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<title>world_save — Ludic</title>
<meta name="description" content="Serialize the whole world into a buffer; returns the number of bytes written.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#ecs">Entities &amp; the ECS</a> <span>›</span> <span class="here">world_save</span></div>
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<span class="kind-badge kind-builtin">function</span>
<h1 id="top">world_save</h1>
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<code class="sig">world_save(buf) -&gt; int</code>
<div class="desc"><p><code>world_save</code> 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 <code>bytes(n)</code> 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 <code>world_load</code>. For a simple whole-game save to the default slot, the higher-level <code>save()</code> builtin is usually enough.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-buf"><code class="pname">buf</code><span class="pdesc">the destination byte buffer, e.g. from <code>bytes(n)</code></span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">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))
}
}
}</pre></div>
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