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>
129 lines
3.9 KiB
C++
129 lines
3.9 KiB
C++
#pragma once
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#include <string>
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#include <memory>
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#include <functional>
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#include "IDataNode.h"
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namespace grove {
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/**
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* @brief Interface for the root data tree container
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*
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* Unified system for configuration, persistent data, and runtime state.
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* Supports hot-reload for config and persistence for data.
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*
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* Tree Structure:
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* - config/ : Read-only game configuration (hot-reload enabled, moddable)
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* - data/ : Persistent player data (read-write, saved to disk)
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* - runtime/ : Temporary runtime state (read-write, never saved)
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*/
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class IDataTree {
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public:
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virtual ~IDataTree() = default;
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// ========================================
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// TREE ACCESS
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// ========================================
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/**
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* @brief Get root node of the entire tree
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* @return Root node containing config/, data/, runtime/
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*
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* WARNING: This gives access to everything. Use getConfigRoot(),
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* getDataRoot(), or getRuntimeRoot() for isolated access.
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*/
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virtual std::unique_ptr<IDataNode> getRoot() = 0;
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/**
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* @brief Get node by path from root
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* @param path Path from root (e.g., "config/vehicles/tanks/heavy")
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* @return Node at path or nullptr if not found
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*/
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virtual std::unique_ptr<IDataNode> getNode(const std::string& path) = 0;
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// ========================================
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// SEPARATE ROOTS (Recommended Access Pattern)
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// ========================================
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/**
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* @brief Get config tree root (read-only, hot-reload enabled)
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* @return Config root node (config/)
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*
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* Use for: Game configuration, unit stats, modding
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*/
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virtual std::unique_ptr<IDataNode> getConfigRoot() = 0;
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/**
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* @brief Get persistent data root (read-write, saved to disk)
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* @return Data root node (data/)
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*
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* Use for: Campaign progress, unlocks, player statistics
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*/
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virtual std::unique_ptr<IDataNode> getDataRoot() = 0;
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/**
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* @brief Get runtime data root (read-write, never saved)
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* @return Runtime root node (runtime/)
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*
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* Use for: Current game state, temporary calculations, caches
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*/
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virtual std::unique_ptr<IDataNode> getRuntimeRoot() = 0;
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// ========================================
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// SAVE OPERATIONS
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// ========================================
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/**
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* @brief Save all persistent data to disk
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* @return true if save succeeded
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*
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* Saves the entire data/ subtree to disk. Does not affect config/ or runtime/.
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*/
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virtual bool saveData() = 0;
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/**
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* @brief Save specific node and its subtree
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* @param path Path to node to save (e.g., "data/campaign/progress")
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* @return true if save succeeded
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*
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* Allows granular saves for performance. Only works for data/ paths.
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*/
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virtual bool saveNode(const std::string& path) = 0;
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// ========================================
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// HOT-RELOAD (Config Only)
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// ========================================
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/**
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* @brief Check if config files have changed
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* @return true if changes detected in config/
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*/
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virtual bool checkForChanges() = 0;
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/**
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* @brief Reload config tree if files changed
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* @return true if reload was performed
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*
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* Only reloads config/. Does not affect data/ or runtime/.
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*/
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virtual bool reloadIfChanged() = 0;
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/**
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* @brief Register callback for when config is reloaded
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* @param callback Function called after successful config reload
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*/
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virtual void onTreeReloaded(std::function<void()> callback) = 0;
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// ========================================
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// METADATA
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// ========================================
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/**
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* @brief Get tree implementation type
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* @return Type identifier (e.g., "JSONDataTree", "DatabaseDataTree")
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*/
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virtual std::string getType() = 0;
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};
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} // namespace grove
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