I am attempting to take an object structured like so
public class Item
{
public Guid SourceTypeID {get;set;}
public Guid BrokerID {get;set;}
public double Latitude {get;set;}
public double Longitude {get;set;}
public DateTime TimeStamp {get;set;}
public object Payload {get;set;}
}
and serialize it with JSON.NET using a call like:
Item expected = new Item()
{
SourceTypeID = Guid.NewGuid(),
BrokerID = Guid.NewGuid(),
Latitude = 33.657145,
Longitude = -117.766684,
TimeStamp = DateTime.Now,
Payload = new byte[]{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }
};
string jsonString = JsonConvert.SerializeObject(expected);
The payload member of the Item object will potentially hold any one primitive of a list of C# primitives (plus a few others like Guid), or an array of those types (as in the example, a byte array), or a "flat" object composed of any of those previously listed "primitives" (dynamically created).
When I perform the SerializeObject() call, the string that is produced contains:
{"Payload":"AAECAwQFBgcICQ==","SourceTypeID":"d8220a4b-75b1-4b7a-8112-b7bdae956a45",
"BrokerID":"951663c4-924e-4c86-a57a-7ed737501dbd",
"TimeStamp":"\/Date(1328202421559-0600)\/",
"Latitude":33.657145,"Longitude":-117.766684}
However when I make the deserializing call the item that is produced is partially incorrect
Item actual = JsonConvert.DeserializeObject<Item>(jsonString);
actual.SourceTypeID : {00000000-0000-0000-0000-000000000000}
actual.BrokerID : {951663c4-924e-4c86-a57a-7ed737501dbd}
actual.Latitude : 33.657145;
actual.Longitude : -117.766684;
actual.TimeStamp : {2/2/2012 11:07:01 AM}
actual.Payload : null
The SourceTypeID member (Guid), and the Payload member (object, holding a byte[]), are both incorrect. The serialized string seems to hold the right identity for the guid, but not for the byte array.
I see that an alternate signatureof SerializeObject is
SerializeObject(object value, params JsonConverter[] converters);
Is this the correct way to inform the de/serialization engine about types that it apparently handles wrong? Since I am working with a limited set of "primitives" at the core of my object, if I could create a set of converters for each of those types, would that solve my problem?
I want to avoid reinventing the wheel if possible, as it seems that this would be a problem that has already been handled gracefully, and I'd like to leverage something like that if available.