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GhostEngine/SCENE_SERIALIZATION.md
2026-01-25 18:37:45 +09:00

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# Scene Serialization Implementation Summary
## Overview
Implemented a dual-format scene serialization system for GhostEngine:
- **Binary format** for runtime (AOT-compatible, fast)
- **JSON format** for editor (reflection-based, human-readable)
Both formats support automatic Entity reference remapping.
## Architecture
### Two Serialization Paths
#### **Runtime Path (Ghost.Engine)** - AOT-Compatible
```
SceneManager → SceneBinarySerializer → SerializationContext
```
- Binary format using direct memory operations (`memcpy`)
- No reflection, no System.Text.Json dependency
- Fast, compact, suitable for shipping builds
- Synchronous operations
#### **Editor Path (Ghost.Editor.Core)** - Reflection-Based
```
EditorSceneManager → SceneSerializer → EntityJsonConverter → SerializationContext
```
- JSON format using System.Text.Json with reflection
- Human-readable, debuggable
- Automatic Entity remapping via custom converter
- Async operations
### Core Components
#### 1. **SerializationContext.cs** (Ghost.Engine/IO)
- **Shared by both runtime and editor**
- Thread-safe context using `AsyncLocal<T>` for managing Entity ID remapping
- Maps file-local IDs (0, 1, 2...) to runtime Entity instances
- Bidirectional mapping for both serialization and deserialization
- Usage pattern:
```csharp
using var context = SerializationContext.Create();
context.RegisterEntity(fileId, runtimeEntity);
```
#### 2. **SceneBinarySerializer.cs** (Ghost.Engine/IO)
- **Runtime binary serialization** - AOT-compatible
- Static utility class with synchronous methods
- **Serialize**: Writes entities to BinaryWriter using raw memory operations
- Format: Magic number (0x47534345 "GSCE"), version, entity count, component data
- Uses `memcpy` for component data - zero reflection
- Implements Entity reference remapping for Hierarchy component
- **Deserialize**: Two-pass loading strategy
- **Pass 1**: Create all entities, build ID mapping
- **Pass 2**: Read and copy component data, remap Entity references
- **RemapEntityReferences**: Manual remapping for components with Entity fields (currently Hierarchy)
#### 3. **EntityJsonConverter.cs** (Ghost.Editor.Core/Serializer/Converters)
- **Editor-only** custom `JsonConverter<Entity>`
- Automatically remaps Entity references during JSON serialization/deserialization
- During **serialization**: Writes file-local ID from SerializationContext
- During **deserialization**: Reads file-local ID and translates to runtime Entity
- Enables deep Entity reference remapping in nested components (e.g., Hierarchy)
#### 4. **SceneSerializer.cs** (Ghost.Editor.Core/Serializer)
- **Editor-only** static utility class for JSON scene file I/O
- **SaveSceneAsync**: Queries entities by SceneID, serializes components using reflection
- **LoadSceneAsync**: Two-pass loading strategy with automatic Entity remapping
- **Pass 1**: Create all entities, build ID mapping
- **Pass 2**: Deserialize components with automatic Entity remapping via EntityJsonConverter
- File format: JSON with entities array containing component type names and data
#### 5. **Scene.cs** (Ghost.Engine/Core)
- Lightweight handle class with World reference, SceneID, and Name
- No longer owns the World - respects "database pattern"
- Constructor: `Scene(World world, string name)`
- Implements IDisposable and IEquatable
#### 6. **SceneManager.cs** (Ghost.Engine/Services)
- **Runtime scene lifecycle manager** - uses binary serialization
- **LoadScene**: Synchronous, loads from binary file, supports Single/Additive modes
- **SaveScene**: Synchronous, saves scene to binary file
- **UnloadScene**: Efficiently destroys all entities with matching SceneID
- Maintains registry of loaded scenes per World
#### 7. **EditorSceneManager.cs** (Ghost.Editor.Core/SceneGraph)
- **Editor scene lifecycle manager** - uses JSON serialization
- **SaveSceneAsync**: Asynchronous, saves scene to JSON file
- Integrates with editor workflows and UI
## Key Design Decisions
### 1. Dual Serialization Formats
- **Binary for Runtime**: Fast, compact, AOT-compatible for shipping builds
- No reflection or System.Text.Json dependency in Ghost.Engine
- Direct memory operations using unsafe pointers
- Synchronous operations suitable for runtime loading
- **JSON for Editor**: Human-readable, debuggable, reflection-based
- Located in Ghost.Editor.Core (not in runtime path)
- Async operations for editor workflows
- Automatic Entity remapping via custom JsonConverter
### 2. World-Centric Architecture
- World is the data container (the "database")
- Scene is a lightweight handle/view into that data
- SceneManager orchestrates the I/O and entity management
- Respects separation of concerns: World doesn't know about scenes
### 3. Component Tagging
- Uses `SceneID` component (currently IComponent, ready for ISharedComponent upgrade)
- Each entity stores its scene membership
- Enables efficient querying and batch operations
### 4. Entity Reference Remapping
- "Smart Serializer" strategy with two-pass loading
- File uses sequential IDs (0, 1, 2...)
