Expand description
Bevy_save
A framework for saving and loading game state in Bevy.
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 whatever platform it is running on.
World::save()andWorld::load()uses your app’s save location to save and load your game state, handling all serialization and deserialization for you.- These methods accept a
Pipeline, a strongly typed representation of how you are going to be saving and loading. - The
Pipelinetrait uses theBackendtrait as an interface between disk / database andbevy_save. - The
Backendtrait uses theFormattrait to determine what format should be used in the actual save files (MessagePack / RON / JSON / etc)- The default
Pipelineuses theFileIObackend which saves each snapshot to an individual file on the disk by the given key.- Many games have different requirements like saving to multiple directories, to a database, or to WebStorage.
- You can use a different
Backendby implementing your ownPipelinewith a customBackend.
- The default
Pipelineis set up to usermp_serdeas the file format.- You can use to a different
Formatby implementing your ownPipelinewith a customFormat.
- You can use to a different
- The default
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.
| Windows | Linux/*BSD | MacOS |
|---|---|---|
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.KEYSnapshots and Rollback
bevy_save is not just about save files, it is about total control over game state.
This crate introduces a snapshot type which may be used directly:
Snapshotis a serializable snapshot of all saveable resources, entities, and components.
Or via the World extension methods:
World::snapshot()captures a snapshot of the current game state, including resources.World::checkpoint()captures a snapshot for later rollback / rollforward.World::rollback()rolls the game state backwards or forwards through any checkpoints you have created.
The Rollbacks resource also gives you fine-tuned control of the currently stored rollbacks.
Type registration
bevy_save adds methods to Bevy’s App for registering types that should be saved.
As long as the type implements Reflect, it can be registered and used with bevy_save.
App.init_pipeline::<P>()initializes aPipelinefor use with save / load.App.allow_rollback::<T>()allows a type to roll back.App.deny_rollback::<T>()denies a type from rolling back.
Type filtering
bevy_save allows you to explicitly filter types when creating a snapshot.
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:
Snapshot::applier()SnapshotApplier::new()
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.
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();
}
})Partial Snapshots
While bevy_save aims to make it as easy as possible to save your entire world, some games also need to be able to save only parts of the world.
Builder 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 Applier 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()Pipeline
Pipelines allow you to use multiple different configurations of Backend and Format in the same App.
Pipelines also let you re-use Snapshot appliers and extractors.
License
bevy_save is dual-licensed under MIT and Apache-2.0.
Feature Flags
| Feature flag | Description | Default? |
|---|---|---|
bevy_asset | Enables bevy_asset type registration | Yes |
bevy_render | Enables bevy_render type registration | Yes |
bevy_sprite | Enables bevy_sprite type registration | Yes |
brotli | Enables Brotli compression middleware | No |
Compatibility
Bevy
NOTE: We do not track Bevy main.
| Bevy Version | Crate Version |
|---|---|
0.12 | 0.10, 0.11, 0.12, 0.13 |
0.11 | 0.9 |
0.10 | 0.4, 0.5, 0.6, 0.7, 0.8 |
0.9 | 0.1, 0.2, 0.3 |
Platforms
| Platform | Support |
|---|---|
| Windows | :heavy_check_mark: |
| MacOS | :heavy_check_mark: |
| Linux | :heavy_check_mark: |
| WASM | :heavy_check_mark: |
| Android | :question: |
| iOS | :question: |
:heavy_check_mark: = First Class Support — :ok: = Best Effort Support — :zap: = Untested, but should work — :question: = Untested, probably won’t work — :hammer_and_wrench: = In progress
Modules
- Prelude: convenient import for all the user-facing APIs provided by the crate
Structs
- Uses
JSONand saves to the given local path. - Simple filesystem backend.
- An implementation of
Formatthat usesserde_json. - The global registry of types that should be included in
Rollbacks. - The global registry of snapshots used for rollback / rollforward.
- Handles rollbacks deserialization.
- Handles serialization of the global rollbacks store.
- The platform-specific save directory for the app.
bevy_savecore functionality.- Default plugins for
bevy_save. - Saveable registrations for common types.
- A collection of serializable entities and resources.
SnapshotApplierlets you configure how a snapshot will be applied to the [World].- A snapshot builder that can extract entities, resources, and
Rollbacksfrom a [World]. - Handles snapshot deserialization.
- Handles serialization of a snapshot as a struct containing its entities and resources.
Enums
- An error that may occur when loading saves or rollbacks.
Constants
- The name of the project’s workspace.
Traits
- Extension trait that adds save-related methods to Bevy’s [
App]. - Interface between the
Formatand the disk or other storage. - Clone-like trait for duplicating [
Reflect]-related types. - Handles serialization and deserialization of save data.
- A
Hookruns on each entity when applying a snapshot. - Trait that defines how exactly your app saves and loads.
- Extension trait that adds rollback-related methods to Bevy’s [
World]. - Extension trait that adds save-related methods to Bevy’s [
World].
Functions
- Returns the absolute path to a save file given its name.
Type Aliases
- A boxed
Hook.