Difference between revisions of "TS3PR/SimIFace"

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This Page is currently simply a stub, if you have information to contribute on any of these classes, please create the page and add info about it to this page.  
 
This Page is currently simply a stub, if you have information to contribute on any of these classes, please create the page and add info about it to this page.  
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The SimIFace DLL contains a series of classes and interfaces that separates the functionality of [[TS3PR/ScriptCore|ScriptCore.dll]] from the rest of the Scripting Core. All other managed assemblies depend on SimIFace, which in turn links to ScriptCore and the game engine. As such, it is best practice for custom script assemblies to use the functionality exposed by SimIFace, as opposed to attempting to construct objects or call procedures from ScriptCore directly.
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It is unclear why EA chose this design for linking managed code to the game engine. Twallan speculated that it may have facilitated managed code reuse in future games utilizing the same engine, such as The Sims Medieval. However, The Sims Medieval has utilizes a modified SimIFace.dll that differs from the original quite significantly and would not be interoperable with TS3 or vice versa.
  
 
'''Please ensure you give separate headings for classes, enums, interfaces and other object types'''
 
'''Please ensure you give separate headings for classes, enums, interfaces and other object types'''

Revision as of 13:33, 26 January 2021

This Page is currently simply a stub, if you have information to contribute on any of these classes, please create the page and add info about it to this page.

The SimIFace DLL contains a series of classes and interfaces that separates the functionality of ScriptCore.dll from the rest of the Scripting Core. All other managed assemblies depend on SimIFace, which in turn links to ScriptCore and the game engine. As such, it is best practice for custom script assemblies to use the functionality exposed by SimIFace, as opposed to attempting to construct objects or call procedures from ScriptCore directly.

It is unclear why EA chose this design for linking managed code to the game engine. Twallan speculated that it may have facilitated managed code reuse in future games utilizing the same engine, such as The Sims Medieval. However, The Sims Medieval has utilizes a modified SimIFace.dll that differs from the original quite significantly and would not be interoperable with TS3 or vice versa.

Please ensure you give separate headings for classes, enums, interfaces and other object types

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