mirror of
https://github.com/space-wizards/RobustToolbox.git
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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>
325 lines
11 KiB
C#
325 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Events;
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using Robust.Shared.Serialization.Markdown.Mapping;
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using Robust.Shared.Utility;
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namespace Robust.Shared.EntitySerialization.Systems;
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// This partial class file contains methods for serializing and saving entities, grids, and maps.
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public sealed partial class MapLoaderSystem
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{
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/// <inheritdoc cref="EntitySerializer.OnIsSerializeable"/>
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public event EntitySerializer.IsSerializableDelegate? OnIsSerializable;
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/// <summary>
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/// Recursively serialize the given entities and all of their children.
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/// </summary>
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/// <remarks>
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/// This method is not optimized for being given a large set of entities. I.e., this should be a small handful of
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/// maps or grids, not something like <see cref="EntityManager.AllEntityUids"/>.
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/// </remarks>
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public (MappingDataNode Node, FileCategory Category) SerializeEntitiesRecursive(
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HashSet<EntityUid> entities,
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SerializationOptions? options = null)
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{
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_stopwatch.Restart();
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if (!entities.All(Exists))
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throw new Exception($"Cannot serialize deleted entities");
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Log.Info($"Serializing entities: {string.Join(", ", entities.Select(x => ToPrettyString(x).ToString()))}");
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var maps = entities.Select(x => Transform(x).MapID).ToHashSet();
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// In case no options were provided, we assume that if all of the starting entities are pre-init, we should
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// expect that **all** entities that get serialized should be pre-init.
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var opts = options ?? SerializationOptions.Default with
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{
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ExpectPreInit = (entities.All(x => LifeStage(x) < EntityLifeStage.MapInitialized))
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};
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var ev = new BeforeSerializationEvent(entities, maps, opts.Category);
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RaiseLocalEvent(ev);
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var serializer = new EntitySerializer(_dependency, opts);
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serializer.OnIsSerializeable += OnIsSerializable;
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serializer.SerializeEntityRecursive(entities);
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var data = serializer.Write();
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var cat = serializer.GetCategory();
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var ev2 = new AfterSerializationEvent(entities, data, cat);
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RaiseLocalEvent(ev2);
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Log.Debug($"Serialized {serializer.EntityData.Count} entities in {_stopwatch.Elapsed}");
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return (data, cat);
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}
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/// <summary>
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/// Serialize a standard (non-grid, non-map) entity and all of its children and write the result to a
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/// yaml file.
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/// </summary>
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public bool TrySaveEntity(EntityUid entity, ResPath path, SerializationOptions? options = null)
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{
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if (_mapQuery.HasComp(entity))
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{
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Log.Error($"{ToPrettyString(entity)} is a map. Use {nameof(TrySaveMap)}.");
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return false;
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}
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if (_gridQuery.HasComp(entity))
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{
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Log.Error($"{ToPrettyString(entity)} is a grid. Use {nameof(TrySaveGrid)}.");
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return false;
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}
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var opts = options ?? SerializationOptions.Default;
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opts.Category = FileCategory.Entity;
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MappingDataNode data;
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FileCategory cat;
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try
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{
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(data, cat) = SerializeEntitiesRecursive([entity], opts);
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}
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catch (Exception e)
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{
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Log.Error($"Caught exception while trying to serialize entity {ToPrettyString(entity)}:\n{e}");
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return false;
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}
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if (cat != FileCategory.Entity)
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{
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Log.Error($"Failed to save {ToPrettyString(entity)} as a singular entity. Output: {cat}");
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return false;
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}
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Write(path, data);
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return true;
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}
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/// <summary>
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/// Serialize a map and all of its children and write the result to a yaml file.
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/// </summary>
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public bool TrySaveMap(MapId mapId, ResPath path, SerializationOptions? options = null)
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{
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if (_mapSystem.TryGetMap(mapId, out var mapUid))
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return TrySaveMap(mapUid.Value, path, options);
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Log.Error($"Unable to find map {mapId}");
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return false;
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}
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/// <summary>
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/// Serialize a map and all of its children and write the result to a yaml file.
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/// </summary>
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public bool TrySaveMap(EntityUid map, ResPath path, SerializationOptions? options = null)
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{
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if (!_mapQuery.HasComp(map))
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{
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Log.Error($"{ToPrettyString(map)} is not a map.");
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return false;
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}
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var opts = options ?? SerializationOptions.Default;
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opts.Category = FileCategory.Map;
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MappingDataNode data;
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FileCategory cat;
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try
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{
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(data, cat) = SerializeEntitiesRecursive([map], opts);
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}
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catch (Exception e)
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{
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Log.Error($"Caught exception while trying to serialize map {ToPrettyString(map)}:\n{e}");
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return false;
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}
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if (cat != FileCategory.Map)
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{
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Log.Error($"Failed to save {ToPrettyString(map)} as a map. Output: {cat}");
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return false;
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}
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Write(path, data);
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return true;
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}
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/// <summary>
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/// Serialize a grid and all of its children and write the result to a yaml file.
