Integrate client/server modulaire and distribution performance-based specifications

- Add Client/Server Modulaire architecture (Point 4) with V1/V2 progression and user/dev implications
- Add Distribution Performance-Based system (Point 5) with Critical/Strategic module classification
- Update CLAUDE.md to reflect modular architecture transition
- Consolidate documentation: move specialized docs to toCheck/ for systematic integration
- Remove obsolete architecture files replaced by integrated specifications

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
StillHammer 2025-09-21 07:34:57 +08:00
parent 40e59964da
commit 9a883502bb
9 changed files with 746 additions and 863 deletions

View File

@ -4,7 +4,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
## Project Overview
**Warfactory** is a Factorio-inspired industrial military simulation game combining factory management with strategic military doctrine. The project has evolved from design/documentation phase to **functional implementation** with a complete 10-engine architecture and comprehensive build system.
**Warfactory** is a Factorio-inspired industrial military simulation game combining factory management with strategic military doctrine. The project has evolved to a **modular architecture** optimized for Claude Code development with hot-reloadable modules.
**Core Philosophy:**
- Factory assembly lines as gameplay foundation
@ -18,7 +18,9 @@ The project uses a modular documentation system in `/docs/`:
### Core Design Documents
- `vue-ensemble.md` - Vision, philosophy, and design principles
- `architecture-technique.md` - Multi-server architecture, engines, performance specs
- `architecture-modulaire.md` - **NEW**: Modular architecture with triple interface pattern
- `claude-code-integration.md` - **NEW**: Claude Code development optimization
- `architecture-technique.md` - Multi-server architecture, performance specs
- `systemes-techniques.md` - Tile system, memory management, chunks
- `map-system.md` - Procedural generation with 218+ elements, budget system (-10 to +10)
@ -26,6 +28,7 @@ The project uses a modular documentation system in `/docs/`:
- `gameplay-industriel.md` - Resource flow, production, factory optimization
- `systeme-militaire.md` - Vehicle design with grid-based component placement
- `economie-logistique.md` - Market simulation, supply chains, pricing
- `transport-economic-system.md` - **NEW**: Transport hierarchy and economic optimization
- `mecaniques-jeu.md` - Research systems, breakthrough mechanics, administration
### Advanced Systems
@ -35,11 +38,12 @@ The project uses a modular documentation system in `/docs/`:
## Key Technical Concepts
### Engine Architecture
- **Autonomous Engines**: 10 specialized engines (Designer, Economy, Event, Factory, Intelligence, Logistic, MacroEntity, Map, Operation, War)
- **Smart Client**: Request/response pattern, no streaming, FOW at chunk granularity
- **Performance Target**: 60fps with 1000+ AI companies, 1-2 vehicle designs/tick globally
- **Implementation Status**: All engines have functional stub implementations with threading and main loops
### Modular Architecture (NEW)
- **Triple Interface Pattern**: IEngine, IModuleSystem, IModule, IIO
- **Autonomous Modules**: Small (200-300 lines) hot-reloadable modules (.so files)
- **Claude Code Optimized**: Each module is a micro-context for AI development
- **Performance Target**: 60fps with hot-reload, instant config changes
- **Implementation Status**: Transitioning from 10 engines to modular system
### Map System
- **Multi-scale**: World (diplomatic) → Regional (logistics) → Local (factory) → Detail (combat)
@ -61,10 +65,10 @@ Most initial "coherence problems" (P1-P30) were invalidated through clarificatio
- Only P7 (engine responsibilities) requires further analysis
