@inexorgame/inexor-flex0.9.35 • Public • Published
Inexor Flex is platform for managing Inexor Core instances and the Inexor Tree API and provides a scripting environment for servers and clients. Inexor Flex also makes multiple user interfaces using web technologies available.
The reference documentation can be found at GitHub pages Further introduction and overview: https://github.com/inexorgame/inexor-core/wiki/Inexor-Flex
- we wanted to create a way in which we can easily configure and extend our game
- that's why we created the
tree. It means that all the settings (variables) in the game can be edited in real-time in a tree structure
- but this tree was hard to access. It's sent over the wire in a compressed format, that's hard to work with for "casual users"
- next: we created
inexor-flex. It makes this tree available via a web service (and webviewer). On your local computer.
- not only can you edit the game in real time with
inexor-flex, it also does a bunch of things for you
- read configuration. e.g for maps, or servers
- read the server list
- only your imagination is the limit (...)
How to set up Flex
- you need to have
Node.jsinstalled from nodejs.org. The latest stable release is recommended.
- install the Yarn package manager
If you don't want to contribute to Flex itself, you can install it via
yarn global add @inexorgame/inexor-flex
- now you can start Flex via
NOTE: If you're curious what the graphical installer does. No suprise. Exactly the same.
If you are considering to contribute to Flex:
- clone this repository
- open a terminal/shell within the Flex repository directory
- install Flex via
- you can start Flex via
What's this "instances" thing?
Since nowadays, all configuration is done via
inexor-flex, we have introduced a system called
Each Inexor client or server is an instance. You can have multiple clients (or servers), with different configurations, even running different versions of the game.
Now let's go fancy. Right at your browser.
If you want to be little bit more of a power user, we also ship a graphical interface for flex. Right there. When you download it.
Just go to http://localhost:31416/api/v1/interfaces/ui-flex
And even more fancy. You can see the
Inexor Tree at http://localhost:31416/api/v1/interfaces/ui-flex/#/instances/31417
The command line
inexor-flex brings a verbose command line that can easily be accessed with it's name.
inexor-flex from your command line (shell, prompt, terminal), and you can have a lot of options to configure
flex from the command line.
Flex is structure in two main folders:
srcis where the utilities of Flex reside
serveris where the actual
Flex serverresides. The web server is started here, and all run-time functionality (such as paths) are determined here.
All of the above components are wired together using the Application Context module.
After the "wire" individual components, such as the package manager are started.
The API is exposed as a RESTfull API.
Inexor Flex was initially born to serve the tree of Inexor Core and this is how it works nowadays.
- we create a mother Inexor root node using the
- each instance of Inexor Core has a
- this Connector will create a tree at
- other modules can be hooked in other namespaces than
/instances. e.g for the ReleaseManager, the namespace is
Below is a list of the default interfaces shipped with Flex:
- ui-flex is used to manage the flex server itself
- ui-console is an interactive console for the game
- ui-client-hud is a HUD system for the game
- ui-client-interface are the menu(s) for the game
Adding an own interface
An interface should follow the below directory structure:
- Your interface must expose a
distfolder with all it's assets
- Your dependencies will be served from
- Your interface will be served from
You can then use the
interfaces command line to add your newly written.
Documentation and style guide
We use JSDoc for documentation. All modules from
server are automatically added to the documentation, when following the standards.
We endorse the
eslint:recommended rule set, combined with some custom rules.
You can make sure your module matches our standard by running
yarn run lint in the main directory.
When writting a module, please keep the following in mind
- if you write a larger block of code or seperate functionality, consider creating a new module
- by default unit tests with mocha are done for any file that matches
*_test.js, though it is highly recommended to add a
testfolder to your module
- if necessary (for important or big modules), we urge that you add a separate
README.mdto the respective module
We also try to apply the changes detected by the [
The REST API
The REST API (
v1) is wired together in
Writing an own module
Essentially to write your very first own module, you should go like this
- create a new directory
yarn initwithin your module directory, which will ask you a bunch of questions
- the name of your module has to be
- your module should export a
index.jsfile with it's functionality
- YOU HAVE TO add your new module to the
fileDependenciesin the root
- after this execute
yarn installagain within the root directory
Later on your module can be used via
const yourmodule = require('@inexorgame/yourmodule')
You can have a look at the
src/types module, for a very simple and basic module example.
Using the API
We have specifically designed the module
@inexorgame/treeclient to work with the
You can have a look at one of the many command-line tasks in
server/commands/cli/ which will give a fine example on how to use the