session.connect
Pin this conversation to ONE engine, so every later call (execute, capture, write_file, …) drives that same engine. Name it with session (from session.list), or describe it with world and, when the world has engines on more than one branch, branch. A branch is never chosen for you: engines on different branches have different working trees, so naming none where several exist is refused, listing them. Naming both session and a world (or branch) the engine is not on is refused, naming both, and pins nothing. Waits until the engine is connected. Naming a player is refused: open the world with world.open to get an editor to work in.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| guid | No | The same argument as `world`, under another name: give one of the two. A call giving them two different worlds is refused. | |
| world | No | World guid, when you are describing the engine rather than naming it. Beside `session` it has to be that engine's world, or the call is refused. A value that is not a guid, a world's name included, is refused. | |
| branch | No | Which branch's engine you mean. Required when the world has engines on more than one. | |
| session | No | Exact engine session id from session.list. |