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/// </summary>
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public bool TrySaveGrid(EntityUid grid, ResPath path, SerializationOptions? options = null)
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{
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if (!_gridQuery.HasComp(grid))
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{
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Log.Error($"{ToPrettyString(grid)} is not a grid.");
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return false;
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}
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if (_mapQuery.HasComp(grid))
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{
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Log.Error($"{ToPrettyString(grid)} is a map, not (just) a grid. Use {nameof(TrySaveMap)}");
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return false;
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}
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var opts = options ?? SerializationOptions.Default;
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opts.Category = FileCategory.Grid;
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MappingDataNode data;
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FileCategory cat;
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try
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{
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(data, cat) = SerializeEntitiesRecursive([grid], opts);
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}
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catch (Exception e)
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{
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Log.Error($"Caught exception while trying to serialize grid {ToPrettyString(grid)}:\n{e}");
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return false;
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}
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if (cat != FileCategory.Grid)
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{
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Log.Error($"Failed to save {ToPrettyString(grid)} as a grid. Output: {cat}");
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return false;
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}
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Write(path, data);
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return true;
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}
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/// <summary>
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/// Serialize an entities and all of their children to a yaml file.
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/// This makes no assumptions about the expected entity or resulting file category.
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/// If possible, use the map/grid specific variants instead.
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/// </summary>
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public bool TrySaveGeneric(
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EntityUid uid,
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ResPath path,
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out FileCategory category,
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SerializationOptions? options = null)
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{
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return TrySaveGeneric([uid], path, out category, options);
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}
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/// <summary>
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/// Serialize one or more entities and all of their children to a yaml file.
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/// This makes no assumptions about the expected entity or resulting file category.
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/// If possible, use the map/grid specific variants instead.
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/// </summary>
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public bool TrySaveGeneric(
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HashSet<EntityUid> entities,
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ResPath path,
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out FileCategory category,
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SerializationOptions? options = null)
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{
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category = FileCategory.Unknown;
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if (entities.Count == 0)
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return false;
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var opts = options ?? SerializationOptions.Default;
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MappingDataNode data;
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try
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{
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(data, category) = SerializeEntitiesRecursive(entities, opts);
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}
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catch (Exception e)
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{
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Log.Error($"Caught exception while trying to serialize entities:\n{e}");
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return false;
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}
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Write(path, data);
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return true;
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}
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/// <inheritdoc cref="TrySerializeAllEntities(out MappingDataNode, SerializationOptions?)"/>
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public bool TrySaveAllEntities(ResPath path, SerializationOptions? options = null)
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{
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if (!TrySerializeAllEntities(out var data, options))
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return false;
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Write(path, data);
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return true;
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}
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/// <summary>
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/// Attempt to serialize all entities.
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/// </summary>
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/// <remarks>
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/// Note that this alone is not sufficient for a proper full-game save, as the game may contain things like chat
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/// logs or resources and prototypes that were uploaded mid-game.
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/// </remarks>
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public bool TrySerializeAllEntities([NotNullWhen(true)] out MappingDataNode? data, SerializationOptions? options = null)
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{
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data = null;
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var opts = options ?? SerializationOptions.Default with
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{
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MissingEntityBehaviour = MissingEntityBehaviour.Error
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};
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opts.Category = FileCategory.Save;
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_stopwatch.Restart();
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Log.Info($"Serializing all entities");
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var entities = EntityManager.GetEntities().ToHashSet();
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var maps = _mapSystem.Maps.Keys.ToHashSet();
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var ev = new BeforeSerializationEvent(entities, maps, FileCategory.Save);
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var serializer = new EntitySerializer(_dependency, opts);
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// Remove any non-serializable entities and their children (prevent error spam)
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var toRemove = new Queue<EntityUid>();
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foreach (var entity in entities)
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{
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// TODO SERIALIZATION Perf
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// IsSerializable gets called again by serializer.SerializeEntities()
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if (!serializer.IsSerializable(entity))
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toRemove.Enqueue(entity);
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}
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if (toRemove.Count > 0)
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{
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if (opts.MissingEntityBehaviour == MissingEntityBehaviour.Error)
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{
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// The save will probably contain references to the non-serializable entities, and we avoid spamming errors.
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opts.MissingEntityBehaviour = MissingEntityBehaviour.Ignore;
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Log.Error($"Attempted to serialize one or more non-serializable entities");
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}
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while (toRemove.TryDequeue(out var next))
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{
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entities.Remove(next);
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foreach (var uid in Transform(next)._children)
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{
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toRemove.Enqueue(uid);
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}
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}
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}
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try
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{
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RaiseLocalEvent(ev);
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serializer.OnIsSerializeable += OnIsSerializable;
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serializer.SerializeEntities(entities);
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data = serializer.Write();
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var cat = serializer.GetCategory();
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DebugTools.AssertEqual(cat, FileCategory.Save);
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var ev2 = new AfterSerializationEvent(entities, data, cat);
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RaiseLocalEvent(ev2);
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Log.Debug($"Serialized {serializer.EntityData.Count} entities in {_stopwatch.Elapsed}");
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}
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catch (Exception e)
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{
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Log.Error($"Caught exception while trying to serialize all entities:\n{e}");
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return false;
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}
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return true;
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}
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}
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