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