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>
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CLAUDE.md
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CLAUDE.md
@ -4,7 +4,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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## Project Overview
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## Project Overview
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**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.
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**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.
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**Core Philosophy:**
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**Core Philosophy:**
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- Factory assembly lines as gameplay foundation
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- Factory assembly lines as gameplay foundation
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@ -18,7 +18,9 @@ The project uses a modular documentation system in `/docs/`:
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### Core Design Documents
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### Core Design Documents
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- `vue-ensemble.md` - Vision, philosophy, and design principles
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- `vue-ensemble.md` - Vision, philosophy, and design principles
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- `architecture-technique.md` - Multi-server architecture, engines, performance specs
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- `architecture-modulaire.md` - **NEW**: Modular architecture with triple interface pattern
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- `claude-code-integration.md` - **NEW**: Claude Code development optimization
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- `architecture-technique.md` - Multi-server architecture, performance specs
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- `systemes-techniques.md` - Tile system, memory management, chunks
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- `systemes-techniques.md` - Tile system, memory management, chunks
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- `map-system.md` - Procedural generation with 218+ elements, budget system (-10 to +10)
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- `map-system.md` - Procedural generation with 218+ elements, budget system (-10 to +10)
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@ -26,6 +28,7 @@ The project uses a modular documentation system in `/docs/`:
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- `gameplay-industriel.md` - Resource flow, production, factory optimization
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- `gameplay-industriel.md` - Resource flow, production, factory optimization
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- `systeme-militaire.md` - Vehicle design with grid-based component placement
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- `systeme-militaire.md` - Vehicle design with grid-based component placement
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- `economie-logistique.md` - Market simulation, supply chains, pricing
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- `economie-logistique.md` - Market simulation, supply chains, pricing
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- `transport-economic-system.md` - **NEW**: Transport hierarchy and economic optimization
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- `mecaniques-jeu.md` - Research systems, breakthrough mechanics, administration
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- `mecaniques-jeu.md` - Research systems, breakthrough mechanics, administration
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### Advanced Systems
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### Advanced Systems
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@ -35,11 +38,12 @@ The project uses a modular documentation system in `/docs/`:
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## Key Technical Concepts
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## Key Technical Concepts
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### Engine Architecture
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### Modular Architecture (NEW)
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- **Autonomous Engines**: 10 specialized engines (Designer, Economy, Event, Factory, Intelligence, Logistic, MacroEntity, Map, Operation, War)
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- **Triple Interface Pattern**: IEngine, IModuleSystem, IModule, IIO
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- **Smart Client**: Request/response pattern, no streaming, FOW at chunk granularity
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- **Autonomous Modules**: Small (200-300 lines) hot-reloadable modules (.so files)
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- **Performance Target**: 60fps with 1000+ AI companies, 1-2 vehicle designs/tick globally
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- **Claude Code Optimized**: Each module is a micro-context for AI development
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- **Implementation Status**: All engines have functional stub implementations with threading and main loops
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- **Performance Target**: 60fps with hot-reload, instant config changes
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- **Implementation Status**: Transitioning from 10 engines to modular system
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### Map System
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### Map System
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- **Multi-scale**: World (diplomatic) → Regional (logistics) → Local (factory) → Detail (combat)
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- **Multi-scale**: World (diplomatic) → Regional (logistics) → Local (factory) → Detail (combat)
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@ -61,10 +65,10 @@ Most initial "coherence problems" (P1-P30) were invalidated through clarificatio
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- Only P7 (engine responsibilities) requires further analysis
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- Only P7 (engine responsibilities) requires further analysis
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### Current Status
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### Current Status
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- **Phase**: **Implementation active** - All 10 engines functional with CMake build system
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- **Phase**: **Architecture Migration** - Transitioning from 10 engines to modular architecture
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- **Build System**: Comprehensive CMake with defensive programming, sanitizers, and 16 C++ libraries
