GroveEngine/include/grove/DebugEngine.h
StillHammer fad105afb2 feat: Implement complete IDataNode/IDataTree system with JSON backend
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>
2025-10-28 15:36:25 +08:00

89 lines
2.5 KiB
C++

#pragma once
#include <memory>
#include <string>
#include <vector>
#include <chrono>
#include <thread>
#include <atomic>
#include <spdlog/spdlog.h>
#include <nlohmann/json.hpp>
#include "IEngine.h"
#include "IModuleSystem.h"
#include "IIO.h"
using json = nlohmann::json;
namespace grove {
/**
* @brief Debug engine implementation with comprehensive logging
*
* DebugEngine provides maximum visibility into engine operations:
* - Verbose logging of all operations
* - Step-by-step execution capabilities
* - Module isolation and debugging
* - Performance metrics and timing
* - IIO health monitoring and reporting
* - Detailed socket management logging
*/
class DebugEngine : public IEngine {
private:
std::shared_ptr<spdlog::logger> logger;
std::atomic<bool> running{false};
std::atomic<bool> debugPaused{false};
// Module management
std::vector<std::unique_ptr<IModuleSystem>> moduleSystems;
std::vector<std::string> moduleNames;
// Socket management
std::unique_ptr<IIO> coordinatorSocket;
std::vector<std::unique_ptr<IIO>> clientSockets;
// Performance tracking
std::chrono::high_resolution_clock::time_point lastFrameTime;
std::chrono::high_resolution_clock::time_point engineStartTime;
size_t frameCount = 0;
// Configuration
json engineConfig;
// Helper methods
void logEngineStart();
void logEngineShutdown();
void logFrameStart(float deltaTime);
void logFrameEnd(float frameTime);
void logModuleHealth();
void logSocketHealth();
void processModuleSystems(float deltaTime);
void processClientMessages();
void processCoordinatorMessages();
float calculateDeltaTime();
void validateConfiguration();
public:
DebugEngine();
virtual ~DebugEngine();
// IEngine implementation
void initialize() override;
void run() override;
void step(float deltaTime) override;
void shutdown() override;
void loadModules(const std::string& configPath) override;
void registerMainSocket(std::unique_ptr<IIO> coordinatorSocket) override;
void registerNewClientSocket(std::unique_ptr<IIO> clientSocket) override;
EngineType getType() const override;
// Debug-specific methods
void pauseExecution();
void resumeExecution();
void stepSingleFrame();
bool isPaused() const;
json getDetailedStatus() const;
void setLogLevel(spdlog::level::level_enum level);
};
} // namespace grove