## 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>
268 lines
12 KiB
C++
268 lines
12 KiB
C++
/**
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* Integration Test IT_014: UIModule Full Integration
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*
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* Tests complete UI system integration:
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* - BgfxRenderer module (rendering backend)
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* - UIModule (UI widgets and layout)
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* - TestControllerModule (simulates game logic)
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*
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* Verifies:
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* - All modules load and communicate via IIO
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* - UI events trigger game logic
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* - Game logic updates UI state
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* - Mouse/keyboard input flows correctly
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* - Tooltips and scrolling work
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*/
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#include <catch2/catch_test_macros.hpp>
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#include <grove/ModuleLoader.h>
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#include <grove/IntraIOManager.h>
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#include <grove/IntraIO.h>
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#include <grove/JsonDataNode.h>
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#include <thread>
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#include <chrono>
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#include <iostream>
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using namespace grove;
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TEST_CASE("IT_014: UIModule Full Integration", "[integration][ui][phase7]") {
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std::cout << "\n========================================\n";
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std::cout << "IT_014: UIModule Full Integration Test\n";
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std::cout << "========================================\n\n";
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auto& ioManager = IntraIOManager::getInstance();
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// Create IIO instances for each module
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auto rendererIO = ioManager.createInstance("bgfx_renderer");
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auto uiIO = ioManager.createInstance("ui_module");
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auto gameIO = ioManager.createInstance("game_logic");
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SECTION("Load all modules") {
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ModuleLoader rendererLoader;
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ModuleLoader uiLoader;
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ModuleLoader gameLoader;
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std::string rendererPath = "../modules/libBgfxRenderer.so";
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std::string uiPath = "../modules/libUIModule.so";
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std::string gamePath = "./libTestControllerModule.so";
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#ifdef _WIN32
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rendererPath = "../modules/BgfxRenderer.dll";
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uiPath = "../modules/UIModule.dll";
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gamePath = "./TestControllerModule.dll";
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#endif
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SECTION("Load BgfxRenderer") {
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std::unique_ptr<IModule> renderer;
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REQUIRE_NOTHROW(renderer = rendererLoader.load(rendererPath, "bgfx_renderer"));
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REQUIRE(renderer != nullptr);
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// Configure headless renderer
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JsonDataNode config("config");
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config.setInt("windowWidth", 800);
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config.setInt("windowHeight", 600);
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config.setString("backend", "noop"); // Headless mode
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config.setBool("vsync", false);
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REQUIRE_NOTHROW(renderer->setConfiguration(config, rendererIO.get(), nullptr));
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std::cout << "✅ BgfxRenderer loaded and configured\n";
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SECTION("Load UIModule") {
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std::unique_ptr<IModule> uiModule;
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REQUIRE_NOTHROW(uiModule = uiLoader.load(uiPath, "ui_module"));
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REQUIRE(uiModule != nullptr);
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// Configure UI with test layout
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JsonDataNode uiConfig("config");
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uiConfig.setInt("windowWidth", 800);
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uiConfig.setInt("windowHeight", 600);
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uiConfig.setString("layoutFile", "../../assets/ui/test_widgets.json");
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uiConfig.setInt("baseLayer", 1000);
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REQUIRE_NOTHROW(uiModule->setConfiguration(uiConfig, uiIO.get(), nullptr));
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std::cout << "✅ UIModule loaded and configured\n";
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SECTION("Load TestControllerModule") {
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std::unique_ptr<IModule> gameModule;
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REQUIRE_NOTHROW(gameModule = gameLoader.load(gamePath, "game_logic"));
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REQUIRE(gameModule != nullptr);
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// Configure game controller
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JsonDataNode gameConfig("config");
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gameConfig.setString("uiInstanceId", "ui_module");
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REQUIRE_NOTHROW(gameModule->setConfiguration(gameConfig, gameIO.get(), nullptr));
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std::cout << "✅ TestControllerModule loaded and configured\n";
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SECTION("Run integration loop") {
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std::cout << "\n--- Running Integration Loop ---\n";
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// Check if renderer is healthy before using it
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auto rendererHealth = renderer->getHealthStatus();
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bool rendererOK = rendererHealth &&
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rendererHealth->getString("status", "") == "healthy";
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if (!rendererOK) {
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std::cout << "⚠️ Renderer not healthy (expected for noop backend), skipping renderer process calls\n";
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}
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int clickCount = 0;
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int actionCount = 0;
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int valueChangeCount = 0;
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int hoverCount = 0;
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// Subscribe to events we want to verify with callbacks
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gameIO->subscribe("ui:click", [&](const Message& msg) {
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clickCount++;
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});
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gameIO->subscribe("ui:action", [&](const Message& msg) {
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actionCount++;
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});
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gameIO->subscribe("ui:value_changed", [&](const Message& msg) {
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valueChangeCount++;
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});
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gameIO->subscribe("ui:hover", [&](const Message& msg) {
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bool enter = msg.data->getBool("enter", false);
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if (enter) {
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hoverCount++;
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}
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});
