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- 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?
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