Crate bevy_save

Source
Expand description

§Bevy_save

A framework for saving and loading application state in Bevy.

https://user-images.githubusercontent.com/29737477/234151375-4c561c53-a8f4-4bfe-a5e7-b69af883bf65.mp4

§Features

§Save file management

bevy_save automatically uses your app’s workspace name to create a unique, permanent save location in the correct place for any platform it can run on.

By default, World::save() and World::load() uses the managed save file location to save and load your application state, handling all serialization and deserialization for you.

§Save directory location

With the default FileIO backend, your save directory is managed for you.

WORKSPACE is the name of your project’s workspace (parent folder) name.

WindowsLinux/*BSDMacOS
C:\Users\%USERNAME%\AppData\Local\WORKSPACE\saves~/.local/share/WORKSPACE/saves~/Library/Application Support/WORKSPACE/saves

On WASM, snapshots are saved to LocalStorage, with the key WORKSPACE.KEY.

§Snapshots and rollback

bevy_save is not just about save files, it is about total control over application state.

This crate introduces a snapshot type which may be used directly:

  • Snapshot is a serializable snapshot of all saveable resources, entities, and components.

Or via the World extension methods WorldSaveableExt and WorldRollbackExt:

  • World::snapshot() captures a snapshot of the current application state, including resources.
  • World::checkpoint() captures a snapshot for later rollback / rollforward.
  • World::rollback() rolls the application state backwards or forwards through any checkpoints you have created.

The Checkpoints resource also gives you fine-tuned control of the currently stored rollback checkpoints.

§Type registration

No special traits or NewTypes necessary, bevy_save takes full advantage of Bevy’s built-in reflection. As long as the type implements Reflect, it can be registered and used with bevy_save.

bevy_save provides extension traits for App allowing you to do so.

§Backend

The Backend is the interface between your application and persistent storage.

Some example backends may include FileIO, sqlite, LocalStorage, or network storage.

#[derive(Default, Resource)]
pub struct FileIO;

impl<K: std::fmt::Display + Send> Backend<K> for FileIO {
    async fn save<F: Format, T: Serialize>(&self, key: K, value: &T) -> Result<(), Error> {
        let path = get_save_file(format!("{key}{}", F::extension()));
        let dir = path.parent().expect("Invalid save directory");
        create_dir_all(dir).await?;
        let mut buf = Vec::new();
        F::serialize(&mut buf, value)?;
        let mut file = File::create(path).await?;
        Ok(file.write_all(&buf).await?)
    }

    async fn load<F: Format, S: for<'de> DeserializeSeed<'de, Value = T>, T>(
        &self,
        key: K,
        seed: S,
    ) -> Result<T, Error> {
        let path = get_save_file(format!("{key}{}", F::extension()));
        let mut file = File::open(path).await?;
        let mut buf = Vec::new();
        file.read_to_end(&mut buf).await?;
        F::deserialize(&*buf, seed)
    }
}

§Format

Format is how your application serializes and deserializes your data.

Formats can either be human-readable like JSON or binary like MessagePack.

pub struct RONFormat;

impl Format for RONFormat {
    fn extension() -> &'static str {
        ".ron"
    }

    fn serialize<W: Write, T: Serialize>(writer: W, value: &T) -> Result<(), Error> {
        let mut ser = ron::Serializer::new(
            writer.write_adapter(),
            Some(ron::ser::PrettyConfig::default()),
        )
        .map_err(Error::saving)?;

        value.serialize(&mut ser).map_err(Error::saving)
    }

    fn deserialize<R: Read, S: for<'de> DeserializeSeed<'de, Value = T>, T>(
        reader: R,
        seed: S,
    ) -> Result<T, Error> {
        ron::options::Options::default()
            .from_reader_seed(reader, seed)
            .map_err(Error::loading)
    }
}

§Pipeline

The Pipeline trait allows you to use multiple different configurations of Backend and Format in the same App.