### Current Status
- **Phase**: **Implementation active** - All 10 engines functional with CMake build system
- **Build System**: Comprehensive CMake with defensive programming, sanitizers, and 16 C++ libraries
- **Development Ready**: Fast/full build presets, optimized workflow for daily iteration
- **Next Steps**: Engine logic expansion, inter-engine communication, gameplay features
- **Phase**: **Architecture Migration** - Transitioning from 10 engines to modular architecture
- **Build System**: Module-based CMake with autonomous builds per module
- **Development Ready**: Hot-reload modules, 5-second iteration cycles
- **Next Steps**: Module implementations (TankModule, EconomyModule, FactoryModule)
- **Questions Open**: 11 items in `questions-ouvertes.md` for future resolution
## Working with This Project
@ -81,8 +85,9 @@ Most initial "coherence problems" (P1-P30) were invalidated through clarificatio
- **Realism**: Military authenticity balanced with gameplay fun
### Important Files for Context
- Start with `vue-ensemble.md` for project vision
- Reference `architecture-technique.md` for technical decisions
- Start with `architecture-modulaire.md` for new modular architecture
- Read `claude-code-integration.md` for AI-optimized development
- Reference `vue-ensemble.md` for project vision
- Check `coherence-problem.md` for resolved design challenges
- Use `questions-ouvertes.md` for known open issues
@ -90,32 +95,29 @@ Most initial "coherence problems" (P1-P30) were invalidated through clarificatio
### Build Commands
```bash
# Fast development build (minimal sanitizers, ~30s)
cmake -DFAST_BUILD=ON .. && make claude-workflow-fast
# Module development (autonomous build)
cd modules/tank/
cmake . && make tank-module # Builds tank.so
./build/tank-module # Test standalone
# Full validation build (all sanitizers + static analysis)
cmake -DCMAKE_BUILD_TYPE=Debug .. && make
# Core system
cmake . && make warfactory-core # Build core engine
# Release build (optimized, stack protection)
cmake .. && make
# Single engine development
make economy-engine && ./bin/economy-engine
# All modules
make warfactory-modules # Build all modules
```
### Project Structure
```
├── engines/ # 10 autonomous engines
│ ├── Designer-Engine/ # Vehicle design with AI assistance
│ ├── Economy-Engine/ # Market simulation, pricing
│ ├── Event-Engine/ # Breakthrough system, global events
│ ├── Factory-Engine/ # Factorio-like production
│ ├── Intelligence-Engine/ # Metrics collection, reconnaissance
│ ├── Logistic-Engine/ # Supply chains, transport
│ ├── MacroEntity-Engine/ # Companies, diplomacy, administration
│ ├── Map-Engine/ # Procedural generation, chunks, FOW
│ ├── Operation-Engine/ # Military strategy, AI generals
│ └── War-Engine/ # Combat simulation, frontlines
├── modules/ # Autonomous hot-reloadable modules
│ ├── tank/ # Tank behavior module (200 lines)
│ ├── economy/ # Market simulation module
│ ├── factory/ # Production module
│ ├── transport/ # Transport optimization module
│ └── [each with CLAUDE.md, CMakeLists.txt, src/]
├── core/ # Core engine with IEngine, IModuleSystem
│ ├── interfaces/ # IModule, IIO definitions
│ └── loaders/ # Module hot-reload system
├── cmake/ # Build system configuration
│ ├── WarfactoryDefenses.cmake # Defensive programming
│ ├── WarfactoryAutomation.cmake # 16 C++ libraries
@ -126,11 +128,11 @@ make economy-engine && ./bin/economy-engine
```
### Development Workflow
1. **Fast iteration**: Use `FAST_BUILD=ON` for daily development
2. **Single engine**: `make economy-engine` for focused work
3. **Full validation**: Debug build with all sanitizers before commit
4. **Engine-specific development**: Work directly in `engines/*/` directories
5. **Incremental builds**: CMake rebuilds only modified files (~2-5s)
1. **Module isolation**: Work in `modules/*/` with autonomous builds
2. **Hot-reload**: Edit module → Save → Instant reload in game
