💰 RevFramework — Economy Documentation¶
This folder contains the authoritative documentation for the RevFramework Economy System.
Economy is the orchestration layer that unifies money + items into rollback-safe flows like buy, sell, craft, and reward — while staying adapter-driven and decoupled from any specific Currency or Inventory implementation.
This documentation is split intentionally so developers can find the right answer fast, without mixing “how it works” with “what’s supported”.
📁 What’s in this folder?¶
Documentation/Economy/
├─ README.md ← You are here
├─ PublicAPI/ ← Supported runtime contract
└─ FAQ/ ← Integration & decision guidance
(Deep implementation details live in Runtime; these documents define the system contract and correct usage.)
🧭 Where should I start?¶
🔹 New to the Economy system?¶
Start with:
👉 This page (Overview)
It explains: - what Economy is responsible for, - the semantics of Shop / Crafting / Rewards, - how rollback behaves, - and how it integrates with Currency and optional Inventory.
🔹 Want to know what you can safely depend on?¶
Read:
👉 PublicAPI/
This document defines: - the supported public integration surface, - stable interfaces and value types, - behaviour guarantees (atomicity, rollback rules), - and what is explicitly unsupported.
If something is not listed in the Public API, it is not supported — even if it appears public in code.
This is the contract.
🔹 Unsure where your custom logic belongs?¶
Check:
👉 FAQ/
The FAQ answers decision questions like: - Should this be a money rule or an item rule? - Do I extend Currency / Inventory or Economy? - Can I use Economy without Inventory? Without Currency? - What are the rollback semantics and why? - What should I avoid so I don’t fight the system?
It does not repeat README or Public API content.
🧠 How these documents work together¶
| Document | Purpose |
|---|---|
| README (this page) | System overview and semantics |
| Public API | Supported runtime surface (the contract) |
| FAQ | Integration decisions and safe extension guidance |
They complement each other without overlap.
🛑 Important support note¶
RevFramework Economy is designed to be:
- service-based and adapter-driven,
- deterministic and rollback-safe,
- telemetry-friendly (reason and optional sourceId),
- netcode-agnostic (authority / replication is your layer).
Support is provided for: - behaviour documented in PublicAPI, - usage patterns described in README and FAQ.
Support is not provided for:
- instantiating internal services directly,
- bypassing the EconomyBootstrap facade contract,
- relying on undocumented behaviour,
- coupling gameplay code to concrete adapter or implementation types.
🔗 Related resources¶
-
Teaching Panels
Use the Economy teachables to see the real flow live (preflight → orchestration → rollback → results). -
Samples
See/Samples/Economy/for runnable scenes: currency-only and full inventory rollback scenarios. -
MkDocs site
Mirrors this documentation for web browsing.
✅ TL;DR¶
- Want to understand Economy semantics → README
- Want to build safely against stable contracts → Public API
- Want to choose the right extension seam → FAQ
If you treat Economy as the orchestrator (not a policy engine) and extend Currency / Inventory through their own seams, you’ll keep the system clean, deterministic, and future-proof.