|
@@ -1,19 +1,5 @@
|
|
|
-IMMEDIATE:
|
|
|
|
|
- - Add Clone() method to SceneObject
|
|
|
|
|
-
|
|
|
|
|
-
|
|
|
|
|
-Serialization
|
|
|
|
|
- - Proceeds as normal. Children serialized as ReflectablePtr array. Components also.
|
|
|
|
|
- - Potentially as a pre-processing step I break external references
|
|
|
|
|
-
|
|
|
|
|
-Deserialization
|
|
|
|
|
- - Proceeds as normal except that handles are all resolved when ROOT deserialization ends (root because that ensures everything was constructed)
|
|
|
|
|
- - On local deserialization end (per SceneObject) I register all components and their old IDs in SceneObjectSerializationManager
|
|
|
|
|
- - Old ID is retrieved from GameObject RTTI
|
|
|
|
|
- - SceneObjectSerializationManager instance can be kept in SceneObjects rtti field.
|
|
|
|
|
- - When handles are resolved in root I perform "old->new" id mapping if one exists
|
|
|
|
|
-
|
|
|
|
|
-Other
|
|
|
|
|
- - If external references need to be broken in serialized object that is done as a pre-processing step
|
|
|
|
|
- - If a clone of hierarchy needs to be serialized, that is also done as a pre-processing step
|
|
|
|
|
- - TODO - How will this be done?
|
|
|
|
|
|
|
+TODO
|
|
|
|
|
+ - Test how Clone works on hierarchy of empty SceneObjects
|
|
|
|
|
+ - Add RTTI for Renderable and test how Clone works with Components
|
|
|
|
|
+ - Test it with component referenes
|
|
|
|
|
+ - Ability to break external references as a pre-processing step
|