3. **Parallel development**: Multiple Claude instances on different modules
4. **Config-driven**: Most gameplay tweaks via JSON configs
5. **5-second iteration**: Edit → cmake . → make → test
### Dependencies and Libraries
The project includes 16 C++ libraries via FetchContent:

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,259 @@
# Master Integration List - 570 Points Techniques
## 📋 Vue d'Ensemble
**Total : 570 spécifications techniques concrètes** extraites de 6 documents (2194 lignes)
**Densité : 1 spécification toutes les 3.8 lignes** - Documentation technique ultra-dense
## 🎯 Répartition par Priorité
### 🔥 **CRITICAL (88 points)** - Implémentation immédiate requise
- Architecture fondamentale : Points 1-5, 61-62, 68, 83
- Contraintes développement : Points 86-89, 126-142, 166-167
- Build system : Points 351-365, 506-509, 511-530, 567-569
- Communication : Points 391-396
### ⚡ **HIGH (187 points)** - Implémentation prioritaire
- Performance & métriques : Points 6-10, 88, 90-125
- Systèmes économiques : Points 16-20, 72-82
- Client/Server : Points 73-74, 155-156, 181-183, 422
- Workflow développement : Points 357, 367-371, 376
### 🟡 **MEDIUM (201 points)** - Implémentation progressive
- Systèmes économiques avancés : Points 24-30, 76-81
- Testing & validation : Points 42-44, 291-310
- UX & expérience : Points 431-470
- Configuration : Points 251-290
### 🟢 **LOW (94 points)** - Implémentation future
- Vision & patterns avancés : Points 45-53
- Infrastructure ROI : Points 35-41, 159, 235-237
- Optimisations avancées : Points 108-125, 548-559
---
## 🏗️ **SECTION 1 : ARCHITECTURE FONDAMENTALE** (Points 1-85)
### 🔥 Architecture Core (CRITICAL)
**1. Triple Interface Pattern** - IEngine → IModuleSystem → IModule → IIO pour séparation complète responsabilités
**2. Évolution Progressive Architecture** - Debug → Production → DataOriented avec hot-swappable infrastructure
**3. Claude Code Micro-Context** - Modules 200-300 lignes max pour efficacité IA développement
**4. Client/Server Modulaire** - V1 Thin Client validation → V2 Shared Logic prediction
**5. Distribution Performance-Based** - Critical locale, Strategic distribuée selon tolérance latence
### ⚡ Workflow Développement (HIGH)
**6. Build Autonome** - `cmake .` par module, zéro dépendance parent
**7. Hot-Reload Infrastructure** - Remplacement temps réel modules avec sauvegarde état
**8. Développement Parallèle** - Multiple instances Claude Code simultanées sans conflits
**9. CLAUDE.md Spécialisés** - Instructions contextuelles limitées par module
**10. Migration V1→V2** - Évolution sans risque architecture client/server
### 🏭 Factory Engine (HIGH/MEDIUM)
**11. ProductionModule Monolithe** - Belt+Inserter+Factory intégration nécessaire performance
**12. Optimisations Transport Factorio** - 50x-100x gains via segment merging, compression caching
**13. SOA Data Layout** - Structure Arrays pour SIMD readiness future
**14. Trade-off SIMD vs Claude** - Compiler auto-vectorization préféré complexité manuelle
**15. Évolution Belt Progressive** - 4 phases Mono→Multi→Dual→Full Factorio
### 💰 Systèmes Économiques (MEDIUM)
**16. Hiérarchie Transport** - Ship(0.10€/kg)→Train(0.50€/kg)→Air(2.00€/kg)→Truck(5.00€/kg)
**17. Infrastructure Binaire** - Port/Rail/Airport access boolean, pas gradients
**18. Phases Économiques** - Cycles 24h : Offer(6h)→Demand(6h)→Clearing(1h)→Transport(1h)→Execution(10h)
**19. Pricing Dynamique** - Base + Transport + Scarcity + Regional factors
**20. Stratégies Inventaire** - Desperate(<20%) Normal(20-50%) Cautious(50-80%) Oversupplied(>80%)
### ⚔️ War Module (MEDIUM)
**21. Isolation Complète War** - Zéro interaction directe ProductionModule, via LogisticModule uniquement
**22. Décomposition War Subsystèmes** - Targeting(60Hz) → Movement(30Hz) → Pathfinding → Tactical(1Hz) → Analytics(0.1Hz)
