- Core interfaces for modular engine system - Resource management and registry system - Module system with sequential execution - ImGui-based UI implementation - Intra-process I/O communication - Data tree structures for hierarchical data - Serialization framework - Task scheduler interface - Debug engine implementation 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
113 lines
3.9 KiB
C++
113 lines
3.9 KiB
C++
#pragma once
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#include <string>
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#include <nlohmann/json.hpp>
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#include "IDataNode.h"
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#include "ITaskScheduler.h"
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// Forward declarations
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namespace warfactory {
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class IIO;
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}
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using json = nlohmann::json;
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namespace warfactory {
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/**
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* @brief Pure business logic interface - optimized for Claude Code development
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*
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* This interface defines the contract for all game modules. Each module contains
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* 200-300 lines of pure game logic with zero infrastructure code.
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*
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* Key design principles:
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* - PURE FUNCTION: process() method has no side effects beyond return value
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* - CONFIG VIA DATATREE: Configuration via immutable IDataNode references
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* - JSON ONLY: All communication via JSON input/output
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* - NO INFRASTRUCTURE: No threading, networking, or framework dependencies
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* - HOT-RELOAD READY: State serialization for seamless module replacement
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* - CLAUDE OPTIMIZED: Micro-context size for AI development efficiency
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*
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* BREAKING CHANGES:
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* - Removed initialize() method - use setConfiguration() instead
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* - Configuration via const IDataNode& for immutability
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* - Health check returns detailed JSON status
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*
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* Module constraint: Maximum 300 lines per module (Exception: ProductionModule 500-800 lines)
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*/
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class IModule {
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public:
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virtual ~IModule() = default;
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/**
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* @brief Process game logic
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* @param input JSON input from other modules or the module system
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*
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* This is the core method where all module logic is implemented.
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* Modules communicate via IIO pub/sub and can delegate tasks via ITaskScheduler.
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* Must handle state properly through getState/setState for hot-reload.
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*/
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virtual void process(const json& input) = 0;
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/**
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* @brief Set module configuration (replaces initialize)
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* @param configNode Configuration node (immutable reference)
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* @param io Pub/sub communication interface for messaging
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* @param scheduler Task scheduling interface for delegating work
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*
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* Called when the module is loaded or configuration changes.
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* Should setup internal state, validate configuration, and store service references.
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*/
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virtual void setConfiguration(const IDataNode& configNode, IIO* io, ITaskScheduler* scheduler) = 0;
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/**
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* @brief Get current module configuration
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* @return Configuration node reference
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*/
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virtual const IDataNode& getConfiguration() = 0;
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/**
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* @brief Get detailed health status of the module
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* @return JSON health report with status, metrics, and diagnostics
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*/
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virtual json getHealthStatus() = 0;
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/**
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* @brief Cleanup and shutdown the module
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*
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* Called when the module is being unloaded. Should clean up any
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* resources and prepare for safe destruction.
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*/
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virtual void shutdown() = 0;
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/**
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* @brief Get current module state for hot-reload support
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* @return JSON representation of all module state
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*
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* Critical for hot-reload functionality. Must serialize all internal
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* state that needs to be preserved when the module is replaced.
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* The returned JSON should be sufficient to restore the module to
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* its current state via setState().
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*/
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virtual json getState() = 0;
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/**
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* @brief Restore module state after hot-reload
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* @param state JSON state previously returned by getState()
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*
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* Called after module replacement to restore the previous state.
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* Must be able to reconstruct all internal state from the JSON
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* to ensure seamless hot-reload without game disruption.
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*/
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virtual void setState(const json& state) = 0;
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/**
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* @brief Get module type identifier
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* @return Module type as string (e.g., "tank", "economy", "production")
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*/
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virtual std::string getType() const = 0;
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};
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} // namespace warfactory
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