Fixed two critical race conditions that prevented multi-threaded module execution: ## Bug #1: ThreadedModuleSystem::registerModule() race condition **Symptom:** Deadlock on first processModules() call **Root Cause:** Worker thread started before being added to workers vector **Fix:** Add worker to vector BEFORE spawning thread (src/ThreadedModuleSystem.cpp:102-108) Before: - Create worker → Start thread → Add to vector (RACE!) - Thread accesses workers[index] before push_back completes After: - Create worker → Add to vector → Start thread (SAFE) - Thread guaranteed to find worker in vector ## Bug #2: stillhammer::createLogger() race condition **Symptom:** Deadlock when multiple threads create loggers simultaneously **Root Cause:** Check-then-register pattern without mutex protection **Fix:** Added static mutex around spdlog::get() + register_logger() (external/StillHammer/logger/src/Logger.cpp:94-96) Before: - Thread 1: check → create → register - Thread 2: check → create → register (RACE on spdlog registry!) After: - Mutex protects entire check-then-register critical section ## Validation & Testing Added comprehensive test suite: - test_threaded_module_system.cpp (6 unit tests) - test_threaded_stress.cpp (5 stress tests: 50 modules × 1000 frames) - test_logger_threadsafe.cpp (concurrent logger creation) - benchmark_threaded_vs_sequential.cpp (performance comparison) - docs/THREADED_MODULE_SYSTEM_VALIDATION.md (full validation report) All tests passing (100%): - ThreadedModuleSystem: ✅ 0.15s - ThreadedStress: ✅ 7.64s - LoggerThreadSafe: ✅ 0.13s ## Impact ThreadedModuleSystem now PRODUCTION READY: - Thread-safe module registration - Stable parallel execution (validated with 50,000+ operations) - Hot-reload working (100 cycles tested) - Logger thread-safe for concurrent module initialization Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
138 lines
6.2 KiB
Markdown
138 lines
6.2 KiB
Markdown
# GroveEngine - Claude Code Context
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## Project Overview
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GroveEngine is a C++17 hot-reload module system for game engines. It supports dynamic loading/unloading of modules (.so) with state preservation during hot-reload.
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## Documentation
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**For developers using GroveEngine:**
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- **[DEVELOPER_GUIDE.md](docs/DEVELOPER_GUIDE.md)** - Complete guide to building applications with GroveEngine (modules, IIO topics, examples)
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- **[USER_GUIDE.md](docs/USER_GUIDE.md)** - Core module system, hot-reload, IIO communication basics
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**Module-specific:**
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- **[BgfxRenderer README](modules/BgfxRenderer/README.md)** - 2D rendering module (sprites, text, tilemap, particles)
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- **[InputModule README](modules/InputModule/README.md)** - Input handling (mouse, keyboard, gamepad)
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- **[UIModule README](modules/UIModule/README.md)** - User interface system overview
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**UIModule Documentation (⚠️ READ BEFORE WORKING ON UI):**
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- **[UI Widgets](docs/UI_WIDGETS.md)** - Widget properties, JSON configuration, custom widgets
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- **[UI Topics](docs/UI_TOPICS.md)** - IIO topics reference and usage patterns
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- **[UI Architecture](docs/UI_ARCHITECTURE.md)** - Threading model, limitations, design principles
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- **[UI Rendering](docs/UI_RENDERING.md)** - Retained mode rendering architecture
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## Module Systems
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| System | Status | Description | Use Case |
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|--------|--------|-------------|----------|
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| **SequentialModuleSystem** | ✅ Production Ready | Single-threaded, one module at a time | Debug, testing |
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| **ThreadedModuleSystem** | ✅ Phase 2 Complete | One thread per module (parallel execution) | 2-8 modules, ≤30 FPS |
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| **ThreadPoolModuleSystem** | 🚧 Planned (Phase 3) | Shared worker pool, work stealing | High performance (>30 FPS) |
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| **ClusterModuleSystem** | 🚧 Planned (Phase 4) | Distributed across machines | MMO scale |
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## Available Modules
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| Module | Status | Description | Build Flag |
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|--------|--------|-------------|------------|
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| **BgfxRenderer** | ✅ Phase 7-8 Complete | 2D rendering (sprites, text, tilemap, particles) | `-DGROVE_BUILD_BGFX_RENDERER=ON` |
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| **UIModule** | ✅ Phase 7 Complete | UI widgets (buttons, panels, scrolling, tooltips) | `-DGROVE_BUILD_UI_MODULE=ON` |
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| **InputModule** | ✅ Production Ready | Input handling (mouse, keyboard, SDL backend) | `-DGROVE_BUILD_INPUT_MODULE=ON` |
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**Integration:** All modules communicate via IIO topics. See [DEVELOPER_GUIDE.md](docs/DEVELOPER_GUIDE.md) for complete IIO topics reference.