Using Pipeline also lets you re-use Snapshot appliers and builders.

struct HeirarchyPipeline;

impl Pipeline for HeirarchyPipeline {
    type Backend = DefaultDebugBackend;
    type Format = DefaultDebugFormat;

    type Key<'a> = &'a str;

    fn key(&self) -> Self::Key<'_> {
        "examples/saves/heirarchy"
    }

    fn capture(&self, builder: SnapshotBuilder) -> Snapshot {
        builder
            .extract_entities_matching(|e| e.contains::<Player>() || e.contains::<Head>())
            .build()
    }

    fn apply(&self, world: &mut World, snapshot: &Snapshot) -> Result<(), bevy_save::Error> {
        snapshot
            .applier(world)
            .despawn::<Or<(With<Player>, With<Head>)>>()
            .apply()
    }
}

§Prefabs

The Prefab trait allows you to easily spawn entities from a blueprint.

#[derive(Component, Default, Reflect)]
#[reflect(Component)]
struct Ball;

#[derive(Reflect)]
struct BallPrefab {
    position: Vec3,
}

impl Prefab for BallPrefab {
    type Marker = Ball;

    fn spawn(self, target: Entity, world: &mut World) {
        // Some entities will need initialization from world state, such as mesh assets.
        // We can do that here.
        let mesh = world.resource_mut::<Assets<Mesh>>().add(Circle::default());
        let material = world
            .resource_mut::<Assets<ColorMaterial>>()
            .add(BALL_COLOR);

        world.entity_mut(target).insert((
            Mesh2d(mesh),
            MeshMaterial2d(material),
            Transform::from_translation(self.position)
                .with_scale(Vec2::splat(BALL_DIAMETER).extend(1.)),
            Ball,
            Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED),
        ));
    }

    fn extract(builder: SnapshotBuilder) -> SnapshotBuilder {
        // We don't actually need to save all of those runtime components.
        // Only save the translation of the Ball.
        builder.extract_prefab(|entity| {
            Some(BallPrefab {
                position: entity.get::<Transform>()?.translation,
            })
        })
    }
}

§Type Filtering and Partial Snapshots

While bevy_save aims to make it as easy as possible to save your entire world, some applications also need to be able to save only parts of the world.

SnapshotBuilder allows you to manually create snapshots like DynamicSceneBuilder:

fn build_snapshot(world: &World, target: Entity, children: Query<&Children>) -> Snapshot {
    Snapshot::builder(world)
        // Extract all resources
        .extract_all_resources()

        // Extract all descendants of `target`
        // This will include all components not denied by the builder's filter
        .extract_entities(children.iter_descendants(target))

        // Entities without any components will also be extracted
        // You can use `clear_empty` to remove them
        .clear_empty()

        // Build the `Snapshot`
        .build()
}

You are also able to extract resources by type:

Snapshot::builder(world)
    // Extract the resource by the type name
    // In this case, we extract the resource from the `manual` example
    .extract_resource::<FancyMap>()

    // Build the `Snapshot`
    // It will only contain the one resource we extracted
    .build()

Additionally, explicit type filtering like SnapshotApplier is available when building snapshots:

Snapshot::builder(world)
    // Exclude `Transform` from this `Snapshot`
    .deny::<Transform>()

    // Extract all matching entities and resources
    .extract_all()

    // Clear all extracted entities without any components
    .clear_empty()

    // Build the `Snapshot`
    .build()

§Entity hooks

You are also able to add hooks when applying snapshots, similar to bevy-scene-hook.

This can be used for many things, like spawning the snapshot as a child of an entity:

let snapshot = Snapshot::from_world(world);

snapshot
    .applier(world)

    // This will be run for every Entity in the snapshot
    // It runs after the Entity's Components are loaded
    .hook(move |entity, cmds| {
        // You can use the hook to add, get, or remove Components
        if !entity.contains::<Parent>() {
            cmds.set_parent(parent);
        }
    })

    .apply();

Hooks may also despawn entities:

let snapshot = Snapshot::from_world(world);

snapshot
    .applier(world)

    .hook(|entity, cmds| {
        if entity.contains::<A>() {
            cmds.despawn();
        }
    })

§Entity mapping

As Entity ids are not intended to be used as unique identifiers, bevy_save supports mapping Entity ids.