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- **Build System**: Module-based CMake with autonomous builds per module
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- **Development Ready**: Fast/full build presets, optimized workflow for daily iteration
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- **Development Ready**: Hot-reload modules, 5-second iteration cycles
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- **Next Steps**: Engine logic expansion, inter-engine communication, gameplay features
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- **Next Steps**: Module implementations (TankModule, EconomyModule, FactoryModule)
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- **Questions Open**: 11 items in `questions-ouvertes.md` for future resolution
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- **Questions Open**: 11 items in `questions-ouvertes.md` for future resolution
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## Working with This Project
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## Working with This Project
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- **Realism**: Military authenticity balanced with gameplay fun
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- **Realism**: Military authenticity balanced with gameplay fun
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### Important Files for Context
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### Important Files for Context
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- Start with `vue-ensemble.md` for project vision
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- Start with `architecture-modulaire.md` for new modular architecture
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- Reference `architecture-technique.md` for technical decisions
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- Read `claude-code-integration.md` for AI-optimized development
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- Reference `vue-ensemble.md` for project vision
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- Check `coherence-problem.md` for resolved design challenges
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- Check `coherence-problem.md` for resolved design challenges
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- Use `questions-ouvertes.md` for known open issues
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- Use `questions-ouvertes.md` for known open issues
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### Build Commands
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### Build Commands
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```bash
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```bash
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# Fast development build (minimal sanitizers, ~30s)
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# Module development (autonomous build)
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cmake -DFAST_BUILD=ON .. && make claude-workflow-fast
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cd modules/tank/
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cmake . && make tank-module # Builds tank.so
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./build/tank-module # Test standalone
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# Full validation build (all sanitizers + static analysis)
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# Core system
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cmake -DCMAKE_BUILD_TYPE=Debug .. && make
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cmake . && make warfactory-core # Build core engine
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# Release build (optimized, stack protection)
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# All modules
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cmake .. && make
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make warfactory-modules # Build all modules
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# Single engine development
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make economy-engine && ./bin/economy-engine
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```
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```
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### Project Structure
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### Project Structure
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```
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```
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├── engines/ # 10 autonomous engines
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├── modules/ # Autonomous hot-reloadable modules
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│ ├── Designer-Engine/ # Vehicle design with AI assistance
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│ ├── tank/ # Tank behavior module (200 lines)
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│ ├── Economy-Engine/ # Market simulation, pricing
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│ ├── economy/ # Market simulation module
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│ ├── Event-Engine/ # Breakthrough system, global events
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│ ├── factory/ # Production module
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│ ├── Factory-Engine/ # Factorio-like production
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│ ├── transport/ # Transport optimization module
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│ ├── Intelligence-Engine/ # Metrics collection, reconnaissance
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│ └── [each with CLAUDE.md, CMakeLists.txt, src/]
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│ ├── Logistic-Engine/ # Supply chains, transport
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├── core/ # Core engine with IEngine, IModuleSystem
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│ ├── MacroEntity-Engine/ # Companies, diplomacy, administration
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│ ├── interfaces/ # IModule, IIO definitions
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│ ├── Map-Engine/ # Procedural generation, chunks, FOW
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│ └── loaders/ # Module hot-reload system
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│ ├── Operation-Engine/ # Military strategy, AI generals
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│ └── War-Engine/ # Combat simulation, frontlines
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├── cmake/ # Build system configuration
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├── cmake/ # Build system configuration
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│ ├── WarfactoryDefenses.cmake # Defensive programming
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│ ├── WarfactoryDefenses.cmake # Defensive programming
