Expand description
Save and load entities from various formats with serde.
WorldSerialize
/ WorldDeserialize
This module provides two SystemData
implementors:
SerializeComponents
andDeserializeComponents
Reading those makes it very easy to serialize or deserialize components.
SerializeComponents
implements Serialize
and DeserializeComponents
implements DeserializeOwned
, so serializing / deserializing should be very
easy.
Markers
Because you usually don’t want to serialize everything, we use
markers to say which entities we’re interested in. However, these markers
aren’t just boolean values; we also have id spaces which allow us
to identify entities even if local ids are different. The allocation
of these ids is what MarkerAllocator
s are responsible for. For an example,
see the docs for the Marker
trait.
Structs
- A struct used for deserializing entity data.
- Basic marker implementation usable for saving and loading, uses
u64
as identifier - Basic marker allocator, uses
u64
as identifier - Basic marker uuid implementation usable for saving and loading.
- Basic marker allocator for uuid.
Traits
- Converts a data type (usually a
Component
) into its serializable form and back to actual data from it’s deserialized form. - A trait which allows to deserialize entities and their components.
- A common trait for
EntityBuilder
andLazyBuilder
with a marker function, allowing either to be used. - This trait should be implemented by a component which is going to be used as marker. This marker should be set to entity that should be serialized. If serialization strategy needs to set marker to some entity then it should use newly allocated marker from
Marker::Allocator
. - This allocator is used with the
Marker
trait. It provides a method for allocating newMarker
s. It should also provide aMarker -> Entity
mapping. Themaintain
method can be implemented for cleanup and actualization. See docs forMarker
for an example. - A trait which allows to serialize entities and their components.