GroveEngine/include/grove/IModuleSystem.h
StillHammer c01e00559b Refactor: Replace JSON with IDataNode abstraction in all interfaces
Major architectural improvement to decouple interfaces from JSON implementation:

**New Abstractions:**
- Created IDataValue interface for type-safe data access
- All interfaces now use IDataNode instead of nlohmann::json
- Enables future backend flexibility (JSON, MessagePack, etc.)

**Updated Interfaces:**
- ISerializable: serialize() returns IDataNode, deserialize() takes IDataNode
- IModule: process(), getState(), setState(), getHealthStatus() use IDataNode
- IIO: Message struct and publish() use IDataNode
- ITaskScheduler: scheduleTask() and getCompletedTask() use IDataNode
- IModuleSystem: queryModule() uses IDataNode
- IEngine: Removed JSON dependency
- IDataNode: getData(), setData(), queryByProperty() use IDataValue

**Benefits:**
- Clean separation between interface and implementation
- No JSON leakage into public APIs
- Easier testing and mocking
- Potential for multiple backend implementations
- Better encapsulation and abstraction

**Note:** Concrete implementations still use JSON internally -
this is an interface-only refactoring for better architecture.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-28 12:38:11 +08:00

92 lines
3.1 KiB
C++

#pragma once
#include <string>
#include <memory>
#include "ITaskScheduler.h"
// Forward declarations to avoid circular dependencies
namespace warfactory {
class IModule;
class IIO;
}
namespace warfactory {
enum class ModuleSystemType {
SEQUENTIAL = 0,
THREADED = 1,
THREAD_POOL = 2,
CLUSTER = 3
};
/**
* @brief Module execution strategy interface - swappable performance architecture
*
* The module system manages module lifecycle and execution strategy.
* Different implementations provide different performance characteristics:
*
* - SequentialModuleSystem: Debug/test mode, processes modules one at a time
* - ThreadedModuleSystem: Each module in its own thread
* - MultithreadedModuleSystem: Module tasks distributed across thread pool
* - ClusterModuleSystem: Modules distributed across multiple machines
*
* This enables progressive evolution from debug to production to MMO scale
* without changing any module business logic code.
*
* Inherits from ITaskScheduler to provide task delegation capabilities.
*/
class IModuleSystem : public ITaskScheduler {
public:
virtual ~IModuleSystem() = default;
/**
* @brief Register a module with the system
* @param name Unique identifier for the module
* @param module Module implementation (unique ownership)
*
* The module system takes ownership of the module and manages its lifecycle.
* Modules can be registered at any time and will participate in the next
* processing cycle.
*/
virtual void registerModule(const std::string& name, std::unique_ptr<IModule> module) = 0;
/**
* @brief Process all registered modules
* @param deltaTime Time elapsed since last processing cycle in seconds
*
* This is the core execution method that coordinates all modules according
* to the implemented strategy. Each module's process() method will be called
* with appropriate timing and coordination.
*/
virtual void processModules(float deltaTime) = 0;
/**
* @brief Set the IO layer for inter-module communication
* @param ioLayer Communication transport implementation (unique ownership)
*
* The module system takes ownership of the IO layer and uses it to
* facilitate communication between modules.
*/
virtual void setIOLayer(std::unique_ptr<IIO> ioLayer) = 0;
/**
* @brief Query a specific module directly
* @param name Name of the module to query
* @param input Input data to send to the module
* @return Response data from the module
*
* This provides direct access to module functionality for debugging,
* testing, or administrative purposes. The query bypasses normal
* execution flow and calls the module's process() method directly.
*/
virtual std::unique_ptr<IDataNode> queryModule(const std::string& name, const IDataNode& input) = 0;
/**
* @brief Get module system type identifier
* @return Module system type enum value for identification
*/
virtual ModuleSystemType getType() const = 0;
};
} // namespace warfactory