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// Simulate 60 frames (~1 second at 60fps)
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for (int frame = 0; frame < 60; frame++) {
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// Simulate mouse movement
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if (frame == 10) {
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auto mouseMove = std::make_unique<JsonDataNode>("mouse_move");
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mouseMove->setDouble("x", 400.0);
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mouseMove->setDouble("y", 300.0);
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uiIO->publish("input:mouse:move", std::move(mouseMove));
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}
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// Simulate mouse click on button
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if (frame == 20) {
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auto mouseDown = std::make_unique<JsonDataNode>("mouse_button");
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mouseDown->setInt("button", 0);
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mouseDown->setBool("pressed", true);
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mouseDown->setDouble("x", 400.0);
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mouseDown->setDouble("y", 300.0);
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uiIO->publish("input:mouse:button", std::move(mouseDown));
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}
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if (frame == 22) {
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auto mouseUp = std::make_unique<JsonDataNode>("mouse_button");
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mouseUp->setInt("button", 0);
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mouseUp->setBool("pressed", false);
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mouseUp->setDouble("x", 400.0);
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mouseUp->setDouble("y", 300.0);
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uiIO->publish("input:mouse:button", std::move(mouseUp));
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}
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// Simulate mouse wheel
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if (frame == 30) {
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auto mouseWheel = std::make_unique<JsonDataNode>("mouse_wheel");
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mouseWheel->setDouble("delta", 1.0);
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uiIO->publish("input:mouse:wheel", std::move(mouseWheel));
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}
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// Process all modules
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JsonDataNode frameInput("input");
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frameInput.setDouble("deltaTime", 1.0 / 60.0);
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uiModule->process(frameInput);
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gameModule->process(frameInput);
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// Only call renderer if it's healthy
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if (rendererOK) {
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renderer->process(frameInput);
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}
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// Dispatch events (callbacks handle counting and logging)
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while (gameIO->hasMessages() > 0) {
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gameIO->pullAndDispatch();
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}
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// Small delay to simulate real-time
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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std::cout << "\n--- Integration Loop Complete ---\n";
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std::cout << "Events received:\n";
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std::cout << " Clicks: " << clickCount << "\n";
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std::cout << " Actions: " << actionCount << "\n";
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std::cout << " Value changes: " << valueChangeCount << "\n";
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std::cout << " Hovers: " << hoverCount << "\n";
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// In headless mode without renderer, we might not get events
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// The important thing is that the loop ran without crashing
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std::cout << "\n✅ Integration loop successful (60 frames processed without crash)\n";
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}
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SECTION("Verify module health") {
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auto uiHealth = uiModule->getHealthStatus();
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REQUIRE(uiHealth != nullptr);
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std::string uiStatus = uiHealth->getString("status", "");
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REQUIRE((uiStatus == "healthy" || uiStatus == "running"));
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auto gameHealth = gameModule->getHealthStatus();
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REQUIRE(gameHealth != nullptr);
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std::string gameStatus = gameHealth->getString("status", "");
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REQUIRE((gameStatus == "healthy" || gameStatus == "running"));
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std::cout << "✅ All modules healthy (UI: " << uiStatus << ", Game: " << gameStatus << ")\n";
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}
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SECTION("Test state save/restore") {
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// Get state from game module
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auto state = gameModule->getState();
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REQUIRE(state != nullptr);
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// Modify and restore
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gameModule->setState(*state);
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std::cout << "✅ State save/restore works\n";
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}
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// Cleanup game module BEFORE leaving scope
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std::cout << "Shutting down game module...\n";
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gameModule->shutdown();
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gameModule.reset(); // Explicitly reset before unload
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gameLoader.unload();
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std::cout << "Game module unloaded\n";
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}
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// Cleanup UI module BEFORE leaving scope
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std::cout << "Shutting down UI module...\n";
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uiModule->shutdown();
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uiModule.reset(); // Explicitly reset before unload
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uiLoader.unload();
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std::cout << "UI module unloaded\n";
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}
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// Cleanup renderer BEFORE leaving scope
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std::cout << "Shutting down renderer...\n";
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renderer->shutdown();
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renderer.reset(); // Explicitly reset before unload
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rendererLoader.unload();
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std::cout << "Renderer unloaded\n";
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}
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}
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// Small delay to let background threads settle
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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// Cleanup IIO instances
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std::cout << "Removing IIO instances...\n";
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ioManager.removeInstance("bgfx_renderer");
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ioManager.removeInstance("ui_module");
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ioManager.removeInstance("game_logic");
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std::cout << "IIO instances removed\n";
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std::cout << "\n========================================\n";
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std::cout << "✅ IT_014 PASSED - Full Integration OK\n";
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std::cout << "========================================\n";
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}
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