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Watch: Lifecycle ​

An overview of a Sonolus level's lifecycle during watch.

Preparation ​

Preparation runs once and only once before the start of a level, and prepares the runtime for watch.

Preparation consists of early optimization system, preprocessing system, late optimization system, and spawn system.

Early Optimization System ​

Early optimization system is responsible for optimizing nodes to improve code performance.

Preprocessing System ​

Preprocessing system is responsible for setting up or modifying blocks to be used throughout watch.

Late Optimization System ​

Late optimization system is responsible for optimizing nodes to further improve code performance.

Spawn System ​

Spawn system is responsible for calculating the spawn and despawn time of each entity.

Update Cycle ​

Update cycle runs continuously every frame during watch.

Update cycle consists of lifetime system, sequential update system, parallel update system, and presentation system.

Lifetime System ​

Lifetime system is responsible for despawning entities that are outside of range and spawning entities that are in range.

Sequential Update System ​

Sequential update system is responsible for updating active entities sequentially.

Parallel Update System ​

Parallel update system is responsible for updating active entities in parallel.

Presentation System ​

Presentation system is responsible for presenting skin sprites, effect clips, and particle effects.