Files
RobustToolbox/Robust.Shared/EntitySerialization/Systems/MapLoaderSystem.Save.cs
Leon Friedrich 64baee0a22 Add support for including map/game saves in replays. (#6189)
* 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>
2025-11-13 22:14:56 +11:00

325 lines
11 KiB
C#

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