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Project Organization

M. H. Golkar edited this page Dec 5, 2022 · 3 revisions

Importance of Project Organization increases with your project size. Arrow comes with essential features to let users stay in control of their growing projects. A lot of them, such as Continuum Safety and Resource Tracking, work under the hood silently, so you can focus on the creative side of things. There are also matters you need to consider and stay in charge of. Dividing your project to multiple chapters (files/documents) or scenes, creating macros for complex and repeatable logic, naming conventions you may follow, how many authors may work on a single project document at the same time, scope of shared resources, and many other subjects you should be aware of, before your project gets monstrously big and out of control!

This document is about features and underlying functionalities that help you rule your workflow, as your workspace grows. It includes useful technical details and some best practices as well.

Continuum Safety

Imagine a very common scenario, where you have a focal node that is used as the target node for a few Jump nodes from different scenes. Due to a project being so big, one may not be able to track all the references, and remove or replace the focal node, target of many jumps, therefore making them all fail, breaking the sequence of events and damaging continuity of the narrative, ending up to a headache in play-test or even production.

Arrow's continuum safety, to the rescue!

Continuum Safety is a core ruling element of Arrow. You may experience it when the editor does not let you delete some nodes, macros, variables or characters. You don't need to actively care about it because it is almost all automatic.

Unless you are using relatively unsafe operations, such as jumping to another jump.

Under the hood, Arrow tracks most of the visible and invisible relations between resources. Arrow knows that you have such jumps, so it prevents you from removing that used or referred node, until you remove or change all the other user or dependent nodes first.

It works for all main data types including Variables and Characters, being the usage directly such as in Dialog and User-Input, or indirectly via exposing mustache placeholders in textual nodes such as Interaction and Content.

You can check which nodes are depended on any resource by looking for locator (option button and arrows) in the respective tab of the Inspector panel.

If there is no dependent node, those buttons may not show up.

Portability

From the beginning Arrow is developed to be as portable as possible. It does not depend on any other tool being installed on your device. It can run on a thumb-drive where your project files are, or sit on the main device and switch between different working directories on demand.

Configuration

Main configurations including work-directory, theme, history-size, etc. are managed form Preferences panel.

To access Preferences panel, press the Arrow menu button on top-left corner of the editor and select Preferences.

By default Arrow keeps its configurations as close as possible. If its very own directory of residence is accessible, an arrow.config file will be created; otherwise local app directory (which depends on the user and OS) is the next place to be tried.

You can also use following CLI argument to define your own path to keep the config file, each time you run Arrow:

$ Arrow --config-dir '/home/user/.config/'

If you don't want any config file to be created, use default by passing --sandbox argument instead.

Work Directory & Switching

Work directory, where projects.arrow file is, prioritize the other way. Here by default the priority is with local app directory. But the place that Arrow editor really looks for your files, is defined by your configurations from Preferences panel.

You can override that with following CLI argument:

$ Arrow --work-dir '/home/user/my_other_adventure/'

Arrow knows each work-directory an independent workspace. We can organize a directory for each large project that is (planned to be) divided into many documents.

To switch between different work directories, just change the respective configuration from Preferences panel. Arrow automatically loads the existing projects.arrow or initializes a new one.

Distributed Unique Resource Identifiers

More or less, everything we are going to discuss further, relates to this subject.

Tracking resources (including scenes, macros, variables, character, and nodes) is a tricky process. When you rename a variable that is exposed with mustache placeholders in hundreds of textual nodes, Arrow takes the responsibility of updating all those placeholders. Similar underlying actions are taken whenever you edit something in your projects.

Arrow needs to always know identity of each and any resource regardless of the names we manually assign to them. For this reason, an immutable Unique Identifier (UID) is given to each resource on creation. Arrow keeps these UIDs intact, never recycles them, and never uses them for other resources. When you edit a resource (e.g. updating a scene or node name) Arrow looks up for the proper resource in the project DB/document using the resource's unique identifier.

See also: Project Data Structure

Historically these UIDs were generated by incrementing an integer seed kept in each project file (i.e. next_resource_seed property). This approach is fine for relatively small projects where only one author works on a single project file. But the moment we try to divide a project to multiple files, or multiple authors try to merge their works (using a tool like Git), things go wrong.

In the legacy approach, when first author in a team is creating a resource, his or her project seed is updated; but the other authors' projects have the same seed, till the change is merged. If other authors edit their files at the same time, when the new changes are not merged yet, they get the same UIDs generated for the first author, given to their whole different resources, even if they are working on very different scenes.

Another possible headache was dividing a project into multiple files. UIDs in these files would also start from 0 up. It meant you could not simply mix multiple projects (to revision or in runtime), or jump between them without extra book-keeping efforts.