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## Build & Test
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```bash
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# Build core only
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cmake -B build && cmake --build build -j4
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# Build with all modules
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cmake -B build -DGROVE_BUILD_BGFX_RENDERER=ON -DGROVE_BUILD_UI_MODULE=ON -DGROVE_BUILD_INPUT_MODULE=ON
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cmake --build build -j4
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# Run all tests (23+ tests)
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cd build && ctest --output-on-failure
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# Run visual tests (IMPORTANT: always run from project root for correct asset paths)
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./build/tests/test_ui_showcase # UI showcase with all widgets
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./build/tests/test_renderer_showcase # Renderer showcase (sprites, text, particles)
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# Build with ThreadSanitizer
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cmake -DGROVE_ENABLE_TSAN=ON -B build-tsan
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cmake --build build-tsan -j4
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```
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## Architecture
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### Key Components
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- **ModuleLoader**: Handles dlopen/dlclose of .so modules with hot-reload support
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- **SequentialModuleSystem**: Single-threaded module execution for testing
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- **IntraIOManager**: Inter-module communication with pub/sub routing
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- **TopicTree**: O(k) topic matching with wildcard support
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### Thread Safety Patterns
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See `docs/coding_guidelines.md` for detailed synchronization guidelines.
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**DO:**
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```cpp
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// Multiple mutexes - use scoped_lock (deadlock-free)
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std::scoped_lock lock(mutex1, mutex2);
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// Read-heavy data - use shared_mutex
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std::shared_lock readLock(sharedMutex); // concurrent reads
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std::unique_lock writeLock(sharedMutex); // exclusive write
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```
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**DON'T:**
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```cpp
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// NEVER nest lock_guard - causes deadlock
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std::lock_guard lock1(mutex1);
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std::lock_guard lock2(mutex2); // DEADLOCK RISK
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```
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### ModuleLoader Usage
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- Each `ModuleLoader` instance manages ONE module lifecycle
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- Don't reuse loader for multiple independent modules (causes SEGFAULT)
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- `reload()` safely handles state extraction and library reload
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- `load(path, name, isReload=true)` for hot-reload with cache bypass
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## Known Issues
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- **TankModule.h linter bug**: A linter sometimes merges lines 35-36. If build fails with "logger not declared", check this file.
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## Test Categories
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| Test # | Name | Duration | Description |
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|--------|------|----------|-------------|
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| 1-10 | scenario_* | ~0.01s | Basic scenarios |
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| 11 | ProductionHotReload | ~12s | Full hot-reload cycle |
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| 12 | ChaosMonkey | ~41s | Stress testing |
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| 13 | StressTest | ~180s | Heavy load |
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| 15 | MemoryLeakHunter | ~135s | 200 reload cycles |
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| 19 | CrossSystemIntegration | ~4s | Multi-system test |
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## Module Architecture Quick Reference
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### BgfxRenderer
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- **RHI Layer**: Abstracts bgfx calls (`RHIDevice.h`, `BgfxDevice.cpp`)
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- **RenderGraph**: Topological sort with Kahn's algorithm for pass ordering
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- **CommandBuffer**: Records commands, executed by device at frame end
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- **IIO Topics**: `render:sprite`, `render:text`, `render:tilemap`, `render:particle`, `render:camera`, `render:clear`, `render:debug/*`
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### UIModule
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- **UIRenderer**: Publishes render commands to BgfxRenderer via IIO (layer 1000+)
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- **Widgets**: UIButton, UIPanel, UILabel, UICheckbox, UISlider, UITextInput, UIProgressBar, UIImage, UIScrollPanel, UITooltip
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- **IIO Topics**: Consumes `input:*`, `ui:set_text`, `ui:set_visible`; publishes `ui:click`, `ui:action`, `ui:value_changed`, etc.
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- **⚠️ Before modifying UI code:** Read [UI Architecture](docs/UI_ARCHITECTURE.md) for threading model, [UI Widgets](docs/UI_WIDGETS.md) for widget properties, [UI Topics](docs/UI_TOPICS.md) for IIO patterns
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### InputModule
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- **Backends**: SDLBackend (mouse, keyboard, gamepad Phase 2)
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- **Thread-safe**: Event buffering with lock-free design
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- **IIO Topics**: `input:mouse:*`, `input:keyboard:*`, `input:gamepad:*`
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## Debugging Tools
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```bash
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# ThreadSanitizer (detects data races, deadlocks)
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cmake -DGROVE_ENABLE_TSAN=ON -B build-tsan
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# Helgrind (alternative deadlock detector)
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cmake -DGROVE_ENABLE_HELGRIND=ON -B build
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make helgrind
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```
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