**23. Tolérance Réseau War** - 50-100ms latency acceptable décisions stratégiques
### 📈 Trading & Market (MEDIUM)
**24. Business Models Émergents** - Arbitrage pur, Transport Optimization, Market Making
**25. Spécialisation Companies** - Geographic, Commodity, Logistics, Financial specialists
**26. Consolidation Volume** - Agrégation ordres pour seuils 1000t shipping collaboration
**27. Avantage Géographique** - Localisations côtières 50x moins cher transport
### 🏗️ Infrastructure & Régions (MEDIUM/LOW)
**28. ROI Infrastructure** - Calcul payback max 15 ans rail/port/airport construction
**29. Spécialisation Régionale** - Extraction → Manufacturing → Trading → Consumer progression naturelle
**30. Dynamiques Côtières** - Rush initial → Equilibrium via prix foncier et congestion
### ⚙️ Configuration & Complexité (MEDIUM)
**31. Complexité Économique Config** - Basic → Victoria 3 level via paramètres JSON
**32. Sécurité Mode-Based** - Dev(unrestricted) → Solo(modding) → Multiplayer(authoritative)
**33. Config Smart Dependencies** - Dependency graphs avec recalculation intelligente
**34. Anti-Cheat Psychologique** - Bugs simulés progressifs vs bans traditional
### 🎯 Simulation Économique Avancée (LOW)
**35. Vision Simulation Complète** - Population/Market/Money/Trade/Policy modules Victoria 3-level
**36. Égalité Agents Économiques** - Pas privilèges player, simulation pure
**37. Algorithme Market Clearing** - Order matching avec transport optimization
**38. Cascades Économiques** - Resource discovery → War impact → Tech disruption
### 🚀 Performance & Optimisation (LOW/MEDIUM)
**39. Scaling Performance** - Local(real-time) → Regional(hourly) → Economic(daily) → Infrastructure(monthly)
**40. Memory Management Hot-Reload** - State preservation durant remplacement modules
**41. Debug Engine Features** - Step-by-step, verbose logging, module isolation
### 🧪 Testing & Validation (MEDIUM)
**42. Unit Tests Intégrés** - `#ifdef TESTING` validation autonome modules
**43. Standalone Testing** - Test modules sans engine complet
**44. Testing Strategy AI-Optimized** - Simple tests, pas infrastructure complexe
### 🎯 Patterns Avancés Claude (LOW)
**45. Progressive Complexity Pattern** - V1→V2→V3 évolution sans réécriture
**46. Behavior Composition Pattern** - Modules comportements combinables config
**47. Data-Driven Logic Pattern** - Config JSON drive comportement
### 🔮 Future & Vision (LOW)
**48. AI-Driven Development** - Claude Code génère modules complets prompts naturels
**49. Natural Language Debugging** - Debug conversation Claude vs tools complexes
**50. Migration Zero-Risk Strategy** - A/B testing, fallback, validation progressive
**51. Backward Compatibility Framework** - Proxy pattern ancien→nouveau coexistence
### 💼 Business Logic & Philosophy (LOW)
**52. YAGNI Modding Philosophy** - Pas modding pre-release, config system suffit 90% cas
**53. "Complexity through Simplicity"** - AAA complexité via modules simples Claude-friendly
---
## 🔧 **SECTION 2 : SPÉCIFICATIONS TECHNIQUES** (Points 86-250)
### 🔥 Contraintes Implémentation (CRITICAL)
**86. Module Context Limit** - 200-300 lignes maximum par module
**87. Build Command Structure** - `cd modules/tank/ && cmake .` (NOT cmake ..)
**88. Hot-reload Time** - <5 secondes pour changements modules
**89. Interface Pattern** - 4 interfaces IEngine, IModuleSystem, IModule, IIO
### ⚡ Métriques Performance (HIGH)
**90. Transport Cost Thresholds** - Ship 0.10€/kg, Train 0.50€/kg, Air 2.00€/kg, Truck 5.00€/kg
**91. Ship Volume Threshold** - ≥1000 tonnes minimum transport maritime
**92. Claude Code Token Limit** - ~200K tokens maximum context
**93. Economic Cycle Duration** - 24h total avec phases spécifiques
**94. Storage Cost** - €0.02/kg/day inventory
**95. Delivery Times** - Ship 14j, Train 3j, Air 1j, Truck 2j
**96. Frame-Perfect Timing** - 60fps REQUIS ProductionModule
**97. Network Latency Tolerance** - 50-100ms acceptable war decisions
**98. V1 Client Target** - 30+ fps stable
**99. V2 Client Target** - 60+ fps avec prediction
**100. V1 Server Capacity** - 10+ concurrent players
**101. V2 Server Capacity** - 100+ concurrent players
**102. V1 Latency** - <150ms validation acceptable
**103. V2 Network** - 30ms server, 0ms perceived client
**104. ISocket Overhead** - >1ms INACCEPTABLE ProductionModule
**105. Context Size Improvement** - 50K+ → 200-300 lignes (250x réduction)
**106. Iteration Time** - 5-10 min → 5 sec (60-120x faster)
**107. Development Velocity** - 10x improvement Claude efficiency
**108. Hot-reload Performance** - N/A → <5 secondes
**109-125. Module Frequencies** - Production(60Hz), War(0.1-60Hz), Economics(0.01-0.1Hz)
### 🔥 Contraintes Implémentation Strictes (CRITICAL)
**126. NEVER `cd ..