To solve these problems, our UID generation algorithm should somehow know who is editing a document at any time, and if the document being edited is part of a collection that may mix into one another or a big database. In other words, to make sure generated UIDs never collide.

We didn't want to use a central authority for UID generation as well.

Thankfully, this is not a surprisingly new problem. Many UID generation algorithms are designed to distribute right of UID generation between multiple simultaneous producers.

One of the most fundamental changes in Arrow v2 that touched almost everything else, was migration towards a new Distributed UID generation algorithm. Two methods was implemented to allow Arrow users choose what fits their workflow more:

  1. Snow:

    This method is almost identical to the famous Snowflake; but with a project-specific epoch. To activate this method you should manually set epoch property of the project file, (by editing the text) to a certain past unix-time in milliseconds. The producer or author may be switched from the editor (as explained further).

    Note: Unless you really need to know the exact time in which each resource is created, this method offers no special advantage over the recommended and default Native method (below).

  2. Native (default):

    Default and recommended method is Arrow's Native algorithm.
    All parameters of this algorithm can be changed from Authors panel of the editor.

    Click on the Authors button form Project tab of the Inspector to access the panel.

    From Authors panel, you can define multiple contributors and assign each of them a unique author identifier (AUID). Behind the scene, an incremental seed bucket will be created and tracked for each author. These values will be mixed together with a chapter ID which can be unique to each document for projects divided into multiple ones. Chapter ID is chosen and set by you to the value you find proper.

    These values (chapter ID, author ID, and incremental seed) are mixed to shape a 53-bit UID for each resource. In other words a number is created each time for each resource, by putting following bits together:

    • 10 bit chapter ID (0 - 1024; Optional, default 0)
    • 6 bit author ID (0 - 64; At least one author with 0 ID)
    • 37 bit for more than 137 billion resources per author per chapter.

    These UIDs are distributed, highly performant, minimal, and fit into a double-precision floating-point representation (allowing easier use of Arrow projects in many languages such as JS).

    For example, 7th resource being created by the author 0 in chapter 0 gets 7 as its UID, 7th resource by author 1 in the same chapter 0 gets 137438953479, and 7th resource by author 1 in another chapter 1 gets 8933531975687.

    It becomes intuitive looking at the underlying bits, in binary (base-2) system, where only two numbers 0 and 1 exist.
    0 in decimal equals 0 in binary and 1 is 1; but 2 in decimal is 10 in binary, 3 is 11, 4 is 100, 5 is 101, 6 is 110, and 7 is 111.

    When we put numeral sections for each of above mentioned UIDs back to back (i.e. chapter-author-seed), we get:

    • 0-0-7 : 0000000000-000000-0000000000000000000000000000000000111 in binary = 7 in decimal
    • 0-1-7 : 0000000000-000001-0000000000000000000000000000000000111 in binary = 137438953479 in decimal
    • 1-1-7 : 0000000001-000001-0000000000000000000000000000000000111 in binary = 8933531975687 in decimal

    What about 3rd resource by author 4 in chapter 5 ?
    Bit sections 5-4-3 will be 0000000101-000100-0000000000000000000000000000000000011 in binary and give us 44530220924931 decimal UID.

For most of workflows, Native algorithm (active by default) is a great choice and recommended.

You do not really need to care about how these things work under the hood. You just need to know when and why some big numbers appear in your project file, and why it is so important to set Author and Chapter ID values properly, before starting to edit a project.

Make sure to read Chapters and Authors below.

Managing a Large Workspace

Naming & Categorizing Practices

We discussed Distributed Unique Resource Identifiers (or UIDs) above. UID of each resource is reflected in its name property, by default, stringified as base-36. Some resources may add affixes such as scene_ or var_ to the reflection name as well. These names are naturally unique, because they are made from totally unique UIDs.

Arrow editor's inspector panel allows users to rename any or all resources from their respective tabs. Its main mind (core) takes care of renaming all the references to that resource (e.g. exposed {variable}s) afterwards.

Renamed or default, Arrow tries to keep these names unique (unless you turn off the hardcoded setting before build, which is advised against). This means if you renamed a resource to the UID reflection of a future resource (going to be created from an unused seed), you could get a duplicate name. Arrow tackles this problem with affixing the newly generated names that are already used by the author, with underscores (_).

For example base-36 representation of the 10th resource of the chapter 0 by author 0 is the letter a. If you rename the 9th resource there to a and then create a new resource (which is the 10th so the expected a) Arrow fixes the new resource's name to a_.

Arrow names are case-sensitive. In other words, resource a is different and independent from resource A. This means we could use A for our renamed 9th resource in the example above, and get a normal a for the 10th.

