Crates.io | bevy_serde_lens |
lib.rs | bevy_serde_lens |
version | 0.4.0 |
source | src |
created_at | 2024-04-25 22:21:49.758982 |
updated_at | 2024-07-04 19:33:57.053553 |
description | Stateful, structural and human-readable serialization crate for the bevy engine. |
homepage | |
repository | https://github.com/mintlu8/bevy_serde_lens |
max_upload_size | |
id | 1220784 |
size | 147,024 |
Blazingly fast, stateful, structural and human-readable serialization crate for the bevy engine.
DynamicScene
).Entity
, its Component
s and children as a single serde object.Box<dyn T>
, as an alternative to typetag
.Handle
s and provide a generalized data interning interface.Entity
s in a safe manner.Imagine we have a typical Character
bundle.
First we derive BevyObject
:
#[derive(Bundle, BevyObject)]
#[bevy_object(query)]
pub struct Character {
pub transform: Transform,
pub name: Name,
pub position: Position,
pub hp: Hp,
}
#[bevy_object(query)]
This indicates we are serializing a query instead of a hierarchical tree, which improves performance.
To serialize we simply do:
serde_json::to_string(&world.serialize_lens::<Character>());
This finds all entities that fits the QueryFilter
of the bundle and serializes them in an array.
To deserialize we use deserialize_scope
:
world.deserialize_scope(|| {
// Returned object doesn't matter, data is stored in the world.
let _ = serde_json::from_str::<InWorld<Character>>(&json_string);
})
This statement spawns new entities in the world and fills them with deserialized data.
You might want to delete current entities before loading new ones, to delete all associated entities of a serialization:
// Despawn all character.
world.despawn_bound_objects::<Character>()
To save multiple types of objects in a batch, create a batch serialization type with the batch!
macro.
type SaveFile = batch!(
Character, Monster,
// Use `SerializeResource` to serialize a resource.
SerializeResource<Terrain>,
);
world.save::<SaveFile>(serializer)
world.load::<SaveFile>(deserializer)
world.despawn_bound_objects::<SaveFile>()
This saves each type in a map entry:
{
"Character": [
{ .. },
{ .. },
..
],
"Monster": [ .. ],
"Terrain": ..
}
BevyObject
is not just a clone of Bundle
, we support additional types.
impl BevyObject
: Components are automatically BevyObject
and BevyObject
can contain multiple other BevyObject
s.Maybe<T>
can be used if an item may or may not exist.DefaultInit
initializes a non-serialize component with FromWorld
.Child<T>
finds and serializes a single BevyObject
in children.ChildVec<T>
finds and serializes multiple BevyObject
s in children.See the BevyObject
derive macro for more details.
// Note we cannot derive bundle anymore :(
// #[bevy_object(query)] also cannot be used due to children being serialized.
#[derive(BevyObject)]
#[bevy_object(rename = "character")]
pub struct Character {
pub transform: Transform,
pub name: Name,
pub position: Position,
pub hp: Hp,
#[serde(default)]
pub weapon: Maybe<Weapon>
#[serde(skip)]
pub cache: DefaultInit<Cache>,
pub potions: ChildVec<Potion>
}
The crate provides various projection types for certain common use cases.
For example, to serialize a Handle
as its string path,
you can use #[serde(with = "PathHandle")]
like so
#[derive(Serialize, Deserialize)]
struct MySprite {
#[serde(with = "PathHandle")]
image: Handle<Image>
}
Or use the newtype directly.
#[derive(Serialize, Deserialize)]
struct MySprite {
image: PathHandle<Image>
}
We provide a framework to serialize Entity
, Parent
etc. Before we start keep in mind
this only works with a serializer that can preserve the order of maps.
In serde_json
for instance, you must enable feature preserve_order
to use these features.
When using BevyObject
, we can specify the EntityId
component.
This registers the Entity
id of this entity for future use in the same batch.
After the entry, future entities can use Parented
to parent to this entity,
or use EntityPtr
to serialize an Entity
that references this entity.
The typetag
crate allows you to serialize trait objects like Box<dyn T>
,
but using typetag
will always
pull in all implementations linked to your build and does not work on WASM.
To address these limitations this crate allows you to register deserializers manually
in the bevy World
and use the TypeTagged
projection type for serialization.
world.register_typetag::<Box<dyn Animal>, Cat>()
then
#[derive(Serialize, Deserialize)]
struct MyComponent {
#[serde(with = "TypeTagged")]
weapon: Box<dyn Weapon>
}
To have user friendly configuration files,
you can use register_deserialize_any
and AnyTagged
to allow deserialize_any
, i.e.
deserialize 42
instead of {"int": 42}
in self-describing formats.
Keep in mind using AnyTagged
in a non-self-describing format like postcard
will always return an error
as this is a limitation of the serde specification.
world.register_deserialize_any(|s: &str|
Ok(Box::new(s.parse::<Cat>()
.map_err(|e| e.to_string())?
) as Box<dyn Animal>)
)
It is more ideal to depend on bevy_serde_lens_core
since its semver is less likely
to change inside a major bevy release cycle.
bevy | bevy-serde-lens-core | bevy-serde-lens |
---|---|---|
0.13 | - | 0.1-0.3 |
0.14 | 0.14 | 0.4 |
Licensed under either of
at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.