using Robust.Shared.GameObjects;
using Robust.Shared.Upload;
namespace Robust.Shared.EntitySerialization;
///
/// This enum is used to indicate the type of entity data that was written to a file. The actual format of the file does
/// not change, but it helps avoid mistakes like accidentally using a map file when trying to load a single grid.
///
public enum FileCategory : byte
{
Unknown,
///
/// File should contain a single orphaned entity, its children, and maybe some null-space entities.
///
Entity,
///
/// File should contain a single grid, its children, and maybe some null-space entities.
///
Grid,
///
/// File should contain a single map, its children, and maybe some null-space entities.
///
Map,
///
/// File is a full game save, and will likely contain at least one map and a few null-space entities.
///
///
/// The file might also contain additional yaml entries for things like prototypes uploaded via
/// , and might contain references to additional resources that need to be
/// loaded (e.g., files uploaded using ).
///
Save,
}
public enum MissingEntityBehaviour
{
///
/// Log an error and replace the reference with
///
Error,
///
/// Ignore the reference, replace it with
///
Ignore,
///
/// Automatically include & serialize any referenced null-space entities and their children.
/// I.e., entities that are not attached to any parent and are not maps. Any non-nullspace entities will result in
/// an error.
///
///
/// This is primarily intended to make it easy to auto-include information carrying null-space entities. E.g., the
/// "minds" of players, or entities that represent power or gas networks on a grid. Note that a full game save
/// should still try to explicitly include all relevant entities, as this could still easily fail to auto-include
/// relevant entities if they are not explicitly referenced in a data-field by some other entity.
///
IncludeNullspace,
///
/// Automatically include & serialize any referenced entity. Note that this means that the missing entity's
/// parents will (generally) also be included, however this will not include other children. E.g., if serializing a
/// grid that references an entity on the map, this will also cause the map to get serialized, but will not necessarily
/// serialize everything on the map.
///
///
/// If trying to serialize an entity without its parent (i.e., its parent is truncated via
/// ), this will try to respect that. E.g., if a referenced entity is on the
/// same map as a grid that is getting serialized, it should include the entity without including the map.
///
///
/// Note that this might unexpectedly change the . I.e., trying to serialize a grid might
/// accidentally lead to serializing a (partial?) map file.
///
PartialInclude,
///
/// Variant of that will also automatically include the children of any entities that
/// that are automatically included. Note that because auto-inclusion generally needs to include an entity's
/// parents, this will include more than just the missing entity's direct children.
///
AutoInclude,
}
public enum EntityExceptionBehaviour
{
///
/// Re-throw the exception, interrupting the serialization.
///
Rethrow,
///
/// Continue serializing and simply skip/ignore this entity. May result in broken maps that log errors or simply
/// fail to load.
///
IgnoreEntity,
///
/// Continue serializing and simply skip/ignore this entity and all of its children.
/// May result in broken maps that log errors or simply fail to load.
///
IgnoreEntityAndChildren,
// TODO SERIALIZATION
/*
///
/// Continue the serialization while skipping over the component that caused the exception to be thrown. May result
/// in broken maps that log errors or simply fail to load.
///
IgnoreComponent,
*/
}