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│ ├── WarfactoryAutomation.cmake # 16 C++ libraries
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│ ├── WarfactoryAutomation.cmake # 16 C++ libraries
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@ -126,11 +128,11 @@ make economy-engine && ./bin/economy-engine
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```
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```
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### Development Workflow
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### Development Workflow
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1. **Fast iteration**: Use `FAST_BUILD=ON` for daily development
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1. **Module isolation**: Work in `modules/*/` with autonomous builds
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2. **Single engine**: `make economy-engine` for focused work
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2. **Hot-reload**: Edit module → Save → Instant reload in game
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3. **Full validation**: Debug build with all sanitizers before commit
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3. **Parallel development**: Multiple Claude instances on different modules
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4. **Engine-specific development**: Work directly in `engines/*/` directories
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4. **Config-driven**: Most gameplay tweaks via JSON configs
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5. **Incremental builds**: CMake rebuilds only modified files (~2-5s)
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5. **5-second iteration**: Edit → cmake . → make → test
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### Dependencies and Libraries
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### Dependencies and Libraries
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The project includes 16 C++ libraries via FetchContent:
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The project includes 16 C++ libraries via FetchContent:
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docs/toCheck/INTEGRATION-MASTER-LIST.md
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docs/toCheck/INTEGRATION-MASTER-LIST.md
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# Master Integration List - 570 Points Techniques
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## 📋 Vue d'Ensemble
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**Total : 570 spécifications techniques concrètes** extraites de 6 documents (2194 lignes)
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**Densité : 1 spécification toutes les 3.8 lignes** - Documentation technique ultra-dense
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## 🎯 Répartition par Priorité
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### 🔥 **CRITICAL (88 points)** - Implémentation immédiate requise
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- Architecture fondamentale : Points 1-5, 61-62, 68, 83
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- Contraintes développement : Points 86-89, 126-142, 166-167
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- Build system : Points 351-365, 506-509, 511-530, 567-569
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- Communication : Points 391-396
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### ⚡ **HIGH (187 points)** - Implémentation prioritaire
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- Performance & métriques : Points 6-10, 88, 90-125
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- Systèmes économiques : Points 16-20, 72-82
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- Client/Server : Points 73-74, 155-156, 181-183, 422
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- Workflow développement : Points 357, 367-371, 376
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### 🟡 **MEDIUM (201 points)** - Implémentation progressive
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- Systèmes économiques avancés : Points 24-30, 76-81
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- Testing & validation : Points 42-44, 291-310
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- UX & expérience : Points 431-470
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- Configuration : Points 251-290
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### 🟢 **LOW (94 points)** - Implémentation future
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- Vision & patterns avancés : Points 45-53
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- Infrastructure ROI : Points 35-41, 159, 235-237
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- Optimisations avancées : Points 108-125, 548-559
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---
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## 🏗️ **SECTION 1 : ARCHITECTURE FONDAMENTALE** (Points 1-85)
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### 🔥 Architecture Core (CRITICAL)
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**1. Triple Interface Pattern** - IEngine → IModuleSystem → IModule → IIO pour séparation complète responsabilités
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**2. Évolution Progressive Architecture** - Debug → Production → DataOriented avec hot-swappable infrastructure
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**3. Claude Code Micro-Context** - Modules 200-300 lignes max pour efficacité IA développement
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**4. Client/Server Modulaire** - V1 Thin Client validation → V2 Shared Logic prediction
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**5. Distribution Performance-Based** - Critical locale, Strategic distribuée selon tolérance latence
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### ⚡ Workflow Développement (HIGH)
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**6. Build Autonome** - `cmake .` par module, zéro dépendance parent
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**7. Hot-Reload Infrastructure** - Remplacement temps réel modules avec sauvegarde état
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**8. Développement Parallèle** - Multiple instances Claude Code simultanées sans conflits
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**9. CLAUDE.md Spécialisés** - Instructions contextuelles limitées par module
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**10. Migration V1→V2** - Évolution sans risque architecture client/server
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### 🏭 Factory Engine (HIGH/MEDIUM)
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**11. ProductionModule Monolithe** - Belt+Inserter+Factory intégration nécessaire performance
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**12. Optimisations Transport Factorio** - 50x-100x gains via segment merging, compression caching
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**13. SOA Data Layout** - Structure Arrays pour SIMD readiness future
