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| @page architectureindex Engine Architecture | @page architectureindex Engine Architecture | ||||||
| 
 | 
 | ||||||
| [TOC] | [TOC] | ||||||
|  | - @subpage networking | ||||||
| - @subpage serverSceneManagement | - @subpage serverSceneManagement | ||||||
| - @subpage fluidsimindex | - @subpage fluidsimindex | ||||||
| - @subpage worldstorageindex | - @subpage worldstorageindex | ||||||
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|  | @page networking Networking | ||||||
|  | 
 | ||||||
|  | [TOC] | ||||||
|  | @subpage synchronization Synchronization | ||||||
							
								
								
									
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|  | @page synchronization Synchronzation | ||||||
|  | 
 | ||||||
|  | TODO | ||||||
| @ -8,24 +8,15 @@ A chief problem we want to avoid is allowing people to 'escape' the scripting en | |||||||
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|  | # Startup | ||||||
|  | On startup, the script engine loads a number of files required to polyfill basic javascript ecosystem functionality. | ||||||
|  | Once these are integrated, the engine loads typescript and the compiler. | ||||||
|  | The compiler is used to translate scene files and mod files into javascript that the runtime environment can actually execute. | ||||||
| 
 | 
 | ||||||
| # On adding different instances of the scripting engine | # On loading a scene | ||||||
| There should be a single monolithic instance of the scripting engine | When a scene is loaded, the scene and all dependent files are compiled from typescript to javascript. | ||||||
| All context-dependent scripts running should have their context provided | Then, an instance of this scene is created which will store values set by the scene. | ||||||
| 
 | This instance is returned to the java side where it is associated with the java instance of the scene. | ||||||
| IE, lets say I'm the client and I want to fire an event when a client-side effect completes, |  | ||||||
| I'd provide a copy of the client's scene as a part of the function call on javascript side |  | ||||||
| That way for any unforseen reason the client could still get access to the server's objects |  | ||||||
| 
 |  | ||||||
| IE, lets say I'm a script running on a specific scene on the server, |  | ||||||
| I'd provide the specific scene to the function call |  | ||||||
| 
 |  | ||||||
| IE, lets say I'm some script firing every time a user logs in, |  | ||||||
| I'd provide the new user object and the global server user tracking service |  | ||||||
| That way you could still drill down to individual scenes on the server if you needed to |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| 
 | 
 | ||||||
|  | # On firing a hook | ||||||
|  | When a hook fires, java side calls a JS-side function that supplies the hook, values provided alongside the hook, and the scene which the hook was fired within. | ||||||
| @ -135,7 +135,7 @@ public class Globals { | |||||||
|     public static boolean RUN_DEMO = false; |     public static boolean RUN_DEMO = false; | ||||||
|     public static boolean RUN_CLIENT = true; |     public static boolean RUN_CLIENT = true; | ||||||
|     public static boolean RUN_HIDDEN = false; //glfw session will be created with hidden window |     public static boolean RUN_HIDDEN = false; //glfw session will be created with hidden window | ||||||
|     public static boolean RUN_AUDIO = false; |     public static boolean RUN_AUDIO = true; | ||||||
|     public static int clientCharacterID; |     public static int clientCharacterID; | ||||||
|      |      | ||||||
|     // |     // | ||||||
|  | |||||||
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