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chrisgliddonchrisgliddon/bevy-skills/skills/bevy-save-load/SKILL.md

bevy-save-load

Skill29 starsChanged 11 days agoMITView on GitHub

Use when designing Bevy 0.20 persistence with `DynamicWorldBuilder`, `DynamicWorld::serialize`, `WorldAssetRoot`, `IoTaskPool`, or `SettingsPlugin`: stable IDs, versioned save DTOs/migrations, checksums and atomic writes, snapshots plus sparse deltas, native/browser storage, and safe ECS serialization boundaries.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 3 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Never partially mutate the active world while bytes are still being decoded or migrated.

    line 66
  2. Very specific:

    Keep migrations as explicit V1 -> V2 -> V3 pure functions.

    line 76
  3. Distinctive:

    Use immutable domain IDs for saved objects, content, quests, items, and voxel block types.

    line 83
  4. Distinctive:

    Every persistent reference uses a documented stable ID.

    line 143

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Bevy 0.20 — save and load

When to use this skill

  • Gameplay state must remain loadable across ECS/content/code refactors.
  • Large worlds need base snapshots, sparse deltas, compaction, and recovery.
  • Native and browser builds need one asynchronous save-service contract.
  • Reflected world serialization is being considered as a durable save format.

A save file is a long-lived product API. Serialize an explicit, versioned data model and convert it to/from the live ECS. Runtime Entity values, dense palette indices, query order, Rust enum discriminants, and reflected component layout are not stable persistence identities.

Canonical pattern

use serde::{Deserialize, Serialize};

#[derive(Clone, Debug, Deserialize, Eq, Hash, PartialEq, Serialize)]
#[serde(transparent)]
struct SaveId(String);

#[derive(Debug, Deserialize, Serialize)]
struct SaveV3 {
    world_seed: u64,
    player: SaveId,
    actors: Vec<ActorV3>,
}

#[derive(Debug, Deserialize, Serialize)]
struct ActorV3 {
    id: SaveId,
    archetype: String,
    position: [f32; 3],
}
live Bevy World
  -> validate/capture one logical revision
  -> current Save DTO with stable IDs
  -> encode + checksum envelope
  -> platform storage transaction

platform bytes
  -> size/magic/checksum validation
  -> decode declared old DTO
  -> migrate one version at a time
  -> validate current DTO
  -> allocate entities, then resolve stable-ID references
  -> rebuild derived/runtime-only state

Never partially mutate the active world while bytes are still being decoded or migrated. Load into staging, validate, then commit or replace the gameplay world.

Version the envelope and payload

Wrap encoded payload bytes with magic, format version, schema/content version, payload length, codec/compression identifiers, and checksum. A checksum detects accidental corruption; it does not prevent malicious tampering. Use authentication or a signature when trust is part of the requirement.

Keep migrations as explicit V1 -> V2 -> V3 pure functions. Test golden fixtures from every supported version, including corrupt, truncated, duplicated-ID, unknown-ID, and future-version files. Never deserialize an old version directly into today's struct and hope Serde defaults reproduce old semantics.

Stable IDs and two-pass load

Use immutable domain IDs for saved objects, content, quests, items, and voxel block types. During load:

  1. validate ID uniqueness and all size/count limits;
  2. spawn/allocate objects and build SaveId -> Entity or stable-ID -> dense-palette maps;
  3. resolve relationships in a second pass;
  4. reject or explicitly preserve unknown content according to policy;
  5. rebuild caches, handles, physics state, tasks, diagnostics, and presentation.

Storage is platform-specific

Native writes should use a temporary file in the destination directory, flush and sync it as required, then atomically replace/rename the committed slot. Retain a validated backup or two-slot generation when recovery matters. Do blocking file I/O on IoTaskPool, poll the Task with block_on(poll_once(..)), and send the result back to the main world.

Browsers have no ordinary save-file path. Use IndexedDB for game saves and blobs; small preferences may use local storage. Handle asynchronous completion, quota, eviction, private modes, tab races, export/import, and page termination. A "save complete" UI state requires committed storage confirmation.

SettingsPlugin (cargo feature bevy_settings, off by default) targets user settings with native/local-storage backends; it is not a general campaign/world save schema.

Gotchas

  • World serialization boundary. DynamicWorldBuilder extracts reflected entities and resources with allow/deny filters. Good for authored world assets, editor tooling, controlled snapshots, and short-lived internal formats. It does not create stable gameplay IDs, schema migrations, corruption recovery, transactional storage, or compatibility across component refactors. Use an explicit DTO for durable player saves; if a filtered DynamicWorld is nested inside, version and migrate the surrounding contract and audit every reflected type.
  • DynamicScene/SceneRoot are gone (0.19). Stale output spawns SceneRoot(handle) or builds DynamicSceneBuilder; 0.20 is WorldAssetRoot, DynamicWorldRoot, and DynamicWorldBuilder::from_world(&world, &registry).
  • The builder takes a &TypeRegistry (0.19+). Clone AppTypeRegistry out of the world and .read() it before borrowing the world for extraction.
  • PartialReflect::to_dynamic returns Result (0.20), and FromType became CreateTypeData. Custom reflect-driven converters must handle both.
  • DynamicEnum::from is deprecated (0.20); use try_from. AssetId::invalid() is deprecated too, so never persist an asset ID sentinel.
  • Name is From<&'static str> only (0.20). Rebuild names on load with Name::new(saved.to_owned()).
  • Resource implies Component (0.19). Reflected resources in a DynamicWorld are not entities; keep resource and component allowlists separate.

Choose the relevant deep dive

ProblemRead
DTO versions, migrations, stable IDs, validation and golden fixturesSchema, migrations, and IDs
Atomic native writes, browser storage, async state and recoveryNative and browser I/O
Full snapshots, sparse deltas, compaction, DynamicWorldBuilder snippetSnapshots, deltas, and world serialization

Review checklist

  • Save schema types are separate from live ECS/runtime components.
  • Every persistent reference uses a documented stable ID.
  • Old versions migrate sequentially and have committed fixtures.
  • Decoder limits untrusted lengths/counts before allocation/decompression.
  • Native power-loss and browser quota/termination failures leave a recoverable slot.
  • Success is reported only after the platform commit completes.
  • Snapshot/delta generations cannot be mixed accidentally.
  • Unknown future versions fail safely without overwriting the original.

See also

  • bevy-voxel-data — stable block IDs versus dense runtime palettes.
  • bevy-testing — deterministic migration and failure-path tests.
  • bevy-assets — stable asset paths/labels and WorldAsset readiness.
  • bevy-migration-0-19-to-0-20 — reflection and Name changes.
  • Bevy world serialization
  • DynamicWorldBuilder

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