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@ash.ts/io

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Serialization and deserialization for Ash.ts - an entity component system framework for game development

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# @ash.ts/io This package contains classes for serializing and deserializing the entities in an Ash game. This lets you save the entire game state by serializing all the entities in the engine, and restore the game by deserializing them again. ## Instalation Using npm: `npm i @ash.ts/tools` Using yarn: `yarn add @ash.ts/tools` ## Documentation TypeDoc generated [API docs](https://icek.github.io/ash/modules/_ash_ts_io.html) ## Examples ### The basics ```typescript import { JsonEngineCodec } from '@ash.ts/io'; import { Position } from '../components'; const classMap = new Map(); classMap.set('Position', Position); // add other classes const codec = new JsonEngineCodec(classMap); const serialized = codec.encodeEngine(engine); LocalStorage.setItem('game-state', serialized); ``` ```typescript import { Engine } from '@ash.ts/core'; import { JsonEngineCodec } from '@ash.ts/io'; import { Position } from '../components'; const classMap = new Map(); classMap.set('Position', Position); // add other classes const codec = new JsonEngineCodec(classMap); const serialized = LocalStorage.getItem('game-state'); const engine:Engine = new Engine(); codec.decodeEngine(serialized, engine); ``` ### Custom codecs ```typescript import { JsonEngineCodec } from '@ash.ts/io'; const codec = new JsonEngineCodec(classMap); const animationCodec = new AnimationObjectCodec(); codec.addCustomCodec(animationCodec, Animation); const serialized = codec.encodeEngine(engine); LocalStorage.setItem('game-state', serialized); ``` ```typescript import { Engine } from '@ash.ts/core'; import { JsonEngineCodec } from '@ash.ts/io'; const codec = new JsonEngineCodec(classMap); const animationCodec = new AnimationObjectCodec(); codec.addCustomCodec(animationCodec, Animation); const serialized = LocalStorage.getItem('game-state'); const engine = new Engine(); codec.decodeEngine(serialized, engine); ``` This lets you write custom code to handle complex objects that the core code provided can't handle. ### Overlaying the save ```typescript import { JsonEngineCodec } from '@ash.ts/io'; const codec = new JsonEngineCodec(classMap); const serialized = codec.encodeEngine(engine); LocalStorage.setItem('game-state', serialized); ``` ```typescript import { JsonEngineCodec } from '@ash.ts/io'; const codec = new JsonEngineCodec(classMap); const serialized = LocalStorage.getItem('game-state'); codec.decodeOverEngine(serialized, engine); ``` This will replace data in the engine with the saved data, and leave untouched any data that exists in the engine but not in the save. This lets you ignore complex objects that don't change, like animations, but store the simple data that does change, like the name of the current running animation and what frame it is on. ## The Engine Codecs There are two levels to the serialization/deserialization. At the top level is the engine codecs. These can be found in the enginecodecs package. There are two codecs in this package, the JsonEngineCodec encodes and decodes the engine as a Json string, and the ObjectEngineCodec encodes and decodes the engine as an anonymous object, which could be further serialized into another format. An engine codec implements the EngineCodec interface, and has four methods and two properties. If you wish to write your own engine codecs to serialize in a form other than Json, you should implement this interface. The methods in the interface are ```typescript function encodeEngine(engine:Engine):any; ``` To encode the entities in an engine. The returned object is the encoded data. ```typescript function decodeEngine(encodedData:EncodedData, engine:Engine):void; ``` To decode the entities back into the provided engine. ```typescript function decodeOverEngine(encodedData:any, engine:Engine):void; ``` To decode the entities over the top of the entities already in the provided engine. Entities in the decoded data are matched to entities already in the engine based on their names, and components are then matched based on their type. Where a matching entity and component are found, non-null properties in the decoded data are applied to the existing component in the entity. If no matching component is found a new component is created. When no matching entity is found a new entity is created. This lets you save only part of the engine state and restore it later. ```typescript function addCustomCodec(codec:ObjectCodec, ...types):void; ``` Adds a custom ObjectCodec to the EngineCodec for encoding/decoding objects of a specific type. See the section on the Object Codecs for more info. An engine codec also provides two signals ```typescript encodeComplete:Signal1; ``` This signal is dispatched when the encoding is finished. The payload in the signal is the encoded data. ```typescript decodeComplete:Signal1; ``` This signal is dispatched when the decoding is finished. The payload in the signal is the engine the data was decoded into. ## The Object Codecs The object codecs are in the objectcodecs package. Object codecs convert objects of particular types to/from an anonymous object form. Object codecs are used by engine codecs to encode/decode each specific object. An object codec implements the ObjectCodec interface, and has four methods. ```typescript function encode(object:T, codecManager:CodecManager):EncodedObject; ``` To encode from one of the types handled by the codec into an anonymous object. ```typescript function decode(object:EncodedObject, codecManager:CodecManager):T; ``` To decode from an anonymous object into the type handled by the codec. ```typescript function decodeIntoObject(target:T, object:EncodedObject, codecManager:CodecManager):void; ``` To decode from an anonymous object into the given target object of a type handled by the codec. This is used when overlaying a saved game state over the current game state. ```typescript function decodeIntoProperty(parent:any, property:string, object:EncodedObject, codecManager:CodecManager):void; ``` To decode from an anonymous object into the given property of another object. This is used when overlaying a saved game state over the current game state. ## Included object codecs There are four ObjectCodecs included. * NativeObjectCodec handles types number, string and boolean. * ArrayObjectCodec handles typee Array. * ClassObjectCodec handles objects of type Class. * ReflectionObjectCodec uses reflection to handle any property types. By default, it handles all components in the engine but does not handle any properties of those components. You can add it as a handler for more object types using the EngineCodec's addCustomCodec method. With these four ObjectCodecs, the EngineCodecs can save and restore all components and all properties of those components that are of type number, string, boolean, Class, and Arrays of these types. This is the default behaviour and requires no configuration. If you want to save and restore other more complex types you need to make a custom ObjectCodec for each of those types and add it to the EngineCodec using its addCustomCodec method.