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/*!
Serializing and deserializing worlds.
Worlds are stored as:
- a mapping of user-defined keys to resource data
- the backing allocator for the entities
- a mapping of entities to, a mapping of user-defined keys to component data.
This "user-defined key" is parameterized as [`SerKey`], which is automatically implemented
for any hashable, cloneable, ser/deable type. You should probably use an enum for this type.
Although some of the internals of this module are exposed, in practice you should just have to call
[`World::serialize`] and [`World::deserialize`], and it should Just Work(tm).
In pseudo-Ron, a serialized world will look something like this:
```text
SerDeWorld(
// The allocator (generational_arena) serializes itself;
// this is what it happens to look like on the inside.
// Frankly I'm not really sure what it's doing; the internals of that crate are
// really smart.
// (It uses a skip list to compactly store where the free entity slots are,
// didja know?!)
allocator: [
Some(0, ()),
Some(1, ()),
Some(2, ()),
Some(3, ()),
None, None, None, None
],
resources: {
// Assuming you have some struct MyResource { foo: i32, bar: i32 }
"my_resource": (foo: 10, bar: 20),
"my_other_resource": (baz: "fizzbuzz", quxx: (spam: "eggs")),
...
},
entities: {
// Entities are stored as [index, generation]
[0,0]: {
"position": [0.0, 1.0, 2.0],
"velocity": [0.1, 0.2, 0.3],
"player": (),
},
[1,0]: {
"position": [0.0, 1.0, 2.0],
"velocity": [0.1, 0.2, 0.3],
},
[2,0]: {
"position": [0.0, 1.0, 2.0],
"velocity": [0.1, 0.2, 0.3],
"collider": (),
},
...
}
)
```
Note that after deserializing, world insertion callbacks WILL be called! So, if you're using those callbacks to
create a cache, like for (say) entity positions, then you shouldn't serialize whatever you're caching.
---
Note that the serialization requires the ability to have keys that aren't strings. So, if you want to use a human-readable format,
json won't work. But [Ron](https://crates.io/crates/ron) works great.
For something compact, remember that a lot of binary formats aren't amazingly compatible when the schema changes.
I personally haven't looked into this, but it might be worth using something like [MessagePack](https://github.com/3Hren/msgpack-rust)
which serializes struct field names so you can change component definitions without breaking things.
But, you can freely add *new* component types as you develop a game, and old saves should be compatible.
*/
mod entity;
mod resource;
mod wrapper;
pub use entity::{EntityDeContext, EntitySerContext};
pub use resource::{ResourceDeContext, ResourceSerContext};
use ahash::AHashMap;
use std::hash::Hash;
use serde::{
de::{DeserializeOwned, DeserializeSeed, MapAccess},
Deserializer, Serialize, Serializer,
};
use crate::{
entities::{EntityAssoc, EntityStorage},
prelude::{AccessEntityStats, Entity, World},
};
use self::{
entity::EntitySerWrapper,
resource::ResourcesSerWrapper,
wrapper::{DeWorldDeserializer, SerWorld},
};
impl World {
/// Serialize the whole world through the given serializer. This includes all the entities and their
/// components, their IDs, and resources.
///
/// The `Id` generic is the type components use to identify themselves. See the doc comment for [`SerKey`].
///
/// Note that this uses a serializer, not the front-end `to_string` functions many serde crates provide as convenience.
/// The workflow will probably look something like
///
/// ```text
/// let mut writer = Vec::new();
/// let mut serializer = MySerdeSerializer::new(&mut writer);
/// // The `Ok` variant is often just ()
/// world.serialize(&mut serializer).unwrap();
/// String::from_utf8(writer).unwrap();
/// ```
///
/// See the `serde` tests for practical examples.
pub fn serialize<
W: WorldSerdeInstructions<ResId, CmpId>,
S: Serializer,
ResId: SerKey,
CmpId: SerKey,
>(
&mut self,
instrs: W,
serializer: S,
) -> Result<S::Ok, S::Error> {
let allocator = self.entities.allocator.try_read().unwrap();
let entity_wrappers = self
.iter()
.map(|e| (e, EntitySerWrapper::new(self, &instrs, e)))
.collect();
let resource_wrappers = ResourcesSerWrapper::new(&instrs, self);
let ser_world = SerWorld {
allocator: &allocator,
entity_wrappers,
resource_wrappers,
};
ser_world.serialize(serializer)
}
/// Clears the entities in the world, and loads all the entities and resources out of the given deserializer
/// and into the world.