- Runtime creates new Entities with different IDs
- SerializationContext handles the translation
- **Binary format**: Manual remapping in `RemapEntityReferences` method
- **JSON format**: Automatic remapping via `EntityJsonConverter`
- Works for Hierarchy and any other component with Entity fields
### 5. AOT Compatibility
- Ghost.Engine has zero reflection-based serialization
- All JSON/reflection code isolated to Ghost.Editor.Core
- Binary serializer uses only unsafe pointers and memcpy
- Suitable for IL2CPP and NativeAOT compilation
## Binary Format Specification
```
Header:
4 bytes: Magic number (0x47534345 "GSCE")
4 bytes: Version number (int32)
4 bytes: Entity count (int32)
For each entity:
4 bytes: File ID (int32)
4 bytes: Component count (int32)
For each component:
4 bytes: Component Type ID (int32)
4 bytes: Component Size (int32)
N bytes: Raw component data (memcpy from archetype)
```
## Usage Examples
### Runtime Usage (Binary)
```csharp
// Create a world
var world = World.Create();
// Load a scene additively (synchronous)
var scene = SceneManager.LoadScene(world, "path/to/scene.bin", SceneLoadMode.Additive);
// Save the scene (synchronous)
SceneManager.SaveScene(scene, "path/to/scene.bin");
// Unload the scene
SceneManager.UnloadScene(scene);
```
### Editor Usage (JSON)
```csharp
// In editor code
var world = World.Create();
// Save scene to JSON (async)
await EditorSceneManager.SaveSceneAsync(scene, "path/to/scene.json");
// JSON is human-readable and can be version-controlled
```
## Future Optimizations
### When ISharedComponent is Available
- Change `SceneID` from `IComponent` to `ISharedComponent`
- Entities with same SceneID will be grouped in same chunks
- Unloading becomes O(chunks) instead of O(entities)
- Can free entire memory blocks instead of individual entities
### Entity Remapping Source Generator
- Currently `RemapEntityReferences` in `SceneBinarySerializer` manually handles Hierarchy
- Could implement a source generator to automatically detect Entity fields in all components
- Would eliminate need for manual per-component remapping code
- Pattern: `[SerializableEntity]` attribute on fields containing Entity references
### Compression
- Binary format is uncompressed raw data
- Could add optional compression (LZ4, Zstandard) for smaller file sizes
- Trade-off: loading time vs disk space
## Files Modified/Created
### Created in Ghost.Engine (Runtime)
- `Ghost.Engine/IO/SerializationContext.cs` - Shared ID remapping context
- `Ghost.Engine/IO/SceneBinarySerializer.cs` - AOT-compatible binary serialization
- `Ghost.Engine/Components/SceneID.cs` - Scene tagging component
### Created in Ghost.Editor.Core (Editor)
- `Ghost.Editor.Core/Serializer/SceneSerializer.cs` - JSON serialization (moved from Ghost.Engine)
- `Ghost.Editor.Core/Serializer/Converters/EntityJsonConverter.cs` - Entity remapping for JSON (moved from Ghost.Engine)
### Modified
- `Ghost.Engine/Core/Scene.cs` - Refactored to lightweight handle
- `Ghost.Engine/Services/SceneManager.cs` - Runtime scene lifecycle with binary serialization
- `Ghost.Editor.Core/SceneGraph/EditorSceneManager.cs` - Editor scene lifecycle with JSON serialization
### Deleted
- `Ghost.Engine/IO/SerializerRegistry.cs` - Obsolete ComponentSerializerRegistry
- `Ghost.Editor.Core/Serializer/SceneNodeSerializer.cs` - Obsolete
## Implementation Notes
### Binary Serialization Details
- Uses `BinaryWriter`/`BinaryReader` for primitive types (int, etc.)
- Component data copied with `Unsafe.CopyBlock` (memcpy equivalent)
- Stackalloc buffer reused for zero-filled missing components (prevents stack overflow)
- Entity remapping performed after all entities created (two-pass loading)
### JSON Serialization Details
- Uses `System.Text.Json` with `JsonSerializerOptions`
- `EntityJsonConverter` registered as custom converter
- Automatic Entity field detection and remapping during deserialization
- Human-readable format suitable for version control
### Thread Safety
- `SerializationContext` uses `AsyncLocal<T>` for thread-safe context isolation
- Binary serializer is not thread-safe (single-threaded runtime loading)
- JSON serializer uses async methods but should not be called concurrently for same World
### Error Handling
- Missing components write zero-filled data (graceful degradation)
- Unknown component types in JSON are skipped with warning
- Invalid Entity references remap to Entity.Null
- File format version checked on load (future-proofing)
## Known Limitations
1. **Manual Entity Remapping in Binary Format**
- Currently only Hierarchy component is remapped
- Other components with Entity fields need manual handling
- Solution: Implement source generator for automatic detection
2. **Component Size Limit**
- Binary serializer uses 4KB stackalloc buffer for zero-fills
- Components larger than 4KB will throw exception if missing
- Solution: Increase MaxComponentSize constant if needed
3. **SceneNode Integration**
- Legacy SceneNode class in Ghost.Editor.Core still exists
- May need integration with new Scene/SceneSerializer system
- Future work: Decide on SceneNode vs Scene unification
4. **No Compression**
- Binary format is uncompressed
- Large scenes may have bigger file sizes than necessary
- Future optimization: Add LZ4/Zstandard compression layer
5. **Managed Components**
- Current implementation assumes all IComponent types are unmanaged
- ScriptComponent and ManagedEntity may need separate handling
- Future work: Add managed reference serialization
## Testing Recommendations
1. **Binary Format Round-Trip**
- Create entities with various components
- Save to binary file
- Load into new World
- Verify all component data matches
2. **Entity Reference Remapping**
- Create parent-child hierarchies
- Serialize and deserialize
- Verify parent/child Entity references updated correctly
3. **Additive Loading**
- Load multiple scenes into same World
- Verify SceneID tagging works correctly
- Unload specific scenes and verify entities destroyed
4. **JSON Compatibility**
- Save same scene to both JSON and binary
- Verify both formats produce equivalent results when loaded
- Test JSON editing by hand (human-readable requirement)
5. **AOT Compatibility**
- Build Ghost.Engine with NativeAOT or IL2CPP
- Verify no reflection or dynamic code generation warnings
- Test binary serialization in AOT-compiled build