Major feature: Unified config/data/runtime tree system
**New System Architecture:**
- Unified data tree for config, persistent data, and runtime state
- Three separate roots: config/ (read-only + hot-reload), data/ (read-write + save), runtime/ (temporary)
- Support for modding, saves, and hot-reload in single system
**Interfaces:**
- IDataValue: Abstract data value interface (type-safe access)
- IDataNode: Tree node with navigation, search, and modification
- IDataTree: Root container with config/data/runtime management
**Concrete Implementations:**
- JsonDataValue: nlohmann::json backed value
- JsonDataNode: Full tree navigation with pattern matching & queries
- JsonDataTree: File-based JSON storage with hot-reload
**Features:**
- Pattern matching search (wildcards support)
- Property-based queries with predicates
- SHA256 hashing for validation/sync
- Hot-reload for config/ directory
- Save operations for data/ persistence
- Read-only enforcement for config/
**API Changes:**
- All namespaces changed from 'warfactory' to 'grove'
- IDataTree: Added getConfigRoot(), getDataRoot(), getRuntimeRoot()
- IDataTree: Added saveData(), saveNode() for persistence
- IDataNode: Added setChild(), removeChild(), clearChildren()
- CMakeLists.txt: Added OpenSSL dependency for hashing
**Usage:**
```cpp
auto tree = DataTreeFactory::create("json", "./gamedata");
auto config = tree->getConfigRoot(); // Read-only game config
auto data = tree->getDataRoot(); // Player saves
auto runtime = tree->getRuntimeRoot(); // Temporary state
// Hot-reload config on file changes
if (tree->reloadIfChanged()) { /* refresh modules */ }
// Save player progress
data->setChild("progress", progressNode);
tree->saveData();
```
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
116 lines
4.0 KiB
C++
116 lines
4.0 KiB
C++
#pragma once
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#include <memory>
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#include <string>
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#include <vector>
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#include <stdexcept>
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#include <spdlog/spdlog.h>
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#include <nlohmann/json.hpp>
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#include "IModuleSystem.h"
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using json = nlohmann::json;
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namespace grove {
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/**
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* @brief Factory for creating ModuleSystem implementations
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*
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* ModuleSystemFactory provides centralized creation of different execution strategies:
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* - "sequential" -> SequentialModuleSystem (debug/test, one-at-a-time execution)
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* - "threaded" -> ThreadedModuleSystem (each module in own thread)
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* - "thread_pool" -> ThreadPoolModuleSystem (tasks distributed across pool)
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* - "cluster" -> ClusterModuleSystem (distributed across machines)
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*
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* Each ModuleSystem type provides different performance characteristics while
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* maintaining the same interface, enabling progressive scaling.
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*
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* Usage:
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* ```cpp
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* auto moduleSystem = ModuleSystemFactory::create("sequential");
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* auto moduleSystem = ModuleSystemFactory::create(ModuleSystemType::THREAD_POOL);
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* auto moduleSystem = ModuleSystemFactory::createFromConfig(config);
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* ```
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*/
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class ModuleSystemFactory {
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public:
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/**
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* @brief Create ModuleSystem from string strategy name
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* @param strategy String representation of execution strategy
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* @return Unique pointer to ModuleSystem implementation
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* @throws std::invalid_argument if strategy is unknown
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*/
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static std::unique_ptr<IModuleSystem> create(const std::string& strategy);
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/**
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* @brief Create ModuleSystem from enum type
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* @param systemType ModuleSystemType enum value
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* @return Unique pointer to ModuleSystem implementation
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* @throws std::invalid_argument if type is not implemented
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*/
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static std::unique_ptr<IModuleSystem> create(ModuleSystemType systemType);
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/**
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* @brief Create ModuleSystem from JSON configuration
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* @param config JSON configuration object
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* @return Unique pointer to configured ModuleSystem
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* @throws std::invalid_argument if config is invalid
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*
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* Expected config format:
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* ```json
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* {
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* "strategy": "thread_pool",
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* "thread_count": 4,
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* "queue_size": 1000,
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* "priority": "normal"
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* }
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* ```
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*/
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static std::unique_ptr<IModuleSystem> createFromConfig(const json& config);
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/**
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* @brief Get list of available ModuleSystem strategies
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* @return Vector of supported strategy strings
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*/
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static std::vector<std::string> getAvailableStrategies();
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/**
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* @brief Check if strategy is supported
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* @param strategy Strategy string to check
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* @return True if strategy is supported
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*/
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static bool isStrategySupported(const std::string& strategy);
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/**
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* @brief Parse strategy string to enum (case-insensitive)
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* @param strategyStr String representation of strategy
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* @return ModuleSystemType enum value
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* @throws std::invalid_argument if string is invalid
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*/
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static ModuleSystemType parseStrategy(const std::string& strategyStr);
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/**
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* @brief Convert strategy enum to string
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* @param systemType ModuleSystemType enum value
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* @return String representation of strategy
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*/
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static std::string strategyToString(ModuleSystemType systemType);
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/**
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* @brief Get recommended strategy for given performance requirements
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* @param targetFPS Target frames per second (0 = no preference)
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* @param moduleCount Expected number of modules
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* @param cpuCores Available CPU cores (0 = auto-detect)
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* @return Recommended ModuleSystemType
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*/
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static ModuleSystemType getRecommendedStrategy(int targetFPS = 60,
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int moduleCount = 1,
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int cpuCores = 0);
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private:
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static std::shared_ptr<spdlog::logger> getFactoryLogger();
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static std::string toLowercase(const std::string& str);
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static int detectCpuCores();
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};
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} // namespace grove
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