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Client Overview

This chapter connects the major runtime systems and explains how control and data move through the client as a whole.

High-level architecture

This section will describe the top-level application state, major subsystem boundaries, screen or game states, shared services, thread ownership, and the order in which input, networking, game logic, audio, and rendering are processed.

The client architecture has not been mapped yet.

Code-level coordination

This section will begin at the application entry point and follow the functions that construct, connect, update, and destroy the major systems. It will record global state, top-level objects, dispatch points, main-loop decisions, and cross-subsystem calls.

No top-level call tree is documented yet.

Function table

AddressCurrent IDA namePrototypePurposeCall relationships and notes
No functions documented yet