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FOnline Engine

Flexible cross-platform isometric game engine

Essentials

Engine-owned documentation. This page maps the low-level Source/Essentials/ layer: platform/compiler prerequisites, process-wide lifecycle helpers, logging, memory, strings, serialization, filesystem, sockets, and utility types used by every higher engine layer.

Purpose

Use this page when changing code that sits below Source/Common/ or when you need to know whether a utility belongs in the reusable engine foundation instead of client, server, tools, or game-specific code.

The essentials layer should stay dependency-light. It is included by most of the engine through Source/Essentials/Essentials.h, so changes here can affect every application target.

Source paths inspected

Include and dependency model

Source/Essentials/Essentials.h is the umbrella include. Its include order is the dependency order for the foundation layer:

  1. BasicCore.h — compiler/OS gates, standard library surface, namespace macros, base aliases, exception declaration helpers, and compile-time constants.
  2. GlobalData.h — process-wide create/delete callback registration for engine global data.
  3. StackTrace.h, BaseLogging.h, ExceptionHandling.h, Logging.h — diagnostic and failure-reporting foundation.
  4. SmartPointers.h, MemorySystem.h — pointer and allocation helpers.
  5. Containers.h, StringUtils.h, CommonHelpers.h — reusable container/string/utility helpers.
  6. SafeArithmetics.h, DataSerialization.h, HashedString.h, StrongType.h, TimeRelated.h, ExtendedTypes.h, Compressor.h — value, serialization, hashing, time, compression, and type helpers.
  7. WorkThread.h, DiskFileSystem.h, NetSockets.h, Platform.h — threading, disk access, socket, and host OS abstractions.

Keep new essentials APIs free of dependencies on Source/Common/, Source/Client/, Source/Server/, Source/Tools/, or embedding-project headers.

Subsystem map

Platform and compiler gate

BasicCore.h enforces the selected OS macro (FO_WINDOWS, FO_LINUX, FO_MAC, FO_ANDROID, FO_IOS, or FO_WEB) and requires C++20. It also binds frequently used standard types into the engine namespace and declares core macros such as FO_EXPORT_FUNC, FO_KEEP_DATA_SYMBOL, and namespace helpers.

Platform.h / .cpp owns host-specific helpers that are deliberately small: informational logging, thread names, executable path lookup, process id formatting, fork support where available, and dynamic module loading. Platform-specific application/window/rendering behavior lives under Source/Frontend/, not here.

Diagnostics and failure handling

BaseLogging.* and Logging.* provide the logging foundation. StackTrace.* captures and formats native/script stack information, while ExceptionHandling.* owns exception-reporting helpers. For debugger-facing workflows, use Debugging.md.

Memory, pointers, and lifetime utilities

MemorySystem.* owns backup-memory chunks, bad-allocation reporting, and SafeAllocator. SmartPointers.* contains pointer wrappers used to make ownership and raw-reference intent explicit. Use this layer for generic ownership utilities only; entity lifetime and holder semantics belong in EntityModel.md.

Serialization, values, strings, and hashes

DataSerialization.* contains binary read/write helpers used by network, persistence, resources, and tests. StringUtils.*, HashedString.*, StrongType.*, ExtendedTypes.*, SafeArithmetics.*, and TimeRelated.* provide the small reusable values that higher layers treat as primitives.

Filesystem, compression, sockets, and work threads

DiskFileSystem.* is the low-level disk abstraction. The higher-level mounted resource view is Source/Common/FileSystem.* and is documented in ConfigurationAndDataSources.md. Compressor.* owns generic compression round-trips, NetSockets.* owns raw socket helpers below the higher-level network command/connection model in Networking.md, and WorkThread.* owns simple background-worker infrastructure.

Build integration

BuildTools/cmake/stages/EngineSources.cmake lists essentials files in FO_ESSENTIALS_SOURCE. The essentials target is part of the core libraries used by applications, tools, tests, and generated-code consumers. If a new essentials file is added, wire it through this stage and add a focused test where possible.

Tests to inspect

The essentials layer has direct test coverage in:

See Testing.md for the complete test-suite map and target wiring.

Change routing

Validation checklist

  1. Confirm the change does not introduce a dependency from essentials back into higher engine layers.
  2. Update BuildTools/cmake/stages/EngineSources.cmake when adding/removing essentials files.
  3. Run the smallest matching essentials test and then the broader RunUnitTests target when behavior crosses utility boundaries.
  4. For diagnostics changes, also verify Debugging.md stays accurate.
  5. For filesystem/socket/threading changes, validate at least one higher-level consumer if the low-level contract changed.