`** - Jamais référence directories parent modules
**127. ALWAYS `cmake .`** - Pas cmake .. pour builds modules
**128. ONLY JSON Communication** - Uniquement JSON entre modules
**129. MAX 300 Lines** - Contrainte stricte par fichier
**130. ZERO Infrastructure Code** - Aucun code infrastructure contexts modules
**131. Belt+Inserter+Factory MUST Cohabiter** - ProductionModule performance
**132. ProductionModule Size** - 500-800 lignes (trade-off accepté)
**133. No Inserters Towards Turrets** - Isolation war assets
**134. Zero Interaction** - ProductionModule ↔ WarModule
**135. Module State Preservation** - Requis durant hot-reload
**136-142. Interface Contracts** - JSON in/out, pure functions, pas side effects
### ⚡ Définitions Interfaces (HIGH)
**166. IModule Interface** - `process()`, `initialize()`, `shutdown()` methods
**167-205. Interfaces Spécialisées** - Input, Network, Tank, Economic, Transport, etc.
### 🟡 Structures Données (MEDIUM)
**206-250. Data Structures** - Transport costs, company locations, economic cycles, inventory strategies, etc.
---
## ⚙️ **SECTION 3 : CONFIGURATION & SYSTEMS** (Points 251-390)
### 🟡 Options Configuration (MEDIUM)
**251-290. Configuration Parameters** - Transport thresholds, costs, times, storage, stock levels, construction costs, etc.
### 🟡 Gestion Erreurs (MEDIUM)
**291-310. Error Handling** - Anti-cheat validation, input responses, module failures, network issues, etc.
### ⚡ Mesures Sécurité (HIGH)
**311-330. Security Measures** - Server authority, anti-cheat, client prediction, psychological warfare, etc.
### 🟡 Stratégies Déploiement (MEDIUM)
**331-350. Deployment Strategies** - Progressive V1→V2, hot-reload production, A/B testing, etc.
### 🔥 Pratiques Développement (CRITICAL)
**351-390. Development Practices** - Claude Code limits, parallel development, build patterns, testing, etc.
---
## 🔗 **SECTION 4 : INTÉGRATION & UX** (Points 391-470)
### 🔥 Patterns Intégration (CRITICAL)
**391-430. Integration Patterns** - Module communication, engine coordination, client-server sync, etc.
### 🟡 Éléments UX (MEDIUM)
**431-470. User Experience** - Latency targets, hot-reload UX, config modification, multiplayer sync, etc.
---
## 💼 **SECTION 5 : BUSINESS & BUILD** (Points 471-570)
### 🟡 Règles Business (MEDIUM)
**471-510. Business Logic Rules** - Transport hierarchy, volume thresholds, economic cycles, pricing, etc.
### 🔥 Structure Fichiers (CRITICAL)
**511-530. File Structure** - Module directories, client/server/shared, naming conventions, etc.
### 🔥 Build System (CRITICAL)
**531-570. Build System Details** - Commands, CMake structure, dependencies, libraries, compilation flags, etc.
---
## 📊 **PRIORITÉS D'INTÉGRATION**
### Phase 1 - Architecture Fondamentale (88 CRITICAL)
1. Triple Interface Pattern implementation
2. Module size constraints & build autonomy
3. Hot-reload infrastructure
4. JSON-only communication
5. Performance targets critiques
### Phase 2 - Systèmes Core (187 HIGH)
1. Economic transport hierarchy
2. Client/server V1/V2 progression
3. Performance metrics implementation
4. Development workflow optimization
5. Security & validation systems
### Phase 3 - Fonctionnalités Avancées (201 MEDIUM)
1. Economic simulation complexity
2. UX & experience optimization
3. Configuration systems
4. Testing & error handling
5. Integration patterns refinement
### Phase 4 - Vision Future (94 LOW)
1. Advanced AI patterns
2. Infrastructure ROI modeling
3. Advanced optimizations
4. Future-proofing systems
---
## 🎯 **CHECKLIST INTÉGRATION**
- [ ] **Architecture** : 88 points CRITICAL - Implémentation immédiate
- [ ] **Performance** : 125 métriques spécifiques - Targets mesurables
- [ ] **Economic** : 80+ règles business - Simulation réaliste
- [ ] **Development** : 60 pratiques Claude Code - Workflow optimisé
- [ ] **Build System** : 40 spécifications - Infrastructure autonome
- [ ] **Security** : 20 mesures - Protection robuste
- [ ] **UX** : 40 éléments - Expérience utilisateur
- [ ] **Integration** : 40 patterns - Communication modules
**Total : 570 spécifications techniques concrètes prêtes pour intégration documentation principale**

View File

@ -0,0 +1,89 @@
# Nouveau Contenu Documentation (Post-Architecture Modulaire)
## 🚀 Architecture Révolutionnaire
### Triple Interface Pattern
```
IEngine → Coordination (Debug → Production → DataOriented)
IModuleSystem → Exécution (Sequential → Threaded → Cluster)
IModule → Logique Pure (Tank.so, Economy.so, Factory.so)
IIO → Communication (Intra → Local → Network)
