--- title: Repository architecture sidebar_label: Repository architecture description: Current multi-repo layout with `gregFramework` as a local wrapper and clear repository boundaries. --- ## Modding languages gregCore supports **three modding languages** through its Language Bridge system: | Language | Bridge | Runtime | Mod format | |----------|--------|---------|------------| | **C#** | MelonLoader / .NET | Direct IL2CPP interop | `.dll` assemblies in `Mods/` | | **Lua** | `LuaLanguageBridge` (MoonSharp VM) | `greg.*` API with handle-based Unity access | `.lua` scripts in `Mods/ScriptMods/lua/` | | **Rust / native** | `RustLanguageBridgeAdapter` → `FFIBridge` | C ABI exports (`mod_init`, `mod_update`, `mod_on_event`) | `.dll`/`.greg` in `Mods/RustMods/` | **Lua scripts** interact with the game exclusively through the `greg.*` API surface — a set of C#-backed modules that expose Unity/IL2CPP operations via integer handles. This includes `greg.unity.*` (object manipulation), `greg.on()`/`greg.hook.*` (event and Harmony patch subscriptions), `greg.gui.*` (IMGUI), `greg.io.*` (file system), and `greg.input.*` (keyboard). See [Greg hooks & events](/wiki/framework/greg-hooks-and-events) for the event API and the [Language Bridges README](https://github.com/mleem97/gregFramework/blob/main/gregCore/framework/ModLoader/LanguageBridges/README.md) for the full Lua API reference. **Rust/native mods** receive a `GameAPITable` function-pointer table on `mod_init` and numeric `EventIds` via `mod_on_event`. The `FFIBridge` handles shadow-copying, lifecycle dispatch, and hot-reload. Policy details: [Modding language support](/wiki/reference/modding-language-requirement). ## Target runtime layers Above the raw repositories, the **logical** model is **ModManager → Framework → Plugins → Mods** (see [System architecture & documentation principles](/wiki/meta/system-architecture-principles)): | Layer | Role | Repo / folder | |--------|--------|----------------| | **ModManager** | MAUI front-end: manage mods/plugins, surface game status; talks to the framework through defined interfaces. | `gregModmanager/` | | **Framework (SDK)** | Hooks, events, versioning, logging; bridge to IL2CPP / MelonLoader. | `gregCore/` | | **Plugins** | Framework extensions (`FFM.Plugin.*`). | `gregExt./` | | **Mods** | User mods (`FMF.*`). | `gregMod./` | ## On-disk repositories | Layer | Role | | ------ | ------ | | **Wrapper** | `gregFramework/` holds local checkouts of individual repositories. | | **Core** | `gregCore/` — **framework core**: translation, hooks, Harmony/event runtime, MCP, templates, and related core features. | | **Language Bridges** | `gregCore/framework/ModLoader/LanguageBridges/` — Lua (MoonSharp), TypeScript/JS (planned), Rust/native (`FFIBridge`). Lua modules under `LuaModules/` provide the `greg.*` API. | | **Rust / native FFI** | Loads native mod exports: `gregCore/framework/ModLoader/FfiBridge.cs`; adapter: `RustLanguageBridgeAdapter.cs`. Full lifecycle: init, update, scene load, event dispatch, shutdown. | | **Mods** | `gregMod./` — one repo each, directly under `gregFramework/`. | | **Extensions** | `gregExt./` — one repo each, directly under `gregFramework/`. | | **Docs** | `gregWiki/` — documentation site repository. | ## Hook registry Hook naming and the registry are owned by core; when repos split, **core** remains the source of truth. ## Tools - **Core tools:** `gregCore/tools/` - **MCP runtime:** `gregCore/mcp-server/` - **Hook / mapping utilities:** also under core tools, versioned with the core repo. ## Steam & Workshop Workshop templates and deployment scripts live in the core repo under `gregCore/Templates/` and `gregCore/scripts/`. ## Lua handle system Lua cannot hold direct references to Il2Cpp objects. gregCore uses an **integer handle registry** (`LuaObjectHandleRegistry`) that maps `int` handles to live .NET objects via weak references. Lua scripts receive handles from `greg.unity.find()`, `greg.unity.get_component()`, etc. and pass them back to `greg.unity.*` functions. Handles are automatically pruned when the underlying Unity objects are destroyed.