Major feature: Unified config/data/runtime tree system
**New System Architecture:**
- Unified data tree for config, persistent data, and runtime state
- Three separate roots: config/ (read-only + hot-reload), data/ (read-write + save), runtime/ (temporary)
- Support for modding, saves, and hot-reload in single system
**Interfaces:**
- IDataValue: Abstract data value interface (type-safe access)
- IDataNode: Tree node with navigation, search, and modification
- IDataTree: Root container with config/data/runtime management
**Concrete Implementations:**
- JsonDataValue: nlohmann::json backed value
- JsonDataNode: Full tree navigation with pattern matching & queries
- JsonDataTree: File-based JSON storage with hot-reload
**Features:**
- Pattern matching search (wildcards support)
- Property-based queries with predicates
- SHA256 hashing for validation/sync
- Hot-reload for config/ directory
- Save operations for data/ persistence
- Read-only enforcement for config/
**API Changes:**
- All namespaces changed from 'warfactory' to 'grove'
- IDataTree: Added getConfigRoot(), getDataRoot(), getRuntimeRoot()
- IDataTree: Added saveData(), saveNode() for persistence
- IDataNode: Added setChild(), removeChild(), clearChildren()
- CMakeLists.txt: Added OpenSSL dependency for hashing
**Usage:**
```cpp
auto tree = DataTreeFactory::create("json", "./gamedata");
auto config = tree->getConfigRoot(); // Read-only game config
auto data = tree->getDataRoot(); // Player saves
auto runtime = tree->getRuntimeRoot(); // Temporary state
// Hot-reload config on file changes
if (tree->reloadIfChanged()) { /* refresh modules */ }
// Save player progress
data->setChild("progress", progressNode);
tree->saveData();
```
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
89 lines
2.5 KiB
C++
89 lines
2.5 KiB
C++
#pragma once
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#include <memory>
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#include <string>
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#include <vector>
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#include <chrono>
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#include <thread>
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#include <atomic>
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#include <spdlog/spdlog.h>
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#include <nlohmann/json.hpp>
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#include "IEngine.h"
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#include "IModuleSystem.h"
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#include "IIO.h"
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using json = nlohmann::json;
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namespace grove {
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/**
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* @brief Debug engine implementation with comprehensive logging
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*
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* DebugEngine provides maximum visibility into engine operations:
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* - Verbose logging of all operations
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* - Step-by-step execution capabilities
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* - Module isolation and debugging
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* - Performance metrics and timing
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* - IIO health monitoring and reporting
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* - Detailed socket management logging
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*/
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class DebugEngine : public IEngine {
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private:
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std::shared_ptr<spdlog::logger> logger;
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std::atomic<bool> running{false};
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std::atomic<bool> debugPaused{false};
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// Module management
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std::vector<std::unique_ptr<IModuleSystem>> moduleSystems;
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std::vector<std::string> moduleNames;
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// Socket management
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std::unique_ptr<IIO> coordinatorSocket;
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std::vector<std::unique_ptr<IIO>> clientSockets;
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// Performance tracking
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std::chrono::high_resolution_clock::time_point lastFrameTime;
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std::chrono::high_resolution_clock::time_point engineStartTime;
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size_t frameCount = 0;
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// Configuration
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json engineConfig;
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// Helper methods
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void logEngineStart();
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void logEngineShutdown();
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void logFrameStart(float deltaTime);
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void logFrameEnd(float frameTime);
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void logModuleHealth();
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void logSocketHealth();
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void processModuleSystems(float deltaTime);
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void processClientMessages();
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void processCoordinatorMessages();
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float calculateDeltaTime();
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void validateConfiguration();
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public:
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DebugEngine();
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virtual ~DebugEngine();
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// IEngine implementation
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void initialize() override;
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void run() override;
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void step(float deltaTime) override;
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void shutdown() override;
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void loadModules(const std::string& configPath) override;
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void registerMainSocket(std::unique_ptr<IIO> coordinatorSocket) override;
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void registerNewClientSocket(std::unique_ptr<IIO> clientSocket) override;
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EngineType getType() const override;
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// Debug-specific methods
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void pauseExecution();
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void resumeExecution();
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void stepSingleFrame();
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bool isPaused() const;
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json getDetailedStatus() const;
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void setLogLevel(spdlog::level::level_enum level);
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};
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} // namespace grove
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