This ADR describes the outline of the "scene runtime" for Decentraland, it includes a minimum set of required environment functions to run a scene, including the formalization of the RPC protocol to load other parts i.e. the Rendering engine (Renderer from now on).
Decentraland Explorers (defined in ADR-102 are often compared with operative systems that run programs. A scene is a deployable JavaScript program that controls a set of entities in-world, the user-interface, and also may add functionality to the Explorer. Those programs run in a sandboxed environment exposing a set of functions to enable the scene to communicate with other components like the Rendering engine.
      The deployed scenes MUST comply with the Scene schema defined in
      ADR-51. And the format used to represent the deployment is the one
      used in the content servers as defined in ADR-80. Entities can be
      loaded as scenes if their metadata matches the scene.json schema. For the sake of
      simplicity in this specification, we are assuming a minimum scene.json in the
      shape of {"main": "bin/scene.js"} to illustrate how to load
      and run the code.
    
bin/scene.js and run it. The mechanism to resolve files based on deployed
        entities is explained in detail in ADR-79.
      stateDiagram
    [*] --> CreateSceneContext
    state Renderer {
      CreateSceneContext --> LoadInitialScenes("main.crdt")
      LoadInitialScenes("main.crdt") --> CreateRuntime(Entity)
      LoadInitialScenes("main.crdt") --> crdtGetState
    }
    CreateRuntime(Entity) --> FetchCode(Entity)
    crdtGetState --> .OnStart()
    state RuntimeSandbox {
      FetchCode(Entity) --> Eval(code)
      RequireModules --> Eval(code)
    .OnStart()
    Eval(code) --> .OnStart()
      .OnStart() --> .OnUpdate(dt)
      state MainLoop {
        .OnUpdate(dt) --> crdtSendToRenderer
        crdtSendToRenderer --> .OnUpdate(dt)
      }
    }
    MainLoop --> [*]
    
      The runtime for the SDK7 is compatible with
      CommonJS's require to load
      RPC modules. This is so to enable a wide variety of bundlers to create compatible Decentraland
      scenes.
    
The exposed RPC modules are defined in the protocol repository.
TODO: define and document naming conventions about code generation for modules
// `require` instantiates a proxy to a RPC module. Every exposed function
// of the module returns a promise.
// require must fail immediately if the moduleName is invalid or unknown,
// and it must return a Module or Proxy synchronously
function require(moduleName: string): Module
// Commonjs-compatible modules
const exports: Object
const module: {
  readonly exports: typeof exports
}
// extra functions
function fetch(requestInit: Request): Promise<Response>
function fetch(url: string, requestInit: Request): Promise<Response>
class WebSocket {}
function setImmediate(fn: Function): void
    TODO: Document fetch and WebSocket adaptations for Decentraland Scenes
It is recommended that scene creators via tooling create a CRDT dump of the initial state of the scene. This is so to enable many optimizations like:
      The runtime will load the initial state of the scene from the main.crdt file (if
      present). This file is a CRDT dump of the scene's initial state or generated by tooling. The
      runtime will load the file and apply the CRDT messages to the scene's state. This state will
      be sent to the scene using the initial EngineApi.crdtGetState RPC call, and if
      the main.crdt file was loaded, the field
      EngineApi.crdtGetState().hasEntities will be set to true.
    
      The EngineApi.crdtGetState must also return all the initial state of static
      entities like RootEntity and PlayerEntity. Details about static entities are described in
      ADR-219.
    
      The main.crdt file may contain scene-owned components, defined in code. The
      renderer MAY ignore these components but the runtime MUST NOT. The runtime MUST send the
      components to the scene, because these are strictly necessary to ensure the well functioning
      of the scene.
    
      The scenes synchronize with the renderer via the EngineApi.crdtSendToRenderer RPC
      using the CRDT protocol defined in ADR-117. The renderer will keep
      a local copy of all the entities and components required for rendering. Those components are
      in their majority serialized using protobuf as defined in ADR-123.
    
      The EngineApi.crdtSendToRenderer response includes a list of CRDT messages to be
      applied in the local scene, that is used to send information back from the renderer like the
      position of the player.
    
sequenceDiagram
  participant S as Scene
  participant K as Runtime
  participant R as Renderer
  note over R: Create SceneContext and load initial entities
  critical load scene
  R->>R: Create SceneContext
  R->>R: Load "main.crdt" initial state
  end
  note over K: Create a RuntimeSandbox for the scene to run
  R-->>K: Create scene VM(ID=1,SceneId,Mappings,...)
  K-->>S: Load the code of the scene and execute it (eval)
  note over S: Initialize scene and load state from renderer
  S->>K: require("~system/EngineApi")
  activate K
  K-->>S: EngineApi
  deactivate K
  note over S: onStart()
  R->>S: EngineApi.crdtGetState() (initial entities travel to the scene)
  opt if `.hasEntities==false`
    S->>S: Load "main.crdt" initial state
  end
  note over S: loop { onUpdate() }
  loop function onUpdate(deltaTime: number)
    S-->>S: engine.update(deltaTime)
    S->>R: EngineApi.crdtSendToRenderer(stateChanges)
    activate R
    R-->>R: Apply patches to the engine owned entities
    R-->>R: Execute queries
    R-->>S: CRDT changes (if any)
    deactivate R
    S-->>S: Apply patches to the scene owned entities
  end
    
      The scene can hook up to certain events by adding functions to the
      module.exports variable. The functions that can be registered are:
    
onStart(): Promise<void> | void is the first function to be called in a
        scene. It is recommended that all side-effects related to the initialization of a scene are
        performed inside the onStart function.
      onUpdate(deltaTime: number): Promise<void> | void is called every frame.
        It is in charge of the scene itself to run the frame and send/receive changes to the
        renderer
      // The following example only illustrates an hypothetic scenario,
// since it is a low-level API and it shouldn't be used this way
let rotation = 0
export async function onUpdate(deltaTimeSeconds: number) {
  const speed = 0.001
  rotation += deltaTimeSeconds * speed
  updateEntityRotation(rotation)
  await sendUpdatesToRenderer()
}
    💡 Since the runtime is compatible with CommonJS, the event handler functions can be exported as
export function ...and skip themodule.exports = ...for convenience.
const engineApi = require("~system/EngineApi")
// this is a lamport timestamp, required by the CRDT rules
let timestamp = 0
const position = Vector3.Zero()
const scale = Vector3.One()
const rotation = Quaternion.Identity()
// entities are now numbers
const entityId = 1234
// component numbers, defined in .proto files
const transformId = 1
const rendererMeshId = 2
const transform = Transform.serialize({ position, rotation, scale })
const mesh = RendererMesh.serialize({ box: {} })
// now we are sending the component messages from the LWW-ElementSet
// this sets the transform & meshRenderer for the entity
const messagesBackFromRenderer = await engineApi.crdtSendToRenderer([
  CRDT.PutMessage(entityId, transformId, transform, timestamp++),
  CRDT.PutMessage(entityId, rendererMeshId, mesh, timestamp++)
])
module.exports.onUpdate = function (deltaTime: number) {
  const transformId = 1
  position.x += deltaTime
  const transform = Transform.serialize({ position, rotation, scale })
  // now we are sending the component messages from the LWW-ElementSet
  // this sets the transform & meshRenderer for the entity
  const messagesBackFromRenderer = await engineApi.crdtSendToRenderer([
    CRDT.PutMessage(entityId, transformId, transform, timestamp++)
  ])
}