GroveEngine/tests/modules/GameLogicModuleV1.h
StillHammer 9105610b29 feat: Add integration tests 8-10 & fix CTest configuration
Added three new integration test scenarios:
- Test 08: Config Hot-Reload (dynamic configuration updates)
- Test 09: Module Dependencies (dependency injection & cascade reload)
- Test 10: Multi-Version Coexistence (canary deployment & progressive migration)

Fixes:
- Fixed CTest working directory for all tests (add WORKING_DIRECTORY)
- Fixed module paths to use relative paths (./ prefix)
- Fixed IModule.h comments for clarity

New test modules:
- ConfigurableModule (for config reload testing)
- BaseModule, DependentModule, IndependentModule (for dependency testing)
- GameLogicModuleV1/V2/V3 (for multi-version testing)

Test coverage now includes 10 comprehensive integration scenarios covering
hot-reload, chaos testing, stress testing, race conditions, memory leaks,
error recovery, limits, config reload, dependencies, and multi-versioning.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-19 07:34:15 +08:00

67 lines
1.9 KiB
C++

#pragma once
#include "grove/IModule.h"
#include <vector>
#include <memory>
#include <atomic>
#include <cmath>
namespace grove {
struct Entity {
float x, y; // Position
float vx, vy; // Velocity
int id;
Entity(int _id = 0, float _x = 0.0f, float _y = 0.0f, float _vx = 0.0f, float _vy = 0.0f)
: x(_x), y(_y), vx(_vx), vy(_vy), id(_id) {}
};
/**
* GameLogicModule Version 1 - Baseline
*
* Simple movement logic:
* - Update position: x += vx * dt, y += vy * dt
* - No collision detection
* - Basic state management
*/
class GameLogicModuleV1 : public IModule {
public:
GameLogicModuleV1();
~GameLogicModuleV1() override = default;
// IModule interface
void process(const IDataNode& input) override;
void setConfiguration(const IDataNode& configNode, IIO* io, ITaskScheduler* scheduler) override;
const IDataNode& getConfiguration() override;
std::unique_ptr<IDataNode> getHealthStatus() override;
void shutdown() override;
std::unique_ptr<IDataNode> getState() override;
void setState(const IDataNode& state) override;
std::string getType() const override { return "GameLogic"; }
bool isIdle() const override { return true; }
int getVersion() const override { return 1; }
// V1 specific
void updateEntities(float dt);
size_t getEntityCount() const { return entities_.size(); }
const std::vector<Entity>& getEntities() const { return entities_; }
protected:
std::vector<Entity> entities_;
std::atomic<int> processCount_{0};
std::unique_ptr<IDataNode> config_;
IIO* io_ = nullptr;
ITaskScheduler* scheduler_ = nullptr;
bool initialized_ = false;
};
} // namespace grove
// C API for dynamic loading
extern "C" {
grove::IModule* createModule();
void destroyModule(grove::IModule* module);
}