Major feature: Unified config/data/runtime tree system
**New System Architecture:**
- Unified data tree for config, persistent data, and runtime state
- Three separate roots: config/ (read-only + hot-reload), data/ (read-write + save), runtime/ (temporary)
- Support for modding, saves, and hot-reload in single system
**Interfaces:**
- IDataValue: Abstract data value interface (type-safe access)
- IDataNode: Tree node with navigation, search, and modification
- IDataTree: Root container with config/data/runtime management
**Concrete Implementations:**
- JsonDataValue: nlohmann::json backed value
- JsonDataNode: Full tree navigation with pattern matching & queries
- JsonDataTree: File-based JSON storage with hot-reload
**Features:**
- Pattern matching search (wildcards support)
- Property-based queries with predicates
- SHA256 hashing for validation/sync
- Hot-reload for config/ directory
- Save operations for data/ persistence
- Read-only enforcement for config/
**API Changes:**
- All namespaces changed from 'warfactory' to 'grove'
- IDataTree: Added getConfigRoot(), getDataRoot(), getRuntimeRoot()
- IDataTree: Added saveData(), saveNode() for persistence
- IDataNode: Added setChild(), removeChild(), clearChildren()
- CMakeLists.txt: Added OpenSSL dependency for hashing
**Usage:**
```cpp
auto tree = DataTreeFactory::create("json", "./gamedata");
auto config = tree->getConfigRoot(); // Read-only game config
auto data = tree->getDataRoot(); // Player saves
auto runtime = tree->getRuntimeRoot(); // Temporary state
// Hot-reload config on file changes
if (tree->reloadIfChanged()) { /* refresh modules */ }
// Save player progress
data->setChild("progress", progressNode);
tree->saveData();
```
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
38 lines
955 B
C++
38 lines
955 B
C++
#pragma once
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#include <unordered_map>
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#include <memory>
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#include <string>
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#include <nlohmann/json.hpp>
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using json = nlohmann::json;
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namespace grove {
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class ASerializable;
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class SerializationRegistry {
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private:
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std::unordered_map<std::string, ASerializable*> registered_objects;
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SerializationRegistry() = default;
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public:
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static SerializationRegistry& getInstance();
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void registerObject(const std::string& instance_id, ASerializable* object);
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void unregisterObject(const std::string& instance_id);
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json serializeAll() const;
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void deserializeAll(const json& data);
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json serializeObject(const std::string& instance_id) const;
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void deserializeObject(const std::string& instance_id, const json& data);
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size_t getRegisteredCount() const { return registered_objects.size(); }
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std::vector<std::string> getRegisteredIds() const;
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void clear();
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};
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} // namespace grove
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