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⚠️ Economy — Internal (Implementation Details)

🎯 Purpose

This section documents the internal implementation buckets used by the Economy subsystem.

Everything under RevGaming.RevFramework.Economy.Internal.* is internal detail and may change over time (namespaces, types, files, behaviour).

This documentation exists to:

  • Explain how Economy implements its behaviour and telemetry patterns
  • Aid debugging and maintenance
  • Help advanced users understand the system without depending on internals

If you find yourself wanting to reference anything in Economy.Internal.* from gameplay code, you are likely bypassing a supported API.


🚫 Not for Production Use

Types and namespaces in this folder are not part of the supported public API.

They should not be referenced from gameplay code or relied upon for stable behaviour.


📦 Folder Overview

Buckets

Internal Utilities

Namespace: RevGaming.RevFramework.Economy.Internal.Utilities Location: Runtime/Systems/Economy/Internal/Utilities/

Shared low-level helpers used across services and adapters (validation, normalization, telemetry hygiene, editor diagnostics helpers).


Internal Services

Namespace: RevGaming.RevFramework.Economy.Internal.Services Location: Runtime/Systems/Economy/Internal/Services/

Service implementations that orchestrate multi-step operations such as Shop, Crafting, and Rewards.


Internal Adapters

Namespace: RevGaming.RevFramework.Economy.Internal.Adapters.* Location: Runtime/Systems/Economy/Internal/Adapters/

Adapters that connect Economy abstractions to backing systems such as Currency and Inventory.


🧠 Usage Guidance

Supported public entry points (use these instead)

Public contracts live here:

  • RevGaming.RevFramework.Economy.Abstractions (IShopService, ICraftingService, IRewardService, IValueLedger, IItemStore)

  • RevGaming.RevFramework.Economy (EcoOpResult, EcoOpCode, EcoReasons, EcoSource, PriceBundle, etc.)

Primary façade entry point:

  • EconomyBootstrap (builds services and returns interfaces only)

  • Economy — Abstractions
  • Economy — Facade
  • Economy — Services
  • Economy — Adapters
  • Economy — Model
  • Economy — Diagnostics