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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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shweetandClaude Opus 5.5 committed 2026-11-08 01:30:33 -05:00
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#pragma once
#include <string>
struct Game;
// The whole simulation as bytes, to hand a player joining a game already running. The game state is plain data that
// lays out the same on every platform (no pointers or heap inside the structs; see Attack and FixedList), so most of it
// goes as it sits in memory, and the few lists as a count and their items. It starts with a layout signature (the sizes
// of everything), so a build that lays things out differently refuses it rather than loading garbage. The menu and
// everything else this screen alone sees isn't part of it, nor is the bots' map of the world, rebuilt on loading.
std::string state_save(Game& game);
bool state_load(Game& game, const std::string& bytes);