lib/demiurge.rb
def load_state_from_dump(arr)
      send_notification(type: Demiurge::Notifications::LoadStateStart, actor: nil, location: nil, zone: "admin", include_context: true)
      state_from_structured_array(arr)
      finished_init
      send_notification(type: Demiurge::Notifications::LoadStateEnd, actor: nil, location: nil, zone: "admin", include_context: true)
      flush_notifications
    end
# This loads the Engine's state from structured
# {Demiurge::StateItem} state that has been serialized. This
# method handles reinitializing, signaling and whatnot. Use this
# method to restore state from a JSON dump or a hypothetical
# scenario that didn't work out.
#
# Note that this does *not* update code from Ruby files or
# otherwise handle any changes in the World Files. For that, use
# {#reload_from_dsl_files} or {#reload_from_dsl_text}.
#
# You can only reload state or World Files for a running engine,
# never both. If you want to reload *both*, make a new engine and
# use it, or reload the two in an order of your choice. Keep in
# mind that some World File changes can rename state items.
#
# @see Demiurge::DSL.engine_from_dsl_files
# @see Demiurge::DSL.engine_from_dsl_text
# @see Demiurge::Engine#reload_from_dsl_files
# @see Demiurge::Engine#reload_from_dsl_text
# @param arr [Array] {Demiurge::StateItem} structured state in the form of Ruby objects
# @return [void]
# @since 0.0.1
This loads the Engine's state from structured
{Demiurge::StateItem} state that has been serialized. This
method handles reinitializing, signaling and whatnot. Use this
method to restore state from a JSON dump or a hypothetical
scenario that didn't work out.

Note that this does *not* update code from Ruby files or
otherwise handle any changes in the World Files.

You can only reload state or World Files for a running engine,
never both. If you want to reload *both*, make a new engine and
use it, or reload the two in an order of your choice. Keep in
mind that some World File changes can rename state items.
This loads the Engine ' s state from structured { Demiurge :: StateItem } state that has been serialized . This method handles reinitializing signaling and whatnot . Use this method to restore state from a JSON dump or a hypothetical scenario that didn ' t work out . Note that this does * not * update code from Ruby files or otherwise handle any changes in the World Files . You can only reload state or World Files for a running engine never both . If you want to reload * both * make a new engine and use it or reload the two in an order of your choice . Keep in mind that some World File changes can rename state items .
def load_state_from_dump(arr)
      send_notification(type: Demiurge::Notifications::LoadStateStart, actor: nil, location: nil, zone: "admin", include_context: true)
      state_from_structured_array(arr)
      finished_init
      send_notification(type: Demiurge::Notifications::LoadStateEnd, actor: nil, location: nil, zone: "admin", include_context: true)
      flush_notifications
    end
def load_state_from_dump ( arr ) send_notification ( type : Demiurge :: Notifications :: LoadStateStart , actor : nil , location : nil , zone : "admin" , include_context : true ) state_from_structured_array ( arr ) finished_init send_notification ( type : Demiurge :: Notifications :: LoadStateEnd , actor : nil , location : nil , zone : "admin" , include_context : true ) flush_notifications end
This loads the Engine's state from structured
{Demiurge::StateItem} state that has been serialized.
This loads the Engine ' s state from structured { Demiurge :: StateItem } state that has been serialized .
None
void
arr
{Demiurge::StateItem} structured state in the form of Ruby objects
{ Demiurge :: StateItem } structured state in the form of Ruby objects
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