Implémentation complète du scénario 11 (IO System Stress Test) avec correction majeure de l'architecture de routing IntraIO. ## Nouveaux Modules de Test (Scenario 11) - ProducerModule: Publie messages pour tests IO - ConsumerModule: Consomme et valide messages reçus - BroadcastModule: Test multi-subscriber broadcasting - BatchModule: Test low-frequency batching - IOStressModule: Tests de charge concurrents ## Test d'Intégration - test_11_io_system.cpp: 6 tests validant: * Basic Publish-Subscribe * Pattern Matching avec wildcards * Multi-Module Routing (1-to-many) * Low-Frequency Subscriptions (batching) * Backpressure & Queue Overflow * Thread Safety (concurrent pub/pull) ## Fix Architecture Critique: IntraIO Routing **Problème**: IntraIO::publish() et subscribe() n'utilisaient PAS IntraIOManager pour router entre modules. **Solution**: Utilisation de JSON comme format de transport intermédiaire - IntraIO::publish() → extrait JSON → IntraIOManager::routeMessage() - IntraIO::subscribe() → enregistre au IntraIOManager::registerSubscription() - IntraIOManager::routeMessage() → copie JSON pour chaque subscriber → deliverMessage() **Bénéfices**: - ✅ Routing centralisé fonctionnel - ✅ Support 1-to-many (copie JSON au lieu de move unique_ptr) - ✅ Pas besoin d'implémenter IDataNode::clone() - ✅ Compatible futur NetworkIO (JSON sérialisable) ## Modules Scenario 13 (Cross-System) - ConfigWatcherModule, PlayerModule, EconomyModule, MetricsModule - test_13_cross_system.cpp (stub) ## Documentation - CLAUDE_NEXT_SESSION.md: Instructions détaillées pour build/test 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
162 lines
4.3 KiB
C++
162 lines
4.3 KiB
C++
#include "PlayerModule.h"
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#include <iostream>
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namespace grove {
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PlayerModule::PlayerModule() {
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std::cout << "[PlayerModule] Constructor" << std::endl;
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}
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PlayerModule::~PlayerModule() {
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std::cout << "[PlayerModule] Destructor" << std::endl;
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}
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void PlayerModule::process(const IDataNode& input) {
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// Process incoming messages from IO
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if (io && io->hasMessages() > 0) {
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auto msg = io->pullMessage();
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if (msg.topic.find("config:") == 0) {
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handleConfigChange();
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}
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}
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}
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void PlayerModule::setConfiguration(const IDataNode& configNode, IIO* ioPtr, ITaskScheduler* schedulerPtr) {
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std::cout << "[PlayerModule] setConfiguration called" << std::endl;
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this->io = ioPtr;
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this->scheduler = schedulerPtr;
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// Store config
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config = std::make_unique<JsonDataNode>("config", nlohmann::json::object());
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// Subscribe to config changes
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if (io) {
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io->subscribe("config:gameplay:changed");
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}
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}
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const IDataNode& PlayerModule::getConfiguration() {
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if (!config) {
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config = std::make_unique<JsonDataNode>("config", nlohmann::json::object());
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}
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return *config;
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}
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std::unique_ptr<IDataNode> PlayerModule::getHealthStatus() {
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nlohmann::json health = {
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{"status", "healthy"},
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{"gold", gold},
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{"level", level},
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{"playerName", playerName}
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};
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return std::make_unique<JsonDataNode>("health", health);
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}
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void PlayerModule::shutdown() {
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std::cout << "[PlayerModule] Shutdown - Level: " << level << ", Gold: " << gold << std::endl;
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}
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std::unique_ptr<IDataNode> PlayerModule::getState() {
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nlohmann::json inventoryJson = nlohmann::json::array();
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for (const auto& item : inventory) {
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inventoryJson.push_back(item);
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}
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nlohmann::json state = {
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{"gold", gold},
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{"level", level},
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{"playerName", playerName},
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{"inventory", inventoryJson}
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};
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return std::make_unique<JsonDataNode>("state", state);
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}
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void PlayerModule::setState(const IDataNode& state) {
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gold = state.getInt("gold", 1000);
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level = state.getInt("level", 1);
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playerName = state.getString("playerName", "Player1");
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// Restore inventory
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inventory.clear();
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auto stateData = state.getData();
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if (stateData && stateData->has("inventory")) {
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auto invData = stateData->get("inventory");
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if (invData && invData->isArray()) {
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size_t size = invData->size();
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for (size_t i = 0; i < size; i++) {
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auto item = invData->get(i);
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if (item && item->isString()) {
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inventory.push_back(item->asString());
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}
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}
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}
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}
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std::cout << "[PlayerModule] State restored - Level: " << level << ", Gold: " << gold << std::endl;
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}
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void PlayerModule::setDataTree(IDataTree* treePtr) {
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this->tree = treePtr;
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}
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void PlayerModule::handleConfigChange() {
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std::cout << "[PlayerModule] Handling config change" << std::endl;
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if (!tree) return;
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// Read new config
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auto configRoot = tree->getConfigRoot();
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auto gameplay = configRoot->getChild("gameplay");
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if (gameplay) {
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double hpMultiplier = gameplay->getDouble("hpMultiplier", 1.0);
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std::string difficulty = gameplay->getString("difficulty", "normal");
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std::cout << "[PlayerModule] Config updated - Difficulty: " << difficulty
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<< ", HP Mult: " << hpMultiplier << std::endl;
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}
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}
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void PlayerModule::savePlayerData() {
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if (!tree) return;
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auto dataRoot = tree->getDataRoot();
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nlohmann::json profileData = {
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{"name", playerName},
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{"level", level},
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{"gold", gold}
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};
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auto profile = std::make_unique<JsonDataNode>("profile", profileData);
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// This would save to data/player/profile
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std::cout << "[PlayerModule] Saving player data" << std::endl;
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}
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void PlayerModule::publishLevelUp() {
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if (!io) return;
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nlohmann::json data = {
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{"event", "level_up"},
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{"newLevel", level},
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{"goldBonus", 500}
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};
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auto dataNode = std::make_unique<JsonDataNode>("levelUp", data);
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io->publish("player:level_up", std::move(dataNode));
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std::cout << "[PlayerModule] Published level up event" << std::endl;
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}
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} // namespace grove
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// Export C API
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extern "C" {
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grove::IModule* createModule() {
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return new grove::PlayerModule();
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}
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}
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