GameObjectSerialization.txt 980 B

12345678910111213141516171819
  1. IMMEDIATE:
  2. - Add Clone() method to SceneObject
  3. Serialization
  4. - Proceeds as normal. Children serialized as ReflectablePtr array. Components also.
  5. - Potentially as a pre-processing step I break external references
  6. Deserialization
  7. - Proceeds as normal except that handles are all resolved when ROOT deserialization ends (root because that ensures everything was constructed)
  8. - On local deserialization end (per SceneObject) I register all components and their old IDs in SceneObjectSerializationManager
  9. - Old ID is retrieved from GameObject RTTI
  10. - SceneObjectSerializationManager instance can be kept in SceneObjects rtti field.
  11. - When handles are resolved in root I perform "old->new" id mapping if one exists
  12. Other
  13. - If external references need to be broken in serialized object that is done as a pre-processing step
  14. - If a clone of hierarchy needs to be serialized, that is also done as a pre-processing step
  15. - TODO - How will this be done?