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**14. Trade-off SIMD vs Claude** - Compiler auto-vectorization préféré complexité manuelle
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**15. Évolution Belt Progressive** - 4 phases Mono→Multi→Dual→Full Factorio
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### 💰 Systèmes Économiques (MEDIUM)
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**16. Hiérarchie Transport** - Ship(0.10€/kg)→Train(0.50€/kg)→Air(2.00€/kg)→Truck(5.00€/kg)
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**17. Infrastructure Binaire** - Port/Rail/Airport access boolean, pas gradients
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**18. Phases Économiques** - Cycles 24h : Offer(6h)→Demand(6h)→Clearing(1h)→Transport(1h)→Execution(10h)
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**19. Pricing Dynamique** - Base + Transport + Scarcity + Regional factors
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**20. Stratégies Inventaire** - Desperate(<20%) → Normal(20-50%) → Cautious(50-80%) → Oversupplied(>80%)
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### ⚔️ War Module (MEDIUM)
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**21. Isolation Complète War** - Zéro interaction directe ProductionModule, via LogisticModule uniquement
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**22. Décomposition War Subsystèmes** - Targeting(60Hz) → Movement(30Hz) → Pathfinding → Tactical(1Hz) → Analytics(0.1Hz)
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**23. Tolérance Réseau War** - 50-100ms latency acceptable décisions stratégiques
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### 📈 Trading & Market (MEDIUM)
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**24. Business Models Émergents** - Arbitrage pur, Transport Optimization, Market Making
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**25. Spécialisation Companies** - Geographic, Commodity, Logistics, Financial specialists
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**26. Consolidation Volume** - Agrégation ordres pour seuils 1000t shipping collaboration
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**27. Avantage Géographique** - Localisations côtières 50x moins cher transport
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### 🏗️ Infrastructure & Régions (MEDIUM/LOW)
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**28. ROI Infrastructure** - Calcul payback max 15 ans rail/port/airport construction
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**29. Spécialisation Régionale** - Extraction → Manufacturing → Trading → Consumer progression naturelle
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**30. Dynamiques Côtières** - Rush initial → Equilibrium via prix foncier et congestion
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### ⚙️ Configuration & Complexité (MEDIUM)
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**31. Complexité Économique Config** - Basic → Victoria 3 level via paramètres JSON
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**32. Sécurité Mode-Based** - Dev(unrestricted) → Solo(modding) → Multiplayer(authoritative)
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**33. Config Smart Dependencies** - Dependency graphs avec recalculation intelligente
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**34. Anti-Cheat Psychologique** - Bugs simulés progressifs vs bans traditional
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### 🎯 Simulation Économique Avancée (LOW)
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**35. Vision Simulation Complète** - Population/Market/Money/Trade/Policy modules Victoria 3-level
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**36. Égalité Agents Économiques** - Pas privilèges player, simulation pure
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**37. Algorithme Market Clearing** - Order matching avec transport optimization
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**38. Cascades Économiques** - Resource discovery → War impact → Tech disruption
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### 🚀 Performance & Optimisation (LOW/MEDIUM)
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**39. Scaling Performance** - Local(real-time) → Regional(hourly) → Economic(daily) → Infrastructure(monthly)
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**40. Memory Management Hot-Reload** - State preservation durant remplacement modules
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**41. Debug Engine Features** - Step-by-step, verbose logging, module isolation
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### 🧪 Testing & Validation (MEDIUM)
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**42. Unit Tests Intégrés** - `#ifdef TESTING` validation autonome modules
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**43. Standalone Testing** - Test modules sans engine complet
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**44. Testing Strategy AI-Optimized** - Simple tests, pas infrastructure complexe
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### 🎯 Patterns Avancés Claude (LOW)
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**45. Progressive Complexity Pattern** - V1→V2→V3 évolution sans réécriture
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**46. Behavior Composition Pattern** - Modules comportements combinables config
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**47. Data-Driven Logic Pattern** - Config JSON drive comportement
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### 🔮 Future & Vision (LOW)
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**48. AI-Driven Development** - Claude Code génère modules complets prompts naturels
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**49. Natural Language Debugging** - Debug conversation Claude vs tools complexes
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**50. Migration Zero-Risk Strategy** - A/B testing, fallback, validation progressive
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**51. Backward Compatibility Framework** - Proxy pattern ancien→nouveau coexistence
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### 💼 Business Logic & Philosophy (LOW)
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**52. YAGNI Modding Philosophy** - Pas modding pre-release, config system suffit 90% cas
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**53. "Complexity through Simplicity"** - AAA complexité via modules simples Claude-friendly
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---
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## 🔧 **SECTION 2 : SPÉCIFICATIONS TECHNIQUES** (Points 86-250)
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### 🔥 Contraintes Implémentation (CRITICAL)
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**86. Module Context Limit** - 200-300 lignes maximum par module
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**87. Build Command Structure** - `cd modules/tank/ && cmake .` (NOT cmake ..)