First, you’ll need to get a SnapshotApplier:

The SnapshotApplier will then allow you to configure the entity map (and other settings) before applying:

let snapshot = Snapshot::from_world(world);

snapshot
    .applier(world)

    // Your entity map
    .entity_map(HashMap::default())

    // Despawn all entities matching (With<A>, Without<B>)
    .despawn::<(With<A>, Without<B>)>()

    .apply();
§MapEntities

bevy_save also supports MapEntities via reflection to allow you to update entity ids within components and resources.

See Bevy’s Parent Component for a simple example.

§Stability warning

bevy_save does not yet provide any stability guarantees for save file format between crate versions.

bevy_save relies on serialization to create save files and as such is exposed to internal implementation details for types. Expect Bevy or other crate updates to break your save file format. It should be possible to mitigate this by overriding ReflectDeserialize for any offending types.

Changing what entities have what components or how you use your entities or resources in your logic can also result in broken saves. While bevy_save does not yet have explicit support for save file migration, you can use SnapshotApplier::hook to account for changes while applying a snapshot.

If your application has specific migration requirements, please open an issue.

§Entity

For all intents and purposes, Entity should be treated as an opaque identifier. The internal bit representation is liable to change from release to release as are the behaviors or performance characteristics of any of its trait implementations (i.e. Ord, Hash, etc.). This means that changes in Entity’s representation, though made readable through various functions on the type, are not considered breaking changes under SemVer.

In particular, directly serializing with Serialize and Deserialize make zero guarantee of long term wire format compatibility. Changes in behavior will cause serialized Entity values persisted to long term storage (i.e. disk, databases, etc.) will fail to deserialize upon being updated.

Bevy’s Entity documentation

bevy_save serializes and deserializes entities directly. If you need to maintain compatibility across Bevy versions, consider adding a unique identifier Component to your tracked entities.

§Stabilization

bevy_save will become a candidate for stabilization once all stabilization tasks have been completed.

§Compatibility

§Bevy

Bevy VersionCrate Version
0.150.16 2, 0.17
0.14 10.15
0.130.14
0.120.10, 0.11, 0.12, 0.13
0.110.9
0.100.4, 0.5, 0.6, 0.7, 0.8
0.90.1, 0.2, 0.3
§Save format changes (since 0.15)
  1. bevy changed Entity’s on-disk representation
  2. bevy_save began using FromReflect when taking snapshots

§Platforms

PlatformSupport
WindowsYes
MacOSYes
LinuxYes
WASMYes
AndroidNo
iOSNo

§Feature Flags

Feature flagDescriptionDefault?
bevy_assetEnables bevy_asset type registrationYes
bevy_renderEnables bevy_render type registrationYes
bevy_spriteEnables bevy_sprite type registrationYes
brotliEnables Brotli compression middlewareNo

§License

bevy_save is dual-licensed under MIT and Apache-2.0.

Modules§

backend
Backend acts as an interface between Format and storage for persisting values.
checkpoint
Checkpoint utilities for Snapshots that can be quickly rolled through.
commands
Bevy commands for deferring mutation.
dir
Save directory management, can be used independently.
ext
Extension traits.
format
Format handles serialization and deserialization of application types.
middleware
Middleware for Format, allowing you to easily add features like compression or encryption.
pipeline
Pipeline connects all of the pieces together, defining how your application state is captured, applied, saved, and loaded.
plugins
Bevy plugins necessary for the crate to function.
prefab
Entity blueprints, with additional tools for saving and loading.
prelude
Prelude: convenient import for commonly used items provided by the crate.
serde
serde serialization and deserialization implementation for snapshots and checkpoints.
snapshot
Capturing and applying Snapshots of application state.

Enums§

Error
An error that may occur when loading saves, snapshots, or checkpoints.

Traits§

CloneReflect
Clone-like trait for duplicating Reflect types.