr = new JSON_Array();
arr.ImportStrings(strings, sizeof(strings));
arr.Encode(output, sizeof(output)); // output now contains [\"hello\",\"world\"]
json_cleanup_and_delete(arr);
It is possible to export a JSON_Array
's values to a native array. The following code snippet works for every native type except char[]
s. Note: there is no type checking done during export - it is entirely up to you to ensure that your array only contains the type that you expect (see Array Type Enforcement).
JSON_Array arr = view_as<JSON_Array>(json_decode("[1,2,3]"));
int size = arr.Length;
int[] values = new int[size];
arr.ExportValues(values, size);
json_cleanup_and_delete(arr);
// values now contains {1, 2, 3}
For strings, you need to use a separate function.
JSON_Array arr = view_as<JSON_Array>(json_decode("[\"hello\",\"world\"]"));
int size = arr.Length;
int str_length = arr.MaxStringLength;
char[][] values = new char[size][str_length];
arr.ExportStrings(values, size, str_length);
json_cleanup_and_delete(arr);
// values now contains {"hello", "world"}
JSON_Object
s can be merged with one another.
Merging is shallow, which means that if the second object has child objects, the reference will be maintained to the existing object when merged, as opposed to copying the children.
Merged keys will respect their previous hidden state when merged on to the first object.
JSON_MERGE_REPLACE
: active by default. Tells the merger to replace any existing keys on the first object with the values from the second. For example, if you have two objects both containing keyx
, with replacement on, the value ofx
will be taken from the second object, and with replacement off, from the first object. You can explicitly disable this by passingJSON_NONE
as an option.JSON_MERGE_CLEANUP
: tells merge to clean up any nested instances before they are replaced. Since this only has an effect while replacement is enabled, you will need to passJSON_MERGE_REPLACE | JSON_MERGE_CLEANUP
as options.
JSON_Object obj1 = new JSON_Object();
obj1.SetInt("x", 1);
obj2.SetInt("y", 2);
JSON_Object obj2 = new JSON_Object();
obj2.SetInt("y", 3);
obj2.SetInt("z", 4)
obj1.Merge(obj2); // obj1 is now equivocally {"x":1,"y":3,"z":4}, obj2 remains unchanged
// alternatively, without replacement
obj1.Merge(obj2, JSON_NONE); // obj1 is now equivocally {"x":1,"y":2,"z":4}, obj2 remains unchanged
JSON_Array
s can be concatenated to one another.
Concatenation is shallow, which means that if the second array has child objects, the reference will be maintained to the existing object when merged, as opposed to copying the children. If you wish, you can do a DeepCopy
on the source array before concatenating it.
Concatenated elements will respect their previous hidden state when pushed to the target array.
JSON_Array target = new JSON_Array();
target.PushInt(1);
target.PushInt(2);
target.PushInt(3);
JSON_Array source = new JSON_Array();
source.PushInt(4);
source.PushInt(5);
source.PushInt(6);
target.Concat(source); // target is now equivocally [1,2,3,4,5,6], source remains unchanged
A shallow copy will maintain the original reference to nested instances within the instance.
arr.PushInt(1);
arr.PushInt(2);
arr.PushInt(3);
arr.PushObject(new JSON_Array());
// arr is now equivocally [1,2,3,[]]
JSON_Array copied = arr.ShallowCopy();
JSON_Array nested = view_as<JSON_Array>(copied.GetObject(3));
nested.PushInt(4);
copied.PushInt(5);
// copied is now equivocally [1,2,3,[4],5] and arr is now equivocally [1,2,3,[4]]
obj.SetString("hello", "world");
obj.SetObject("nested", new JSON_Object());
// obj is now equivocally {"hello":"world","nested":{}}
JSON_Object copied = obj.ShallowCopy();
JSON_Object nested = copied.GetObject("nested");
nested.SetString("key", "value");
copied.SetInt("test", 1);
// copied is now equivocally {"hello":"world","nested":{"key":"value"},"test":1} and obj is now equivocally {"hello":"world","nested":{"key":"value"}}
A deep copy will recursively copy all nested instances, yielding an entirely unrelated structure with all of the same values.
JSON_Array copied = arr.DeepCopy();
JSON_Array nested = view_as<JSON_Array>(copied.GetObject(3));
nested.PushInt(4);
copied.PushInt(5);
// copied is now equivocally [1,2,3,[4],5] but arr does not change
JSON_Object copied = obj.DeepCopy();
JSON_Object nested = copied.GetObject("nested");
nested.SetString("key", "value");
copied.SetInt("test", 1);
// copied is now equivocally {"hello":"world","nested":{"key":"value"},"test":1} but obj does not change
In some cases, you may receive JSON which you do not know the structure of. It may contain an object or an array. This is possible to handle using the IsArray
property, although it can result in some messy code.
JSON_Object obj = json_decode(SOME_UNKNOWN_JSON);
JSON_Array arr = view_as<JSON_Array>(obj);
if (obj.IsArray) {
arr.PushString("ok");
} else {
obj.SetString("result", "ok");
}
A few of the examples in this documentation use object-oriented syntax, while in reality, they are wrappers for global functions. A complete list of examples can be found below.
obj/arr.Encode(output, sizeof(output) /*, options */);
// or
json_encode(obj/arr, output, sizeof(output) /*, options */);
obj/arr.ShallowCopy();
// or
json_copy_shallow(obj/arr);
obj/arr.DeepCopy();
// or
json_copy_deep(obj/arr);
obj/arr.Cleanup();
// or
json_cleanup(obj/arr);
If you prefer this style you may wish to use it instead.
A number of common tests have been written here. These tests include library-specific tests (which can be considered examples of how the library can be used) as well as every relevant test from the json.org test suite.
The test plugin uses the sm-testsuite library, which is included as a submodule to this repository. If you wish to run the tests yourself, follow these steps:
- run
git submodule update --init
on your command line inside thesm-json
directory - compile the plugin using
spcomp json_test.sp -O2 -t4 -v2 -w234 -i../../../dependencies/sm-testsuite/addons/sourcemod/scripting/include
- place the plugin in your sourcemod installation
- run srcds if it's not already running
sm plugins load json_test
(orreload
if already loaded)- take note of output and ensure that all tests pass
Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.
Please ensure that all tests pass before making a pull request. A description of how to compile the test plugin can be seen in the testing section.
If you are fixing a bug, please add a regression test to ensure that the bug does not sneak back in. If you are adding a feature, please add tests to ensure that it works as expected.