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godot-shader-experiments/addons/gecs/docs/SERIALIZATION.md
2026-01-15 15:27:48 +01:00

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# GECS Serialization
The GECS framework provides a robust serialization system using Godot's native resource format, enabling persistent game states, save systems, and level data management.
## Quick Start
### Basic Save/Load
```gdscript
# Save entities with persistent components
var query = ECS.world.query.with_all([C_Persistent])
var data = ECS.serialize(query)
ECS.save(data, "user://savegame.tres")
# Load entities back
var entities = ECS.deserialize("user://savegame.tres")
for entity in entities:
ECS.world.add_entity(entity)
```
### Binary Format
```gdscript
# Save as binary for production (smaller files)
ECS.save(data, "user://savegame.tres", true) # Creates .res file
# Load auto-detects format (tries .res first, then .tres)
var entities = ECS.deserialize("user://savegame.tres")
```
## API Reference
### ECS.serialize(query: QueryBuilder) -> GecsData
Converts entities matching a query into serializable data.
**Example:**
```gdscript
# Serialize specific entities
var player_query = ECS.world.query.with_all([C_Player, C_Health])
var save_data = ECS.serialize(player_query)
```
### ECS.save(data: GecsData, filepath: String, binary: bool = false) -> bool
Saves data to disk. Returns `true` on success.
**Parameters:**
- `data`: Serialized entity data
- `filepath`: Save location (use `.tres` extension)
- `binary`: If `true`, saves as `.res` (smaller, faster loading)
### ECS.deserialize(filepath: String) -> Array[Entity]
Loads entities from file. Returns empty array if file doesn't exist.
**Auto-detection:** Tries binary `.res` first, falls back to text `.tres`.
## Component Serialization
Only `@export` variables are serialized:
```gdscript
class_name C_PlayerData
extends Component
@export var health: float = 100.0 # ✅ Saved
@export var inventory: Array[String] # ✅ Saved
@export var position: Vector2 # ✅ Saved
var _cache: Dictionary = {} # ❌ Not saved
```
**Supported types:** All Godot built-ins (int, float, String, Vector2/3, Color, Array, Dictionary, etc.)
## Use Cases
### Save Game System
```gdscript
func save_game(slot: String):
var query = ECS.world.query.with_all([C_Persistent])
var data = ECS.serialize(query)
if ECS.save(data, "user://saves/slot_%s.tres" % slot, true):
print("Game saved!")
func load_game(slot: String):
ECS.world.purge() # Clear current state
var entities = ECS.deserialize("user://saves/slot_%s.tres" % slot)
for entity in entities:
ECS.world.add_entity(entity)
```
### Level Export/Import
```gdscript
func export_level():
var query = ECS.world.query.with_all([C_LevelObject])
var data = ECS.serialize(query)
ECS.save(data, "res://levels/level_01.tres")
func load_level(path: String):
var entities = ECS.deserialize(path)
ECS.world.add_entities(entities)
```
### Selective Serialization
```gdscript
# Save only player data
var player_query = ECS.world.query.with_all([C_Player])
# Save entities in specific area
var area_query = ECS.world.query.with_group("area_1")
# Save entities with specific components
var combat_query = ECS.world.query.with_all([C_Health, C_Weapon])
```
## Data Structure
The system uses two main resource classes:
### GecsData
```gdscript
class_name GecsData
extends Resource
@export var version: String = "0.1"
@export var entities: Array[GecsEntityData] = []
```
### GecsEntityData
```gdscript
class_name GecsEntityData
extends Resource
@export var entity_name: String = ""
@export var scene_path: String = "" # For prefab entities
@export var components: Array[Component] = []
```
## Error Handling
```gdscript
# Serialize never fails (returns empty data if no matches)
var data = ECS.serialize(query)
# Check save success
if not ECS.save(data, filepath):
print("Save failed - check permissions")
# Handle missing files
var entities = ECS.deserialize(filepath)
if entities.is_empty():
print("No data loaded")
```
## Performance
- **Memory:** Creates component copies during serialization
- **Speed:** Binary format ~60% smaller, faster loading than text
- **Scale:** Tested with 100+ entities, sub-second performance
## Binary vs Text Format
**Text (.tres):**
- Human readable
- Editor inspectable
- Version control friendly
- Development debugging
**Binary (.res):**
- Smaller file size
- Faster loading
- Production builds
- Auto-detection on load
## File Structure Example
```tres
[gd_resource type="GecsData" format=3]
[sub_resource type="C_Health" id="1"]
current = 85.0
maximum = 100.0
[sub_resource type="GecsEntityData" id="2"]
entity_name = "Player"
components = [SubResource("1")]
[resource]
version = "0.1"
entities = [SubResource("2")]
```
## Best Practices
1. **Use meaningful filenames:** `player_save.tres`, `level_boss.tres`
2. **Organize by purpose:** `user://saves/`, `res://levels/`
3. **Handle missing components gracefully**
4. **Use binary format for production**
5. **Version your save data for compatibility**
6. **Test with empty query results**
## Limitations
- No entity relationships (planned feature)
- Prefab entities need scene files present
- External resource references need manual handling