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| @page architectureindex Engine Architecture | ||||
| 
 | ||||
| [TOC] | ||||
| - @subpage networking | ||||
| - @subpage serverSceneManagement | ||||
| - @subpage fluidsimindex | ||||
| - @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 | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| # 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 | ||||
| There should be a single monolithic instance of the scripting engine | ||||
| All context-dependent scripts running should have their context provided | ||||
| 
 | ||||
| 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 loading a scene | ||||
| When a scene is loaded, the scene and all dependent files are compiled from typescript to javascript. | ||||
| 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. | ||||
| 
 | ||||
| # 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_CLIENT = true; | ||||
|     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; | ||||
|      | ||||
|     // | ||||
|  | ||||
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