Serialisation
Serialisation allows game state to be sent over the network or saved to a file. All serialisation is binary and is comprised of a sequence of nested boxes.
plane/serialise/affine.hpp
-- Serialisation of various affine data types.planet/serialise/base_types.hpp
-- Serialisation implementations for various simple types.plane/serialise/chrono.hpp
-- Serialisation ofstd::chrono
data types.plane/serialise/collections.hpp
-- Serialisation ofstd::
collection data types.planet/serialise/events.hpp
-- Serialisation implementations for the event types.planet/serialise/exceptions.hpp
-- Exceptions that can be throw during serialisation and de-serialisation.planet/serialise/felspar.hpp
-- Serialisation for containers in various Felspar libraries.planet/serialise/forward.hpp
-- Forward declarations.planet/serialise/load_buffer.hpp
-- A view into underlying memory that contains the binary serialisation data.planet/serialise/map.hpp
-- Serialisation implementations for the types in theplanet::map
andplanet::hexmap
name spaces.planet/serialise/marker.hpp
-- Themarker
enumeration which controls the low-level type of a data member.planet/serialise/muxing.hpp
-- Sending binary data over a connection.planet/serialise/save_buffer.hpp
-- A buffer that will receive the serialisation bytes.planet/serialise/string.hpp
-- Serialisation ofstd
string types.
There is also the convenience header planet/serialise.hpp
which includes everything.
Planet's boxes
Box names starting with an underscore (_
) are reserved for use by Planet.