```
### Avantages Claude Code
- **Contextes micro** : 200 lignes vs 50K+ lignes
- **Build autonome** : `cd modules/tank/ && cmake .`
- **Hot-reload** : Modifications instantanées
- **Développement parallèle** : Multiple instances Claude Code
## 🎯 Focus Development
### Phase Actuelle : Architecture Modulaire
- ✅ **Interfaces C++** : IEngine, IModuleSystem, IModule, IIO
- ✅ **Modules de base** : Factory, Economy, Logistic
- ✅ **Build autonome** : Chaque module = contexte indépendant
- 🔄 **Prochaine étape** : Implémentations concrètes
### Workflow de Développement
```bash
# Développement module spécifique
cd modules/factory/
cmake . && make factory-module # → factory.so
# Test isolé
./build/factory-module
# Hot-reload dans le jeu principal
# Aucun restart nécessaire !
```
## 📚 Nouveaux Documents (Architecture Modulaire)
- **[Architecture Modulaire](architecture-modulaire.md)** - 🔥 **NOUVEAU** : Architecture triple interface
- **[Claude Code Integration](claude-code-integration.md)** - 🔥 **NOUVEAU** : Guide développement IA
- **[Player Integration](player-integration.md)** - 🔥 **NOUVEAU** : Client/Server modulaire
- **[Factory Architecture Post-Player](factory-architecture-post-player.md)** - 🔥 **NOUVEAU** : Factory engine optimisé
- **[Transport Economic System](transport-economic-system.md)** - 🔥 **NOUVEAU** : Système transport & économique
## 🔄 En Cours (Nouveau)
- **Transport System** : Mode hierarchy (ship/train/air/truck) avec cost optimization
- **Market Mechanics** : Economic phases, order stacking, dynamic pricing
- **Trading Companies** : Arbitrage, transport optimization, market making
- **Geographic Economics** : Infrastructure investment, regional specialization
## 📋 Prochaines Étapes (Nouveau)
- **TradingModule Implementation** : Business models (arbitrage, optimization, market making)
- **MarketModule Implementation** : Economic phases, order matching, price discovery
- **InfrastructureModule Implementation** : ROI calculation, regional development
- **Integration Testing** : Transport system avec ProductionModule
## 💡 Philosophy
**"Complexity through Simplicity"** : Créer un jeu AAA complexe via une architecture de modules simples, chacun compréhensible et modifiable par Claude Code en isolation totale.
**Résultat** : Développement 10x plus rapide avec qualité maintenue.
## 📋 Build Commands (Nouveau Système)
```bash
# Module development (autonomous)
cd modules/factory/
cmake . && make factory-module # Build factory.so
./build/factory-module # Test standalone
# Core system
cmake . && make warfactory-core # Build core engine
./build/bin/warfactory-engine # Run main engine
# Full system
make warfactory-modules # Build all modules
make test-all-modules # Test all modules
```
## Pour Claude Code Sessions
1. **Toujours lire** : `/modules/{module}/CLAUDE.md`
2. **Context limité** : Module spécifique uniquement
3. **Build autonome** : `cmake .` depuis le module
4. **Max 300 lignes** : Logique pure, zéro infrastructure

View File

@ -150,12 +150,12 @@ DataOrientedEngine + ClusterModuleSystem + NetworkIO
Player edit → Server validation → Engine dispatch → Background recalc
```
#### Smart Recalculation Engine
#### Smart Recalculation System
```cpp
// Exemple : player modifie steel_plating.weight
ConfigChange steel_plating.weight →
ComponentTracker.getDependents() → [tank_mk1, tank_mk2, heavy_tank] →
DesignerEngine.scheduleRecalc() →
DesignerModule.scheduleRecalc() →
Background processing (spread over frames)
```
@ -240,7 +240,7 @@ class ConfigDependencyGraph {
void onConfigChange(ConfigKey key, json newValue) {
auto affected = dependencies[key];
for(auto component : affected) {
DesignerEngine::scheduleRecalc(component);
DesignerModule::scheduleRecalc(component);
}
}
};
@ -255,7 +255,7 @@ class ConfigDependencyGraph {
### Avant : Architecture Monolithique
```
Edit code → Full compile (2-5 min) → Restart engine → Load save → Test
Edit code → Full compile (2-5 min) → Restart system → Load save → Test
Total : 5-10 minutes par iteration
```