With this knowledge of underlying functions, let's discuss conventions and good practices you may find useful:

Only Rename What You Need

In a grown large project, will be virtually endless number of resources (scenes, nodes, etc.). You are the decision-maker. You decide which nodes need to be renamed. But one good practice is to only rename nodes that really need to be found easily and quickly. Many nodes that are small gears in big branches may be left to have their own machine-friendly generic names.

You can always use alternative ways (mentioned later) to categorize and easily locate your nodes as well.

Rename for Meaning and Scope

Some resources including scenes, macros, variables and characters are filterable by their name. Naming these resources meaningfully, optionally namespaced or scoped, and idiomatic, allows you to easily filter and find them in their respective lists.

For example, if you name-space all your love scenes with love-{major-event}-{minor-event} (e.g. love-triangle-duel, love-triangle-first-encounter) not only you can filter and recognize them later among many other scenes, but you will have them listed together when the list is sorted alphabetically.

This is why we always recommend to rename such resources.

Your resources would also look much more meaningful when used, viewed on grid, and exposed (e.g. {Hero.alias} vs {char_x1y2.a}).

Prioritize Categorizing

Resource names may reflect more information about their kind, purpose and category. A node may be named love-in-first-sight-01; but there are many other (more beautiful) ways to do so as well.

Node (developer) Notes are very handy. You can put unlimited number of category badges or subject tags (with any format you prefer such as [battle-scene, love-affair, duel]) in Node Notes and query them using global text search (from the status bar).

Also consider using Character-Tags to create relations whenever proper.

Have a Consistent Case Convention for Resource Names in Your Workspace

Having a special case when naming nodes, such as snake_case, Title Case, CamelCase, kebab-case, etc. offers many advantages.

Things stay tidy and you can recognize them in a blink, specially if you use different cases for different purposes (e.g. CamelCase for characters, kebab-case for tags and snake_case for variables).

You almost never collied with default node names because our base-36 representation does not include dash, space, underscore, or uppercase characters used in many cases. Fore example, the name heyday is representation of the UID 1053043162, but you never get it as Heyday, hey-day or HeyDay from Arrow.

Note also that none of mentioned cases is preferred by Arrow. Even though Arrow replaces restricted characters in some names, by default with underscore (_), to keep them easier and safer to expose, any other allowed character including dash (-) would be perfectly safe as well.

Scenes & Macros

Scenes are the first front, when it comes to project organization.

Arrow projects can have unlimited number of scenes. The only restriction is your device's physical memory and storage. When you open a project file, Arrow loads all its data into the device's memory. It may create few copies of it there too, for edition history, snapshots, etc. Yet because modern devices can handle enough of them, you only need to care about the creative side of you scenes in each document.

To create new scenes and/or open them to edit, head to Scenes tab of the Inspector panel.

One very good practice is to follow the same conventions that novelists and screenwriters have been using for decades. These authors, organize their dramatic works to multiple chapters/episodes and each chapter to multiple scenes. This is supported and recommended by Arrow.

We can divide our project (work directory) to multiple chapters (.arrow documents) and each chapter to as many scenes as we find right. Major events can happen in chapters/files, and minors in scenes, or any other division that fits needs of your project. The main point is to divide, because projects grow really fast in number of nodes.

Make sure to read Chapters and Authors for more details.

Using Macros is another way to manage divisions. They are scenes with a twist: a double identity! In nature, they are identical to other scenes and actually the same resource type with macro: true property; but they enjoy special editor, console and runtime treatments.

You can play them inside Macro-Use nodes or Jump into one of their nodes and make them play like normal scenes. The difference is that in the first contained use (exclusive to macros), observing an EOL (i.e. End-of-Line) is interpreted as if we should continue the parent/container scene forward, contrary to the normal scenes and macros jumped into, that EOL stops execution of the branch and most-likely the game.

Macros are designed to be created and used as repeatable computational units, reusable blocks, or functions; otherwise they offer no practical advantage over scenes.

One common usage is in state management with relatively complex logic. For example you can create a macro to update multiple variables (stamina, skill, health) with different factors, each time your hero fights a boss, based on other variables (boss_strength and battle_outcome). You can then use this macro in each battle scene/branch. You avoid copy-pasting, and when you intend to change all your scoring events, you only need editing one building block of your project.

For more information on how macros are handled, check out: Macro-Use

Chapters and Authors

New project documents (i.e. .arrow files) are created from a template (blank project), including a basic scene with an Entry connected to a minimal Hello-World Content node.

This untitled project has few very important properties, the first things you should take care of:

  • Chapter-ID of this document that is set to 0 by default
  • Its active author that is called Anonymous Contributor and has Author-ID of 0 by default

These properties affect all the UIDs created in this file (including the existing pre-set ones), and in long term, affect inter-document relationships of your project being divided to multiple files.

