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>
261 lines
8.3 KiB
C++
261 lines
8.3 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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#include <memory>
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#include <functional>
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#include "IDataValue.h"
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namespace grove {
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/**
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* @brief Interface for a single node in the data tree
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*
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* Each node can have:
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* - Children nodes (tree navigation)
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* - Its own data blob (IDataValue)
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* - Properties accessible by name with type safety
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*/
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class IDataNode {
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public:
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virtual ~IDataNode() = default;
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// ========================================
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// TREE NAVIGATION
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// ========================================
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/**
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* @brief Get direct child by name
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* @param name Exact name of the child
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* @return Child node or nullptr if not found
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*/
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virtual std::unique_ptr<IDataNode> getChild(const std::string& name) = 0;
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/**
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* @brief Get names of all direct children
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* @return Vector of child names
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*/
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virtual std::vector<std::string> getChildNames() = 0;
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/**
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* @brief Check if this node has any children
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* @return true if children exist
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*/
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virtual bool hasChildren() = 0;
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// ========================================
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// EXACT SEARCH IN CHILDREN
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// ========================================
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/**
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* @brief Find all children with exact name (direct children only)
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* @param name Exact name to search for
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* @return Vector of matching child nodes
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*/
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virtual std::vector<IDataNode*> getChildrenByName(const std::string& name) = 0;
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/**
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* @brief Check if any children have the exact name
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* @param name Exact name to search for
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* @return true if found
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*/
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virtual bool hasChildrenByName(const std::string& name) const = 0;
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/**
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* @brief Get first child with exact name
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* @param name Exact name to search for
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* @return First matching child or nullptr
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*/
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virtual IDataNode* getFirstChildByName(const std::string& name) = 0;
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// ========================================
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// PATTERN MATCHING SEARCH (DEEP SEARCH IN WHOLE SUBTREE)
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// ========================================
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/**
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* @brief Find all nodes in subtree matching pattern
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* @param pattern Pattern with wildcards (* supported)
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* @return Vector of matching nodes in entire subtree
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*
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* Examples:
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* - "component*" matches "component_armor", "component_engine"
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* - "*heavy*" matches "tank_heavy_mk1", "artillery_heavy"
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* - "model_*" matches "model_01", "model_02"
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*/
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virtual std::vector<IDataNode*> getChildrenByNameMatch(const std::string& pattern) = 0;
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/**
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* @brief Check if any nodes in subtree match pattern
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* @param pattern Pattern with wildcards
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* @return true if any matches found
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*/
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virtual bool hasChildrenByNameMatch(const std::string& pattern) const = 0;
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/**
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* @brief Get first node in subtree matching pattern
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* @param pattern Pattern with wildcards
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* @return First matching node or nullptr
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*/
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virtual IDataNode* getFirstChildByNameMatch(const std::string& pattern) = 0;
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// ========================================
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// QUERY BY PROPERTIES
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// ========================================
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/**
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* @brief Query nodes in subtree by property value
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* @param propName Property name to check
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* @param predicate Function to test property value
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* @return Vector of nodes where predicate returns true
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*
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* Example:
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* // Find all tanks with armor > 150
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* queryByProperty("armor", [](const IDataValue& val) {
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* return val.isNumber() && val.asInt() > 150;
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* });
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*/
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virtual std::vector<IDataNode*> queryByProperty(const std::string& propName,
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const std::function<bool(const IDataValue&)>& predicate) = 0;
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// ========================================
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// NODE'S OWN DATA
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// ========================================
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/**
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* @brief Get this node's data blob
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* @return Data value or null if no data
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*/
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virtual std::unique_ptr<IDataValue> getData() const = 0;
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/**
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* @brief Check if this node has data
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* @return true if data exists
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*/
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virtual bool hasData() const = 0;
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/**
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* @brief Set this node's data
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* @param data Data to set
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*/
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virtual void setData(std::unique_ptr<IDataValue> data) = 0;
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// ========================================
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// TYPED DATA ACCESS BY PROPERTY NAME
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// ========================================
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/**
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* @brief Get string property from this node's data
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* @param name Property name
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* @param defaultValue Default if property not found or wrong type
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* @return Property value or default
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*/
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virtual std::string getString(const std::string& name, const std::string& defaultValue = "") const = 0;
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/**
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* @brief Get integer property from this node's data
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* @param name Property name
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* @param defaultValue Default if property not found or wrong type
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* @return Property value or default
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*/
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virtual int getInt(const std::string& name, int defaultValue = 0) const = 0;
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/**
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* @brief Get double property from this node's data
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* @param name Property name
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* @param defaultValue Default if property not found or wrong type
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* @return Property value or default
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*/
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virtual double getDouble(const std::string& name, double defaultValue = 0.0) const = 0;
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/**
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* @brief Get boolean property from this node's data
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* @param name Property name
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* @param defaultValue Default if property not found or wrong type
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* @return Property value or default
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*/
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virtual bool getBool(const std::string& name, bool defaultValue = false) const = 0;
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/**
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* @brief Check if property exists in this node's data
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* @param name Property name
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* @return true if property exists
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*/
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virtual bool hasProperty(const std::string& name) const = 0;
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// ========================================
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// HASH SYSTEM FOR VALIDATION & SYNCHRO
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// ========================================
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/**
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* @brief Get hash of this node's data only
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* @return SHA256 hash of data blob
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*/
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virtual std::string getDataHash() = 0;
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/**
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* @brief Get recursive hash of this node and all children
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* @return SHA256 hash of entire subtree
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*/
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virtual std::string getTreeHash() = 0;
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/**
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* @brief Get hash of specific child subtree
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* @param childPath Path to child from this node
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* @return SHA256 hash of child subtree
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*/
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virtual std::string getSubtreeHash(const std::string& childPath) = 0;
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// ========================================
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// METADATA
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// ========================================
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/**
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* @brief Get full path from root to this node
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* @return Path string (e.g., "vehicles/tanks/heavy/model5")
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*/
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virtual std::string getPath() const = 0;
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/**
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* @brief Get this node's name
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* @return Node name
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*/
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virtual std::string getName() const = 0;
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/**
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* @brief Get node type (extensible for templates/inheritance later)
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* @return Node type identifier
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*/
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virtual std::string getNodeType() const = 0;
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// ========================================
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// TREE MODIFICATION (For data/ and runtime/ nodes)
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// ========================================
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/**
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* @brief Add or update a child node
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* @param name Child name
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* @param node Child node to add/replace
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*
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* If a child with this name already exists, it will be replaced.
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* Only works for data/ and runtime/ nodes. Config nodes are read-only.
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*/
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virtual void setChild(const std::string& name, std::unique_ptr<IDataNode> node) = 0;
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/**
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* @brief Remove a child node
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* @param name Child name to remove
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* @return true if child was found and removed
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*
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* Only works for data/ and runtime/ nodes. Config nodes are read-only.
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*/
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virtual bool removeChild(const std::string& name) = 0;
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/**
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* @brief Clear all children from this node
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*
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* Only works for data/ and runtime/ nodes. Config nodes are read-only.
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*/
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virtual void clearChildren() = 0;
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};
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} // namespace grove
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