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PersistenceSystem Class Reference
Inheritance diagram for PersistenceSystem:
WorldSystem WorldSystem SCR_PersistenceSystem

Protected Member Functions

void OnStateChanged (EPersistenceSystemState oldState, EPersistenceSystemState newState)
void OnBeforeSave (ESaveGameType saveType)
 Called before save data is being read (and comitted).
void OnAfterSave (ESaveGameType saveType, bool success)
void OnAfterLoad (bool success)
 Called after initial world load completed. Success = false indicates fatal deserialization which is likely to negatively impact gameplay.
void HandleDelete (IEntity entity)
void OnStateChanged (EPersistenceSystemState oldState, EPersistenceSystemState newState)
void OnBeforeSave (ESaveGameType saveType)
 Called before save data is being read (and comitted).
void OnAfterSave (ESaveGameType saveType, bool success)
void OnAfterLoad (bool success)
 Called after initial world load completed. Success = false indicates fatal deserialization which is likely to negatively impact gameplay.
void HandleDelete (IEntity entity)

Detailed Description

Definition at line 12 of file PersistenceSystem.c.

Member Function Documentation

◆ HandleDelete() [1/2]

void PersistenceSystem::HandleDelete ( IEntity entity)
protected

Handle deletion of an entity to do some pre or post processing Reasons for deletion include:

  • Removed in previous session and the change is being applied on load
  • Deserialize failure that was configured not to be tolerated

◆ HandleDelete() [2/2]

void PersistenceSystem::HandleDelete ( IEntity entity)
protected

Handle deletion of an entity to do some pre or post processing Reasons for deletion include:

  • Removed in previous session and the change is being applied on load
  • Deserialize failure that was configured not to be tolerated

◆ OnAfterLoad() [1/2]

void PersistenceSystem::OnAfterLoad ( bool success)
protected

Called after initial world load completed. Success = false indicates fatal deserialization which is likely to negatively impact gameplay.

◆ OnAfterLoad() [2/2]

void PersistenceSystem::OnAfterLoad ( bool success)
protected

Called after initial world load completed. Success = false indicates fatal deserialization which is likely to negatively impact gameplay.

◆ OnAfterSave() [1/2]

void PersistenceSystem::OnAfterSave ( ESaveGameType saveType,
bool success )
protected

After the save was created and comitted to database.

Parameters
saveTypeType of save that was done
successTrue or false if save data was successfully comitted to database

◆ OnAfterSave() [2/2]

void PersistenceSystem::OnAfterSave ( ESaveGameType saveType,
bool success )
protected

After the save was created and comitted to database.

Parameters
saveTypeType of save that was done
successTrue or false if save data was successfully comitted to database

◆ OnBeforeSave() [1/2]

void PersistenceSystem::OnBeforeSave ( ESaveGameType saveType)
protected

Called before save data is being read (and comitted).

◆ OnBeforeSave() [2/2]

void PersistenceSystem::OnBeforeSave ( ESaveGameType saveType)
protected

Called before save data is being read (and comitted).

◆ OnStateChanged() [1/2]

void PersistenceSystem::OnStateChanged ( EPersistenceSystemState oldState,
EPersistenceSystemState newState )
protected

◆ OnStateChanged() [2/2]

void PersistenceSystem::OnStateChanged ( EPersistenceSystemState oldState,
EPersistenceSystemState newState )
protected

The documentation for this class was generated from the following file: