5.0 KiB
Architecture
OpenRA3 is organised as a stack of C++ modules. Each layer may import the ones below it, never the ones above.
┌───────────────────────────────────────┐
applications │ openra3 (apps/openra3) │
└───────────────────┬───────────────────┘
│ import ra3
┌───────────────────▼───────────────────┐
umbrella │ ra3 (re-exports everything) │
└───────────────────┬───────────────────┘
┌──────────────┬───────────────┼───────────────┬──────────────┐
▼ ▼ ▼ ▼ ▼
ra3.ui ra3.render ra3.skirmish ra3.client ra3.game
SDL3 window framebuffer match rules display/loop RA3 sides
│ │ │ │ │
└──────┬───────┘ └───────┬───────┘ │
▼ ▼ │
ra3.core ra3.logic │
simulation │
┌───────────────────────────────────────┬──────────────────────┘
▼ ▼
ra3.map ra3.fs
map catalog BIG4 + RefPack
Module responsibilities
ra3.core
The vocabulary every other module shares, mirroring SAGE's GameEngine/Common:
real/int32/uint32, coord3d/coord2d/rgb_color, ascii_string +
make_name_key, the deterministic random stream, and the message_stream
command bus (node layout derived from retail MessageStream::appendMessage,
0x0060c4a0).
ra3.logic
The deterministic simulation, mirroring SAGE's GameLogic: thing → object
with pluggable update_modules, player/player_list, the partition_manager
spatial grid, and the 30 Hz game_logic driver (prepare_new_game /
start_new_game / update).
ra3.client
The presentation boundary: an abstract display with a headless_display
implementation, and game_client, the seam a future W3D/D3D9 renderer plugs
into.
ra3.game
Red Alert 3 data that SAGE keeps in PlayerTemplate: the three sides
(faction flags Empire=2, Allied=4, Soviet=8, Random=7, recovered from
the retail skirmish setup) and skirmish defaults.
ra3.fs
Reading the user's installation. Implements the BIG4 archive container and
EA's RefPack codec, plus find_game_dir (--game-dir / $RA3_GAME_DIR /
C:\Red Alert 3). Only the archive index is held in memory; payloads are read
on demand.
ra3.map
Map discovery and loading: scans MapsMultiplayer.big for main map entries,
unwraps the two compression layers (BIG4 RefPack → EAR\0 wrapper → RefPack →
CkMp), and recovers Player_N_Start waypoint coordinates. Degenerate
extractions are rejected so the caller can fall back.
ra3.skirmish
The minimal match: two players, unit classes (harvester/infantry/tank/base), passive + harvester income, a simple build AI, movement and combat on a fixed 30 Hz step, and a base-destruction win condition. Fully deterministic.
ra3.render
A dependency-free software renderer: an ARGB8888 image framebuffer with
blit/line/circle primitives, a TGA decoder for the game's map art, a 24-bit BMP
encoder for headless output, and compose which overlays a world grid and
markers (start positions, live units) onto the map art.
ra3.ui
The windowed viewer. The SDL3 backend streams the rendered image to a texture
with pan/zoom and Esc-to-quit; when the build has no SDL3, a null backend
returns false so the caller writes an offscreen image instead.
Design rules
- No raw owning pointers. Ownership is
std::unique_ptr; the partition manager holds non-owningthing *views only. - Portable simulation. No platform APIs in
ra3.core/ra3.logic. All platform concerns live behinddisplay. - Determinism. Anything that can diverge between runs (random, iteration order) is explicit and seedable.
- RE-traceable. Where a structure or constant comes from the retail binary, the address is cited in the comment.
- No bundled assets, no online. Game data is read from the user's install and never committed; there is no networking or online service.