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Component::Save/Load should be public


Dreikblack
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Current Save/Load system have flows & bugs and public Component::Save/Load would allow to make custom universal one.

In Lua they should be usable as well, with allowable nil for binstream & extra or as overload with just table, scene with optionable extra.

Also it would allow to use those methods for other purposes, including save and sending only single component via network etc.

Current issues are:

  • All entities are saved - when in fact only 20% or less might be actual needs saving.
  • Beside extra entities it's also saves flowgraph and other binary data
  • And such extra data making "save" file is too big, because it's actually a map which is already too much for save files and can't be used for sure for network stuff.
  • Reload() breaks lights and does not remove entities that were removed from scene before saving.
  • No ability to add own properties, which save file may need

It would be nice to have working save/load system in Ultra, but at this moment it's necessary to have at least Load/Save available to user both C++ and Lua so i could finish custom save/load system without users having to wait another months/years before official one will be ready for actual use.

While working on my game such system saved me a ton of times and would help a lot other people, but i can't make it universal atm.

 

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