GPF Docs
Major Components
Major Components
GPF has five major components: ServerObjects
, Syncer
, DataStore
, View Bindings
, and Controllers
. This article break those components down and illustrates how they are connected.
Below is a diagram with GPF's major components and a table describing those components.
Component | Description | Status |
---|---|---|
You write custom ServerObjects to manage game state with server authoritaty. ServerObjects inherit persistence and synchronicity (subscribers are kept in-sync) so you only worry about what messages they should handle and how they should handle them. Learn more here. | Base ServerObject provided along with many examples of ServerObjects . | |
Syncer | Syncer lets the client sync to and message ServerObjects . Learn more here. | Provided within framework. |
DataStore | A place to throw data so it can be easily accessed. Every SO value is stored here. These values can be bound to Views with ViewBindings. Learn more here. | Provided within framework. |
ViewBindings | Classes that make it easy to bind gameobjects to information in the DataStore. Learn more here. | Several examples provided. You can build your own as well. |
Controllers | Glue logic for the application or a feature. Handles initialization and houses UI event handlers. This code is game specific and will be attached to a gameobject on the Scene. | One example provided in each example project. |
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