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* Improve map serialization error logging * Prevent remove children of erroring entities * better logging * Improve error tolerance * Even more exception tolerance * missing ! * Add WriteYaml and WriteObject to IReplayFileWriter * Add MapLoaderSystem.TrySaveAllEntities() * On second thought, WriteObject will just be abused * I forgot to commit * Add default implementation to avoid breaking changes * release notes * fix merge issues --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
118 lines
4.6 KiB
C#
118 lines
4.6 KiB
C#
using Robust.Shared.GameObjects;
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using Robust.Shared.Upload;
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namespace Robust.Shared.EntitySerialization;
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/// <summary>
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/// This enum is used to indicate the type of entity data that was written to a file. The actual format of the file does
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/// not change, but it helps avoid mistakes like accidentally using a map file when trying to load a single grid.
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/// </summary>
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public enum FileCategory : byte
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{
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Unknown,
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/// <summary>
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/// File should contain a single orphaned entity, its children, and maybe some null-space entities.
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/// </summary>
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Entity,
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/// <summary>
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/// File should contain a single grid, its children, and maybe some null-space entities.
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/// </summary>
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Grid,
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/// <summary>
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/// File should contain a single map, its children, and maybe some null-space entities.
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/// </summary>
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Map,
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/// <summary>
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/// File is a full game save, and will likely contain at least one map and a few null-space entities.
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/// </summary>
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/// <remarks>
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/// The file might also contain additional yaml entries for things like prototypes uploaded via
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/// <see cref="IGamePrototypeLoadManager"/>, and might contain references to additional resources that need to be
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/// loaded (e.g., files uploaded using <see cref="SharedNetworkResourceManager"/>).
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/// </remarks>
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Save,
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}
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public enum MissingEntityBehaviour
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{
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/// <summary>
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/// Log an error and replace the reference with <see cref="EntityUid.Invalid"/>
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/// </summary>
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Error,
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/// <summary>
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/// Ignore the reference, replace it with <see cref="EntityUid.Invalid"/>
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/// </summary>
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Ignore,
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/// <summary>
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/// Automatically include & serialize any referenced null-space entities and their children.
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/// I.e., entities that are not attached to any parent and are not maps. Any non-nullspace entities will result in
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/// an error.
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/// </summary>
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/// <remarks>
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/// This is primarily intended to make it easy to auto-include information carrying null-space entities. E.g., the
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/// "minds" of players, or entities that represent power or gas networks on a grid. Note that a full game save
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/// should still try to explicitly include all relevant entities, as this could still easily fail to auto-include
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/// relevant entities if they are not explicitly referenced in a data-field by some other entity.
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/// </remarks>
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IncludeNullspace,
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/// <summary>
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/// Automatically include & serialize any referenced entity. Note that this means that the missing entity's
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/// parents will (generally) also be included, however this will not include other children. E.g., if serializing a
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/// grid that references an entity on the map, this will also cause the map to get serialized, but will not necessarily
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/// serialize everything on the map.
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/// </summary>
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/// <remarks>
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/// If trying to serialize an entity without its parent (i.e., its parent is truncated via
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/// <see cref="EntitySerializer.Truncate"/>), this will try to respect that. E.g., if a referenced entity is on the
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/// same map as a grid that is getting serialized, it should include the entity without including the map.
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/// </remarks>
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/// <remarks>
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/// Note that this might unexpectedly change the <see cref="FileCategory"/>. I.e., trying to serialize a grid might
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/// accidentally lead to serializing a (partial?) map file.
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/// </remarks>
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PartialInclude,
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/// <summary>
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/// Variant of <see cref="PartialInclude"/> that will also automatically include the children of any entities that
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/// that are automatically included. Note that because auto-inclusion generally needs to include an entity's
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/// parents, this will include more than just the missing entity's direct children.
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/// </summary>
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AutoInclude,
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}
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public enum EntityExceptionBehaviour
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{
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/// <summary>
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/// Re-throw the exception, interrupting the serialization.
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/// </summary>
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Rethrow,
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/// <summary>
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/// Continue serializing and simply skip/ignore this entity. May result in broken maps that log errors or simply
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/// fail to load.
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/// </summary>
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IgnoreEntity,
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/// <summary>
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/// Continue serializing and simply skip/ignore this entity and all of its children.
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/// May result in broken maps that log errors or simply fail to load.
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/// </summary>
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IgnoreEntityAndChildren,
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// TODO SERIALIZATION
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/*
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/// <summary>
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/// Continue the serialization while skipping over the component that caused the exception to be thrown. May result
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/// in broken maps that log errors or simply fail to load.
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/// </summary>
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IgnoreComponent,
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*/
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}
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