function
world_save
world_save(buf) -> int
world_save serializes the entire ECS world — every live instance, its kind, and all its property fields — into a byte buffer you provide, and returns the number of bytes written. It is the low-level, buffer-based form of a save: allocate a buffer with bytes(n) large enough to hold the snapshot, pass it in, and persist the written bytes (or hand them across the mod ABI). The exact count comes back so you know how much of the buffer is meaningful. Restore a snapshot later with world_load. For a simple whole-game save to the default slot, the higher-level save() builtin is usually enough.
Parameters
bufthe destination byte buffer, e.g. from bytes(n)Example
program SnapshotOut {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
handler Boot phase Start {
spawn Grunt { Position { column: 3, row: 3 } }
}
handler Persist phase Update {
if Input.key() == 's' {
let buffer = bytes(4096)
let written = world_save(buffer)
Screen.status(string(written))
}
}
}