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>
81 lines
2.5 KiB
C++
81 lines
2.5 KiB
C++
#pragma once
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#include "GameLogicModuleV2.h"
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namespace grove {
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struct EntityV3 {
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float x, y; // Position
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float vx, vy; // Velocity
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int id;
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bool collided; // From v2
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float mass; // NEW in v3: for advanced physics
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EntityV3(int _id = 0, float _x = 0.0f, float _y = 0.0f, float _vx = 0.0f, float _vy = 0.0f)
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: x(_x), y(_y), vx(_vx), vy(_vy), id(_id), collided(false), mass(1.0f) {}
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// Constructor from V2 Entity (for migration)
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EntityV3(const EntityV2& e)
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: x(e.x), y(e.y), vx(e.vx), vy(e.vy), id(e.id), collided(e.collided), mass(1.0f) {}
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};
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/**
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* GameLogicModule Version 3 - Advanced Physics
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*
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* Optimized logic:
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* - Movement with advanced physics (gravity, friction)
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* - Collision detection (from v2)
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* - NEW: Mass-based physics simulation
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* - State migration from v1 and v2
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*/
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class GameLogicModuleV3 : public IModule {
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public:
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GameLogicModuleV3();
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~GameLogicModuleV3() override = default;
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// IModule interface
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void process(const IDataNode& input) override;
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void setConfiguration(const IDataNode& configNode, IIO* io, ITaskScheduler* scheduler) override;
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const IDataNode& getConfiguration() override;
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std::unique_ptr<IDataNode> getHealthStatus() override;
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void shutdown() override;
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std::unique_ptr<IDataNode> getState() override;
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void setState(const IDataNode& state) override;
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std::string getType() const override { return "GameLogic"; }
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bool isIdle() const override { return true; }
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int getVersion() const override { return 3; }
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// V3: State migration from v1 and v2
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bool migrateStateFrom(int fromVersion, const IDataNode& oldState) override;
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// V3 specific
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void updateEntities(float dt);
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size_t getEntityCount() const { return entities_.size(); }
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const std::vector<EntityV3>& getEntities() const { return entities_; }
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private:
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void applyPhysics(EntityV3& e, float dt);
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void checkCollisions(EntityV3& e);
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std::vector<EntityV3> entities_;
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std::atomic<int> processCount_{0};
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std::atomic<int> collisionCount_{0};
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std::unique_ptr<IDataNode> config_;
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IIO* io_ = nullptr;
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ITaskScheduler* scheduler_ = nullptr;
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bool initialized_ = false;
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// Physics parameters
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float gravity_ = 9.8f;
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float friction_ = 0.99f;
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};
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} // namespace grove
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// C API for dynamic loading
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extern "C" {
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grove::IModule* createModule();
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void destroyModule(grove::IModule* module);
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}
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