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