## Breaking Change
IIO API redesigned from manual pull+if-forest to callback dispatch.
All modules must update their subscribe() calls to pass handlers.
### Before (OLD API)
```cpp
io->subscribe("input:mouse");
void process(...) {
while (io->hasMessages()) {
auto msg = io->pullMessage();
if (msg.topic == "input:mouse") {
handleMouse(msg);
} else if (msg.topic == "input:keyboard") {
handleKeyboard(msg);
}
}
}
```
### After (NEW API)
```cpp
io->subscribe("input:mouse", [this](const Message& msg) {
handleMouse(msg);
});
void process(...) {
while (io->hasMessages()) {
io->pullAndDispatch(); // Callbacks invoked automatically
}
}
```
## Changes
**Core API (include/grove/IIO.h)**
- Added: `using MessageHandler = std::function<void(const Message&)>`
- Changed: `subscribe()` now requires `MessageHandler` callback parameter
- Changed: `subscribeLowFreq()` now requires `MessageHandler` callback
- Removed: `pullMessage()`
- Added: `pullAndDispatch()` - pulls and auto-dispatches to handlers
**Implementation (src/IntraIO.cpp)**
- Store callbacks in `Subscription.handler`
- `pullAndDispatch()` matches topic against ALL subscriptions (not just first)
- Fixed: Regex pattern compilation supports both wildcards (*) and regex (.*)
- Performance: ~1000 msg/s throughput (unchanged from before)
**Files Updated**
- 31 test/module files migrated to callback API (via parallel agents)
- 8 documentation files updated (DEVELOPER_GUIDE, USER_GUIDE, module READMEs)
## Bugs Fixed During Migration
1. **pullAndDispatch() early return bug**: Was only calling FIRST matching handler
- Fix: Loop through ALL subscriptions, invoke all matching handlers
2. **Regex pattern compilation bug**: Pattern "player:.*" failed to match
- Fix: Detect ".*" in pattern → use as regex, otherwise escape and convert wildcards
## Testing
✅ test_11_io_system: PASSED (IIO pub/sub, pattern matching, batching)
✅ test_threaded_module_system: 6/6 PASSED
✅ test_threaded_stress: 5/5 PASSED (50 modules, 100x reload, concurrent ops)
✅ test_12_datanode: PASSED
✅ 10 TopicTree scenarios: 10/10 PASSED
✅ benchmark_e2e: ~1000 msg/s throughput
Total: 23+ tests passing
## Performance Impact
No performance regression from callback dispatch:
- IIO throughput: ~1000 msg/s (same as before)
- ThreadedModuleSystem: Speedup ~1.0x (barrier pattern expected)
## Migration Guide
For all modules using IIO:
1. Update subscribe() calls to include handler lambda
2. Replace pullMessage() loops with pullAndDispatch()
3. Move topic-specific logic from if-forest into callbacks
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
162 lines
4.4 KiB
C++
162 lines
4.4 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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// Pull and dispatch all pending messages (callbacks invoked automatically)
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if (io) {
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while (io->hasMessages() > 0) {
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io->pullAndDispatch();
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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 with callback
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if (io) {
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io->subscribe("config:gameplay:changed", [this](const Message& msg) {
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handleConfigChange();
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});
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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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