///
/// If a resource is found both in the serialized data and the world, the serialized resource will replace the
/// present one, but old resources will stick around.
///
/// You should register your component types, then call this. (There will be panics otherwise.)
pub fn deserialize<
'a,
'de,
W: WorldSerdeInstructions<ResId, CmpId>,
D: Deserializer<'de>,
ResId: SerKey,
CmpId: SerKey,
>(
&'a mut self,
instrs: W,
deserializer: D,
) -> Result<(), D::Error>
where
'de: 'a,
{
let de_world = {
let seed = DeWorldDeserializer::new(&instrs, &self.known_component_types);
seed.deserialize(deserializer)?
};
for (_, res) in de_world.resource_wrappers {
self.resources.insert_raw(res);
}
let allocator = de_world.allocator;
let mut assocs = AHashMap::new();
let mut to_callback = Vec::with_capacity(de_world.entity_wrappers.len());
for (entity, builder) in de_world.entity_wrappers {
assert!(allocator.contains(entity.0), "when deserializing, found an entity {:?} marked in the components but not in the allocator", entity);
let assoc = EntityAssoc::new(builder.components);
assocs.insert(entity, assoc);
to_callback.push(entity);
}
self.entities = EntityStorage::new(allocator, assocs);
for e in to_callback {
self.run_creation_callbacks(e);
}
Ok(())
}
}
/// Instructions for serializing and deserializing the various components and resources in the world.
///
/// `ResId` is the key type for resources, and `CmpId` is the key type for components.
pub trait WorldSerdeInstructions<ResId: SerKey, CmpId: SerKey> {
/// Serialize the components on an entity.
///
/// Although the internals are exposed, for almost all cases you should just be calling
/// [`EntitySerContext::try_serialize`] for each component type you want to serialize.
fn serialize_entity<S: Serializer>(
&self,
ctx: EntitySerContext<'_, '_, CmpId, S>,
) -> Result<(), S::Error>;
/// Return the number of serializable components on the given entity.
///
/// Certain serializers require the number of items in a map to be known before the map is serialized,
/// so if you're using one of those you must implement this method. By default, it returns `None`.
fn component_count(&self, entity: Entity, world: &World) -> Option<usize> {
let _ = entity;
let _ = world;
None
}
/// Try to deserialize the given component from an entity.
///
/// See the serde tests for how the implementation should look.
fn deserialize_entity<'a, 'de, M: MapAccess<'de>>(
&'a self,
ctx: &mut EntityDeContext<'_, 'de, M, CmpId>,
) -> Result<(), M::Error>
where
'de: 'a;
/// Serialize a resource.
///
/// For almost all cases you should just be calling [`ResourceSerContext::try_serialize`] for each
/// resource type you'd like to serialize.
fn serialize_resource<S: Serializer>(
&self,
ctx: ResourceSerContext<'_, '_, ResId, S>,
) -> Result<(), S::Error>;
/// Return the number of serializable resources on the world.
///
/// Certain serializers require the number of items in a map to be known before the map is serialized,
/// so if you're using one of those you must implement this method. By default, it returns `None`.
fn resource_count(&self, world: &World) -> Option<usize> {
let _ = world;
None
}
fn deserialize_resource<'a, 'de, M: MapAccess<'de>>(
&'a self,
ctx: &mut ResourceDeContext<'_, 'de, M, ResId>,
) -> Result<(), M::Error>
where
'de: 'a;
}
/// Types that can be used as an id when serializing components and resources.
///
/// Although there are a lot of bounds, they should cover anything you care to use as an ID ...
/// and there's a blanket impl to make it even easier.
///
/// I would love to use [`TypeID`](std::any::TypeId) for this and have it happen automatically,
/// but `TypeID`'s specific values aren't stable between rustc versions. So you have to provide it yourself.
pub trait SerKey:
Clone
+ Hash
+ PartialEq
+ Eq
+ Serialize
+ DeserializeOwned
+ Send
+ Sync
+ 'static
{
}
impl<
T: Clone
+ Hash
+ PartialEq
+ Eq
+ Serialize
+ DeserializeOwned
+ Send
+ Sync
+ 'static,
> SerKey for T
{
}