| Glue | GameCommunicationPlugin\GlueControl\MainCompilerPlugin.cs | Plugin entry point; owns build/run/edit-mode toggle, wires up embedding + codegen on Glux load |
| Glue | Managers\GameHostController.cs | Launches the game process, embeds its window in the Game tab, builds run args (IsInEditMode=true, startup screen) |
| Glue | Managers\RefreshManager.cs | Central dispatcher: Glue-side change → live command vs. stop/rebuild/restart |
| Glue | Managers\VariableSendingManager.cs | Glue property-grid change → GlueVariableSetData DTO(s) |
| Glue | CommandSending\CommandSender.cs | Serializes + sends DTOs, wraps GameConnectionManager socket calls |
| Glue | Dtos\Dtos.cs | Glue-side DTO definitions (mirrored, not shared, with the game copy) |
| Glue | CodeGeneration\EmbeddedCodeManager.cs | Copies Embedded\*.cs → game's GlueControl\*.Generated.cs |
| Glue | Embedded\** | Master source for everything the game gets — edit these, not the .Generated.cs copies in a game project |
| Game (generated) | GlueControl\GlueControlManager.Generated.cs | Runtime entry point; owns the socket, the GameToGlueCommands queue, edit-mode state |
| Game (generated) | GlueControl\CommandReceiver.Generated.cs | Deserializes incoming DTOs by type name, dispatches to HandleDto overloads |
| Game (generated) | GlueControl\Editing\EditingManager.Generated.cs | Selection, drag/resize input handling, pushes changes into GameToGlueCommands |
| Game (generated) | GlueControl\Editing\VariableAssignmentLogic.Generated.cs | The brittle live variable-overlay logic (see Gotchas) |
| Game (generated) | GlueControl\Screens\EntityViewingScreen.Generated.cs | Sandbox screen used when live-editing a single Entity outside any Screen |