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* Refactor map loading & saving * test fixes * ISerializationManager tweaks * Fix component composition * Try fix entity deserialization component composition * comments * CL * error preinit * a * cleanup * error if version is too new * Add AlwaysPushSerializationTest * Add auto-inclusion test * Better categorization * Combine test components * Save -> TrySave Also better handling for saving multiple entities individually * Create new partial class for map loading * Add OrphanSerializationTest * Include MapIds in BeforeSerializationEvent * Addd LifetimeSerializationTest * Add TestMixedLifetimeSerialization * Add CategorizationTest * explicitly serialize list of nullspace entities * Add backwards compatibility test * Version comments also fixes wrong v4 format * add MapMergeTest * Add NetEntity support * Optimize EntityDeserializer Avoid unnecessary component deserialization * fix assert & other bugs * fucking containers strike again * Fix deletion of pre-init entities * fix release note merge conflict * Update Robust.Shared/Map/MapManager.GridCollection.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * VV --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
26 lines
992 B
C#
26 lines
992 B
C#
using System.Collections.Generic;
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using Robust.Shared.EntitySerialization.Systems;
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using Robust.Shared.GameObjects;
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namespace Robust.Shared.EntitySerialization.Components;
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/// <summary>
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/// Used by <see cref="MapLoaderSystem"/> to track the original tile map from when a map was loaded.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This component is used to reduce differences on map saving, by making it so that a tile map can be re-used between map saves even if internal engine IDs change.
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/// </para>
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/// <para>
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/// This component is created on every grid entity read during map load.
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/// This means loading a multi-grid map will create multiple of these components.
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/// When re-saving the map, the map loader will arbitrarily choose which available <see cref="MapSaveTileMapComponent"/>
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/// to use.
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/// </para>
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/// </remarks>
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[RegisterComponent, UnsavedComponent]
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internal sealed partial class MapSaveTileMapComponent : Component
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{
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public Dictionary<int, string> TileMap = [];
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}
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