GroveEngine/tests/modules/PlayerModule.cpp
StillHammer 1b7703f07b feat(IIO)!: BREAKING CHANGE - Callback-based message dispatch
## 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>
2026-01-19 14:19:27 +07:00

162 lines
4.4 KiB
C++

#include "PlayerModule.h"
#include <iostream>
namespace grove {
PlayerModule::PlayerModule() {
std::cout << "[PlayerModule] Constructor" << std::endl;
}
PlayerModule::~PlayerModule() {
std::cout << "[PlayerModule] Destructor" << std::endl;
}
void PlayerModule::process(const IDataNode& input) {
// Pull and dispatch all pending messages (callbacks invoked automatically)
if (io) {
while (io->hasMessages() > 0) {
io->pullAndDispatch();
}
}
}
void PlayerModule::setConfiguration(const IDataNode& configNode, IIO* ioPtr, ITaskScheduler* schedulerPtr) {
std::cout << "[PlayerModule] setConfiguration called" << std::endl;
this->io = ioPtr;
this->scheduler = schedulerPtr;
// Store config
config = std::make_unique<JsonDataNode>("config", nlohmann::json::object());
// Subscribe to config changes with callback
if (io) {
io->subscribe("config:gameplay:changed", [this](const Message& msg) {
handleConfigChange();
});
}
}
const IDataNode& PlayerModule::getConfiguration() {
if (!config) {
config = std::make_unique<JsonDataNode>("config", nlohmann::json::object());
}
return *config;
}
std::unique_ptr<IDataNode> PlayerModule::getHealthStatus() {
nlohmann::json health = {
{"status", "healthy"},
{"gold", gold},
{"level", level},
{"playerName", playerName}
};
return std::make_unique<JsonDataNode>("health", health);
}
void PlayerModule::shutdown() {
std::cout << "[PlayerModule] Shutdown - Level: " << level << ", Gold: " << gold << std::endl;
}
std::unique_ptr<IDataNode> PlayerModule::getState() {
nlohmann::json inventoryJson = nlohmann::json::array();
for (const auto& item : inventory) {
inventoryJson.push_back(item);
}
nlohmann::json state = {
{"gold", gold},
{"level", level},
{"playerName", playerName},
{"inventory", inventoryJson}
};
return std::make_unique<JsonDataNode>("state", state);
}
void PlayerModule::setState(const IDataNode& state) {
gold = state.getInt("gold", 1000);
level = state.getInt("level", 1);
playerName = state.getString("playerName", "Player1");
// Restore inventory
inventory.clear();
auto stateData = state.getData();
if (stateData && stateData->has("inventory")) {
auto invData = stateData->get("inventory");
if (invData && invData->isArray()) {
size_t size = invData->size();
for (size_t i = 0; i < size; i++) {
auto item = invData->get(i);
if (item && item->isString()) {
inventory.push_back(item->asString());
}
}
}
}
std::cout << "[PlayerModule] State restored - Level: " << level << ", Gold: " << gold << std::endl;
}
void PlayerModule::setDataTree(IDataTree* treePtr) {
this->tree = treePtr;
}
void PlayerModule::handleConfigChange() {
std::cout << "[PlayerModule] Handling config change" << std::endl;
if (!tree) return;
// Read new config
auto configRoot = tree->getConfigRoot();
auto gameplay = configRoot->getChild("gameplay");
if (gameplay) {
double hpMultiplier = gameplay->getDouble("hpMultiplier", 1.0);
std::string difficulty = gameplay->getString("difficulty", "normal");
std::cout << "[PlayerModule] Config updated - Difficulty: " << difficulty
<< ", HP Mult: " << hpMultiplier << std::endl;
}
}
void PlayerModule::savePlayerData() {
if (!tree) return;
auto dataRoot = tree->getDataRoot();
nlohmann::json profileData = {
{"name", playerName},
{"level", level},
{"gold", gold}
};
auto profile = std::make_unique<JsonDataNode>("profile", profileData);
// This would save to data/player/profile
std::cout << "[PlayerModule] Saving player data" << std::endl;
}
void PlayerModule::publishLevelUp() {
if (!io) return;
nlohmann::json data = {
{"event", "level_up"},
{"newLevel", level},
{"goldBonus", 500}
};
auto dataNode = std::make_unique<JsonDataNode>("levelUp", data);
io->publish("player:level_up", std::move(dataNode));
std::cout << "[PlayerModule] Published level up event" << std::endl;
}
} // namespace grove
// Export C API
extern "C" {
grove::IModule* createModule() {
return new grove::PlayerModule();
}
}