It is very important to set them properly before getting started.

Following is the standard or suggested procedure, specially recommended when you intend to divide your work to multiple chapters/files:

Large Project Document Creation

Try to use a clean work-directory and projects.arrow for every independent large project; and follow these steps, each time you create a new document:

  • Save it first
  • Open Authors panel (from Project tab of the Inspector panel)
  • Set a unique Chapter-ID and press update

    Value and order is optional, but you are better avoid re-using them, even temporarily, to avoid UID collision.

  • Add authors that would work on this project file and assign each a unique AUID

    It is possible to add new authors over time.

  • Make sure the right author (you) is active
  • Close the panel
  • Create a new scene, set its entry as the project's active entry
  • Remove the old pre-set scene

You are fine to continue.

Following steps above, would guarantee that you never get the same UID over different documents of the same project.

Quick Tip!
A good precaution is to reserve chapter 0 and/or author 0 for your shared resources.
Continue reading for further information.

Remember also that you can always change Chapter-ID, or any contributor's AUID, but changing these values will only affect the UIDs to be generated next, and never those already there. This feature allows many useful hacks including the ones for Sharing Resources, and is the reason why you are better removing blank project's pre-set nodes first.

Authors' extra info has no effect on UID generation.

UID collision may not seem to be a big deal at first. Sure, it can be tackled with some runtime hacks and/or extra book-keeping; but we better be safe than sorry, specially in complex workflows, full of contribution mergers, and technical complications ahead.

Sharing Resources

Arrow takes each project file as a fully isolated and independent narrative. In other words, there is no support for workspace state-sharing, inter-document linking/jumping, etc., neither such features are currently planned. The good news is that a big part of what we would need is already there.

Thanks to collision-free distributed UIDs, you can always mix multiple documents at runtime, and create your way around limitations by using a custom node, or even a Marker hook (e.g. to jump between different documents). Yet few tricky points remain to be taken care of.

One issue is sharing and syncing globals (e.g. variables and character-tags) in runtime.

To tackle this your runtime code may handle resource updates (variables or character-tags) using their names (not their UIDs). This is probably the easiest way to go with the least technical complications. In this case any time a scene is loaded at runtime, all its variables or characters that are not already initialized, will be created in memory with values or tags equal to their initial state defined in the scene. If they are already initialized, their state would not be reset. This approach is really easy to implement and controllable from the editor (no need for data hacks); but a simple typo in a shared resource name, could make a mess in play-time, so you need to be extra cautious in that regard.

Another way is to have runtime handle resource updates normally with their UIDs. We just need to make sure that a resource has the same exact UID when used in another file. A tidy and clean way is to have a file or section (e.g. chapter 0 and/or author 0) as the base or root. All global resources to be shared, are created first in this base and get a UID. We can then merge these resource blocks into other files, using a diff-merge tool, manual edit, or cross-chapter resource transfer's reuse mode (read below). Because the base UIDs are not going to ever be creating in higher level chapters, we would expect no other resource overwriting them, and are fine handling them with their UIDs. This approach is pretty much name independent, and allows share and merge any resource type (including macros) but you need to process exposures using local resource names, and make sure they are not re-initialized unless desired.

Cross-Chapter Resource Transfer

Arrow editor versions higher than 2.0.0 also support (experimental) resource merger. You can use Ctrl + Shift + C to pick up selected nodes from the grid. All the data needed for the merger including all the referenced resources (variables, characters, etc.) will be packed as well, into a JSON string that will be set into the OS clipboard. You can paste this chuck again to any other chapter's scene grid using Ctrl + Shift + V.
You can also transfer a whole scene/macro, a character or a variable using the same shortcuts, while focusing on the respective lists in the inspector panel.
When pasting, depending on the underlying circumstances, you may have one or some of following merger modes available:

  • Reuse: Keeps the source UIDs for all the resources imported to the destination, unless the UID is already taken. In latter case, if the resource is variable or character and inner types are similar, the destination resource will be used/referenced by the importing data and the transferred source will be ignored. Remainder of resources (including nodes, scenes and macros) get new UIDs from the destination chapter.

    This strategy is designed to share variables and characters, between chapters (instead of using a merger tool). It does not update the already shared resources, and is available only if the source and destination documents have different chapter-IDs.

  • Recreate: It is more like a full duplication. While preserving all the relations from the source, all the importing resources will be assigned new UIDs from the destination, even if their source UID is not taken.

By default, imported data will be renamed (affixed), if their name is already used for another resource.

In both strategies, if resources are pasted as a whole (into an inspector list), their hosting scenes (if any) will be recreated. Pasting on the grid is different though; the selected nodes will be moved to the destination grid, and empty scenes (those having only their entry and not referenced) will be dropped.

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