PROBLEM: test_13 "Cross-System Integration" had concurrent DataNode reads removed because
getChild() and getDataRoot() return unique_ptr (ownership transfer), making concurrent
reads impossible - each read would create a copy or destroy the data.
SOLUTION: Add read-only API methods that return raw pointers without copying:
API Changes:
1. **IDataNode::getChildReadOnly(name)** → IDataNode*
- Returns raw pointer to child without copying
- Pointer valid as long as parent exists
- Enables concurrent reads without destroying tree
2. **IDataTree::getDataRootReadOnly()** → IDataNode*
- Returns raw pointer to data root without copying
- Enables concurrent access to tree data
- Complements existing getDataRoot() which returns copy
3. **JsonDataNode::getChildReadOnly()** implementation
- Returns m_children[name].get() directly
- Zero-overhead, no allocation
4. **JsonDataTree::getDataRootReadOnly()** implementation
- Returns m_root->getFirstChildByName("data") directly
- No copying, direct access
Test Changes:
- Restored TEST 5 concurrent access with IO + DataNode
- Uses getDataRootReadOnly() + getChildReadOnly() for reads
- Thread 1: Publishes IO messages concurrently
- Thread 2: Reads DataNode data concurrently (NOW WORKS!)
- Updated TEST 2 & 3 to use read-only API where appropriate
- Recreate player data before TEST 5 using read-only root access
Results:
✅ test_13 ALL TESTS PASS (5/5)
✅ TEST 5: ~100 concurrent reads successful (was 0 before)
✅ 0 errors during concurrent access
✅ True cross-system integration validated (IO + DataNode together)
This restores the original purpose of test_13: validating that IO pub/sub
and DataNode tree access work correctly together in concurrent scenarios.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
160 lines
5.0 KiB
C++
160 lines
5.0 KiB
C++
#pragma once
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#include <string>
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#include <memory>
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#include <functional>
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#include "IDataNode.h"
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namespace grove {
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/**
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* @brief Interface for the root data tree container
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*
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* Unified system for configuration, persistent data, and runtime state.
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* Supports hot-reload for config and persistence for data.
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*
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* Tree Structure:
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* - config/ : Read-only game configuration (hot-reload enabled, moddable)
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* - data/ : Persistent player data (read-write, saved to disk)
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* - runtime/ : Temporary runtime state (read-write, never saved)
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*/
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class IDataTree {
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public:
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virtual ~IDataTree() = default;
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// ========================================
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// TREE ACCESS
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// ========================================
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/**
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* @brief Get root node of the entire tree
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* @return Root node containing config/, data/, runtime/
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*
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* WARNING: This gives access to everything. Use getConfigRoot(),
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* getDataRoot(), or getRuntimeRoot() for isolated access.
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*/
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virtual std::unique_ptr<IDataNode> getRoot() = 0;
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/**
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* @brief Get node by path from root
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* @param path Path from root (e.g., "config/vehicles/tanks/heavy")
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* @return Node at path or nullptr if not found
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*/
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virtual std::unique_ptr<IDataNode> getNode(const std::string& path) = 0;
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// ========================================
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// SEPARATE ROOTS (Recommended Access Pattern)
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// ========================================
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/**
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* @brief Get config tree root (read-only, hot-reload enabled)
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* @return Config root node (config/)
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*
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* Use for: Game configuration, unit stats, modding
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*/
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virtual std::unique_ptr<IDataNode> getConfigRoot() = 0;
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/**
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* @brief Get persistent data root (read-write, saved to disk)
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* @return Data root node (data/)
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* @warning Creates a copy. Use getDataRootReadOnly() for non-destructive reads.
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*
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* Use for: Campaign progress, unlocks, player statistics
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*/
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virtual std::unique_ptr<IDataNode> getDataRoot() = 0;
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/**
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* @brief Get persistent data root (read-only, no copy)
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* @return Raw pointer to data root node (data/)
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* @note Pointer is valid as long as the tree exists
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*
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* Use for: Reading data without making copies
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*/
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virtual IDataNode* getDataRootReadOnly() = 0;
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/**
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* @brief Get runtime data root (read-write, never saved)
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* @return Runtime root node (runtime/)
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*
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* Use for: Current game state, temporary calculations, caches
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*/
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virtual std::unique_ptr<IDataNode> getRuntimeRoot() = 0;
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// ========================================
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// SAVE OPERATIONS
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// ========================================
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/**
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* @brief Save all persistent data to disk
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* @return true if save succeeded
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*
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* Saves the entire data/ subtree to disk. Does not affect config/ or runtime/.
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*/
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virtual bool saveData() = 0;
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/**
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* @brief Save specific node and its subtree
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* @param path Path to node to save (e.g., "data/campaign/progress")
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* @return true if save succeeded
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*
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* Allows granular saves for performance. Only works for data/ paths.
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*/
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virtual bool saveNode(const std::string& path) = 0;
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// ========================================
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// LOAD OPERATIONS
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// ========================================
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/**
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* @brief Load a specific config file into the config tree
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* @param filename Filename relative to config/ directory
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* @return true if loaded successfully
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*
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* Example: loadConfigFile("gameplay.json") loads config/gameplay.json
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*/
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virtual bool loadConfigFile(const std::string& filename) = 0;
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/**
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* @brief Load all files from the data/ directory
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* @return true if loaded successfully
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*
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* Recursively loads all JSON files from the data/ directory
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*/
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virtual bool loadDataDirectory() = 0;
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// ========================================
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// HOT-RELOAD (Config Only)
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// ========================================
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/**
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* @brief Check if config files have changed
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* @return true if changes detected in config/
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*/
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virtual bool checkForChanges() = 0;
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/**
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* @brief Reload config tree if files changed
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* @return true if reload was performed
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*
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* Only reloads config/. Does not affect data/ or runtime/.
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*/
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virtual bool reloadIfChanged() = 0;
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/**
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* @brief Register callback for when config is reloaded
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* @param callback Function called after successful config reload
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*/
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virtual void onTreeReloaded(std::function<void()> callback) = 0;
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// ========================================
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// METADATA
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// ========================================
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/**
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* @brief Get tree implementation type
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* @return Type identifier (e.g., "JSONDataTree", "DatabaseDataTree")
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*/
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virtual std::string getType() = 0;
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};
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} // namespace grove
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