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3.0 KiB
GroveEngine - Claude Code Context
Project Overview
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.
Build & Test
# Build
cmake -B build && cmake --build build -j4
# Run all tests (23 tests)
cd build && ctest --output-on-failure
# Build with ThreadSanitizer
cmake -DGROVE_ENABLE_TSAN=ON -B build-tsan
cmake --build build-tsan -j4
Architecture
Key Components
- ModuleLoader: Handles dlopen/dlclose of .so modules with hot-reload support
- SequentialModuleSystem: Single-threaded module execution for testing
- IntraIOManager: Inter-module communication with pub/sub routing
- TopicTree: O(k) topic matching with wildcard support
Thread Safety Patterns
See docs/coding_guidelines.md for detailed synchronization guidelines.
DO:
// Multiple mutexes - use scoped_lock (deadlock-free)
std::scoped_lock lock(mutex1, mutex2);
// Read-heavy data - use shared_mutex
std::shared_lock readLock(sharedMutex); // concurrent reads
std::unique_lock writeLock(sharedMutex); // exclusive write
DON'T:
// NEVER nest lock_guard - causes deadlock
std::lock_guard lock1(mutex1);
std::lock_guard lock2(mutex2); // DEADLOCK RISK
ModuleLoader Usage
- Each
ModuleLoaderinstance manages ONE module lifecycle - Don't reuse loader for multiple independent modules (causes SEGFAULT)
reload()safely handles state extraction and library reloadload(path, name, isReload=true)for hot-reload with cache bypass
Known Issues
- TankModule.h linter bug: A linter sometimes merges lines 35-36. If build fails with "logger not declared", check this file.
Test Categories
| Test # | Name | Duration | Description |
|---|---|---|---|
| 1-10 | scenario_* | ~0.01s | Basic scenarios |
| 11 | ProductionHotReload | ~12s | Full hot-reload cycle |
| 12 | ChaosMonkey | ~41s | Stress testing |
| 13 | StressTest | ~180s | Heavy load |
| 15 | MemoryLeakHunter | ~135s | 200 reload cycles |
| 19 | CrossSystemIntegration | ~4s | Multi-system test |
BgfxRenderer Module
2D rendering module using bgfx. Located in modules/BgfxRenderer/.
Architecture
- RHI Layer: Abstracts bgfx calls (
RHIDevice.h,BgfxDevice.cpp) - RenderGraph: Topological sort with Kahn's algorithm for pass ordering
- CommandBuffer: Records commands, executed by device at frame end
- IIO Topics:
render:sprite,render:camera,render:debug/*
Build
cmake -DGROVE_BUILD_BGFX_RENDERER=ON -B build
cmake --build build -j4
Documentation
modules/BgfxRenderer/README.md- Module overviewdocs/PLAN_BGFX_RENDERER.md- Implementation plan
Debugging Tools
# ThreadSanitizer (detects data races, deadlocks)
cmake -DGROVE_ENABLE_TSAN=ON -B build-tsan
# Helgrind (alternative deadlock detector)
cmake -DGROVE_ENABLE_HELGRIND=ON -B build
make helgrind