GroveEngine/tests/modules/GameLogicModuleV2.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

74 lines
2.2 KiB
C++

#pragma once
#include "GameLogicModuleV1.h"
namespace grove {
struct EntityV2 {
float x, y; // Position
float vx, vy; // Velocity
int id;
bool collided; // NEW in v2: collision flag
EntityV2(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), collided(false) {}
// Constructor from V1 Entity (for migration)
EntityV2(const Entity& e)
: x(e.x), y(e.y), vx(e.vx), vy(e.vy), id(e.id), collided(false) {}
};
/**
* GameLogicModule Version 2 - Collision Detection
*
* Enhanced logic:
* - Movement (same as v1)
* - NEW: Collision detection with boundaries
* - State migration from v1 (add collision flags)
*/
class GameLogicModuleV2 : public IModule {
public:
GameLogicModuleV2();
~GameLogicModuleV2() 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 2; }
// V2: State migration from v1
bool migrateStateFrom(int fromVersion, const IDataNode& oldState) override;
// V2 specific
void updateEntities(float dt);
size_t getEntityCount() const { return entities_.size(); }
const std::vector<EntityV2>& getEntities() const { return entities_; }
private:
void checkCollisions(EntityV2& e);
std::vector<EntityV2> entities_;
std::atomic<int> processCount_{0};
std::atomic<int> collisionCount_{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);
}