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. Held, as world.connect is, only for an engine that is about to connect (its editor has drawn its first frame); otherwise answered at once with what the editor is doing. 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. |