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Persistent crafts #56

Description

@DerToaster98

DoD:

  • Crafts can be serialized to a YAML file and deserialized into crafts
  • Crafts, that are serialized in a file but not "active" in the game, will be called "Sleeping crafts" here
  • UUIDs of sleepign crafts must be reserved and respected when creating new crafts
  • Sleeping crafts are deserialized one by one when the world they were in gets loaded, if possible, this should happen async (AT LEAST the reading of the file itself!)

TODO:

  • Create branch based on the tte branch
  • Add property, if a craft of a type can be serialized or not
    • If a craft is not serializable, add another option to delete the craft's blocks on world unload
  • Implement Bukkits ConfigurationSerialization in BaseCraft and its children
  • DataTag serialization:
    • Has to work for all primitive types and collections of primitive types
    • For more complex types, ConfigurationSerialization has to be implemented by the object where applicable
  • Trackedlocation serialization and deserialization
  • Serialization of the craft objects actual fields where it makes sense
  • Hitbox serialization and deserialization
  • CraftType serialization and deserialization => Toaster
  • UUID reservations
  • Saving crafts before world unload or server shutdown
  • Reading crafts from files
  • Adjustion of SquadronsReloaded
  • Adjustion of TTE Additions

Activity

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