Files
RobustToolbox/Robust.Shared/EntitySerialization/SerializationEnums.cs
T
fbc706f37b Refactor map loading & saving (#5572)
* 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>
2025-02-16 21:25:07 +11:00

89 lines
3.8 KiB
C#

using Robust.Shared.GameObjects;
using Robust.Shared.Upload;
namespace Robust.Shared.EntitySerialization;
/// <summary>
/// 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.
/// </summary>
public enum FileCategory : byte
{
Unknown,
/// <summary>
/// File should contain a single orphaned entity, its children, and maybe some null-space entities.
/// </summary>
Entity,
/// <summary>
/// File should contain a single grid, its children, and maybe some null-space entities.
/// </summary>
Grid,
/// <summary>
/// File should contain a single map, its children, and maybe some null-space entities.
/// </summary>
Map,
/// <summary>
/// File is a full game save, and will likely contain at least one map and a few null-space entities.
/// </summary>
/// <remarks>
/// The file might also contain additional yaml entries for things like prototypes uploaded via
/// <see cref="IGamePrototypeLoadManager"/>, and might contain references to additional resources that need to be
/// loaded (e.g., files uploaded using <see cref="SharedNetworkResourceManager"/>).
/// </remarks>
Save,
}
public enum MissingEntityBehaviour
{
/// <summary>
/// Log an error and replace the reference with <see cref="EntityUid.Invalid"/>
/// </summary>
Error,
/// <summary>
/// Ignore the reference, replace it with <see cref="EntityUid.Invalid"/>
/// </summary>
Ignore,
/// <summary>
/// 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.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
IncludeNullspace,
/// <summary>
/// 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.
/// </summary>
/// <remarks>
/// If trying to serialize an entity without its parent (i.e., its parent is truncated via
/// <see cref="EntitySerializer.Truncate"/>), 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.
/// </remarks>
/// <remarks>
/// Note that this might unexpectedly change the <see cref="FileCategory"/>. I.e., trying to serialize a grid might
/// accidentally lead to serializing a (partial?) map file.
/// </remarks>
PartialInclude,
/// <summary>
/// Variant of <see cref="PartialInclude"/> 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.
/// </summary>
AutoInclude,
}