Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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var ( // ServerPool is the global pool for server Lua engines. unlike Client and // Entity pools which are unique to their resource (1 per resource). ServerPool *lua.EnginePool // ServerEmitter is a server-level event emitter, it will ping the // ServerPool. ServerEmitter *events.Emitter // ClientEmitter is a client-level event emitter, it will ping every client // pool. ClientEmitter *events.Emitter // EntityEmitter is an entity-level event emitter, it will ping every // entity pool in the game (potentially a large number of entities). EntityEmitter *events.Emitter )
Functions ¶
func ClientEngineMutator ¶
ClientEngineMutator is a mutator function for the client EnginePool to use to "build" a client engine.
func GlobalEmit ¶
GlobalEmit will emit to all tiers of engines, primarily used for tick emissions from the server.
func Initialize ¶
func Initialize()
Initialize sets up the engine tools, creating emitters and various engine pools.
func OpenLibs ¶
OpenLibs will open all modules given to the function as defined in the scripting/modules directory.
func ServerEngineMutator ¶
ServerEngineMutator is a mutator function for the server EnginePool to use to "build" a server engine.
Types ¶
This section is empty.
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