# GroveEngine - Claude Code Context ## Project Overview GroveEngine is a C++17 hot-reload module system for game engines. It supports dynamic loading/unloading of modules (.so) with state preservation during hot-reload. ## Build & Test ```bash # Build cmake -B build && cmake --build build -j4 # Run all tests (23 tests) cd build && ctest --output-on-failure # Build with ThreadSanitizer cmake -DGROVE_ENABLE_TSAN=ON -B build-tsan cmake --build build-tsan -j4 ``` ## Architecture ### Key Components - **ModuleLoader**: Handles dlopen/dlclose of .so modules with hot-reload support - **SequentialModuleSystem**: Single-threaded module execution for testing - **IntraIOManager**: Inter-module communication with pub/sub routing - **TopicTree**: O(k) topic matching with wildcard support ### Thread Safety Patterns See `docs/coding_guidelines.md` for detailed synchronization guidelines. **DO:** ```cpp // Multiple mutexes - use scoped_lock (deadlock-free) std::scoped_lock lock(mutex1, mutex2); // Read-heavy data - use shared_mutex std::shared_lock readLock(sharedMutex); // concurrent reads std::unique_lock writeLock(sharedMutex); // exclusive write ``` **DON'T:** ```cpp // NEVER nest lock_guard - causes deadlock std::lock_guard lock1(mutex1); std::lock_guard lock2(mutex2); // DEADLOCK RISK ``` ### ModuleLoader Usage - Each `ModuleLoader` instance manages ONE module lifecycle - Don't reuse loader for multiple independent modules (causes SEGFAULT) - `reload()` safely handles state extraction and library reload - `load(path, name, isReload=true)` for hot-reload with cache bypass ## Known Issues - **TankModule.h linter bug**: A linter sometimes merges lines 35-36. If build fails with "logger not declared", check this file. ## Test Categories | Test # | Name | Duration | Description | |--------|------|----------|-------------| | 1-10 | scenario_* | ~0.01s | Basic scenarios | | 11 | ProductionHotReload | ~12s | Full hot-reload cycle | | 12 | ChaosMonkey | ~41s | Stress testing | | 13 | StressTest | ~180s | Heavy load | | 15 | MemoryLeakHunter | ~135s | 200 reload cycles | | 19 | CrossSystemIntegration | ~4s | Multi-system test | ## BgfxRenderer Module 2D rendering module using bgfx. Located in `modules/BgfxRenderer/`. ### Architecture - **RHI Layer**: Abstracts bgfx calls (`RHIDevice.h`, `BgfxDevice.cpp`) - **RenderGraph**: Topological sort with Kahn's algorithm for pass ordering - **CommandBuffer**: Records commands, executed by device at frame end - **IIO Topics**: `render:sprite`, `render:camera`, `render:debug/*` ### Build ```bash cmake -DGROVE_BUILD_BGFX_RENDERER=ON -B build cmake --build build -j4 ``` ### Documentation - `modules/BgfxRenderer/README.md` - Module overview - `docs/PLAN_BGFX_RENDERER.md` - Implementation plan ## Debugging Tools ```bash # ThreadSanitizer (detects data races, deadlocks) cmake -DGROVE_ENABLE_TSAN=ON -B build-tsan # Helgrind (alternative deadlock detector) cmake -DGROVE_ENABLE_HELGRIND=ON -B build make helgrind ```