Commit Graph

3 Commits

Author SHA1 Message Date
1b7703f07b feat(IIO)!: BREAKING CHANGE - Callback-based message dispatch
## Breaking Change

IIO API redesigned from manual pull+if-forest to callback dispatch.
All modules must update their subscribe() calls to pass handlers.

### Before (OLD API)
```cpp
io->subscribe("input:mouse");

void process(...) {
    while (io->hasMessages()) {
        auto msg = io->pullMessage();
        if (msg.topic == "input:mouse") {
            handleMouse(msg);
        } else if (msg.topic == "input:keyboard") {
            handleKeyboard(msg);
        }
    }
}
```

### After (NEW API)
```cpp
io->subscribe("input:mouse", [this](const Message& msg) {
    handleMouse(msg);
});

void process(...) {
    while (io->hasMessages()) {
        io->pullAndDispatch();  // Callbacks invoked automatically
    }
}
```

## Changes

**Core API (include/grove/IIO.h)**
- Added: `using MessageHandler = std::function<void(const Message&)>`
- Changed: `subscribe()` now requires `MessageHandler` callback parameter
- Changed: `subscribeLowFreq()` now requires `MessageHandler` callback
- Removed: `pullMessage()`
- Added: `pullAndDispatch()` - pulls and auto-dispatches to handlers

**Implementation (src/IntraIO.cpp)**
- Store callbacks in `Subscription.handler`
- `pullAndDispatch()` matches topic against ALL subscriptions (not just first)
- Fixed: Regex pattern compilation supports both wildcards (*) and regex (.*)
- Performance: ~1000 msg/s throughput (unchanged from before)

**Files Updated**
- 31 test/module files migrated to callback API (via parallel agents)
- 8 documentation files updated (DEVELOPER_GUIDE, USER_GUIDE, module READMEs)

## Bugs Fixed During Migration

1. **pullAndDispatch() early return bug**: Was only calling FIRST matching handler
   - Fix: Loop through ALL subscriptions, invoke all matching handlers

2. **Regex pattern compilation bug**: Pattern "player:.*" failed to match
   - Fix: Detect ".*" in pattern → use as regex, otherwise escape and convert wildcards

## Testing

 test_11_io_system: PASSED (IIO pub/sub, pattern matching, batching)
 test_threaded_module_system: 6/6 PASSED
 test_threaded_stress: 5/5 PASSED (50 modules, 100x reload, concurrent ops)
 test_12_datanode: PASSED
 10 TopicTree scenarios: 10/10 PASSED
 benchmark_e2e: ~1000 msg/s throughput

Total: 23+ tests passing

## Performance Impact

No performance regression from callback dispatch:
- IIO throughput: ~1000 msg/s (same as before)
- ThreadedModuleSystem: Speedup ~1.0x (barrier pattern expected)

## Migration Guide

For all modules using IIO:

1. Update subscribe() calls to include handler lambda
2. Replace pullMessage() loops with pullAndDispatch()
3. Move topic-specific logic from if-forest into callbacks

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-19 14:19:27 +07:00
e004bc015b feat: Windows portage + Phase 4 SceneCollector integration
- Port to Windows (MinGW/Ninja):
  - ModuleFactory/ModuleLoader: LoadLibrary/GetProcAddress
  - SystemUtils: Windows process memory APIs
  - FileWatcher: st_mtime instead of st_mtim
  - IIO.h: add missing #include <cstdint>
  - Tests (09, 10, 11): grove_dlopen/dlsym wrappers

- Phase 4 - SceneCollector & IIO:
  - Implement view/proj matrix calculation in parseCamera()
  - Add IIO routing test with game→renderer pattern
  - test_22_bgfx_sprites_headless: 5 tests, 23 assertions pass

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 09:48:14 +08:00
4a30b1f149 feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration
- Refactor ShaderManager to use RHI abstraction (no bgfx:: exposed)
- Implement Option E: inject ShaderHandle via pass constructors
- SpritePass/DebugPass now receive shader in constructor
- RenderPass::execute() takes IRHIDevice& for dynamic buffer updates
- SpritePass::execute() updates instance buffer from FramePacket
- Integrate ShaderManager lifecycle in BgfxRendererModule
- Add test_22_bgfx_sprites.cpp (visual test with SDL2)
- Add test_22_bgfx_sprites_headless.cpp (headless data structure test)
- Update PLAN_BGFX_RENDERER.md with Phase 4 completion and Phase 6.5

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 22:27:19 +08:00