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**88. Hot-reload Time** - <5 secondes pour changements modules
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**89. Interface Pattern** - 4 interfaces IEngine, IModuleSystem, IModule, IIO
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### ⚡ Métriques Performance (HIGH)
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**90. Transport Cost Thresholds** - Ship 0.10€/kg, Train 0.50€/kg, Air 2.00€/kg, Truck 5.00€/kg
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**91. Ship Volume Threshold** - ≥1000 tonnes minimum transport maritime
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**92. Claude Code Token Limit** - ~200K tokens maximum context
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**93. Economic Cycle Duration** - 24h total avec phases spécifiques
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**94. Storage Cost** - €0.02/kg/day inventory
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**95. Delivery Times** - Ship 14j, Train 3j, Air 1j, Truck 2j
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**96. Frame-Perfect Timing** - 60fps REQUIS ProductionModule
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**97. Network Latency Tolerance** - 50-100ms acceptable war decisions
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**98. V1 Client Target** - 30+ fps stable
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**99. V2 Client Target** - 60+ fps avec prediction
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**100. V1 Server Capacity** - 10+ concurrent players
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**101. V2 Server Capacity** - 100+ concurrent players
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**102. V1 Latency** - <150ms validation acceptable
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**103. V2 Network** - 30ms server, 0ms perceived client
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**104. ISocket Overhead** - >1ms INACCEPTABLE ProductionModule
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**105. Context Size Improvement** - 50K+ → 200-300 lignes (250x réduction)
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**106. Iteration Time** - 5-10 min → 5 sec (60-120x faster)
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**107. Development Velocity** - 10x improvement Claude efficiency
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**108. Hot-reload Performance** - N/A → <5 secondes
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**109-125. Module Frequencies** - Production(60Hz), War(0.1-60Hz), Economics(0.01-0.1Hz)
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||||||
|
### 🔥 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**
|
||||||
89
docs/toCheck/README-new-content-only.md
Normal file
89
docs/toCheck/README-new-content-only.md
Normal 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
|
||||||
@ -150,12 +150,12 @@ DataOrientedEngine + ClusterModuleSystem + NetworkIO
|
|||||||
Player edit → Server validation → Engine dispatch → Background recalc
|
Player edit → Server validation → Engine dispatch → Background recalc
|
||||||
```
|
```
|
||||||
|
|
||||||
#### Smart Recalculation Engine
|
#### Smart Recalculation System
|
||||||
```cpp
|
```cpp
|
||||||
// Exemple : player modifie steel_plating.weight
|
// Exemple : player modifie steel_plating.weight
|
||||||
ConfigChange steel_plating.weight →
|
ConfigChange steel_plating.weight →
|
||||||
ComponentTracker.getDependents() → [tank_mk1, tank_mk2, heavy_tank] →
|
ComponentTracker.getDependents() → [tank_mk1, tank_mk2, heavy_tank] →
|
||||||
DesignerEngine.scheduleRecalc() →
|
DesignerModule.scheduleRecalc() →
|
||||||
Background processing (spread over frames)
|
Background processing (spread over frames)
|
||||||
```
|
```
|
||||||
|
|
||||||
@ -240,7 +240,7 @@ class ConfigDependencyGraph {
|
|||||||
void onConfigChange(ConfigKey key, json newValue) {
|
void onConfigChange(ConfigKey key, json newValue) {
|
||||||
auto affected = dependencies[key];
|
auto affected = dependencies[key];
|
||||||
for(auto component : affected) {
|
for(auto component : affected) {
|
||||||
DesignerEngine::scheduleRecalc(component);
|
DesignerModule::scheduleRecalc(component);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
@ -255,7 +255,7 @@ class ConfigDependencyGraph {
|
|||||||
|
|
||||||
### Avant : Architecture Monolithique
|
### 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
|
Total : 5-10 minutes par iteration
|
||||||
```
|
```
|
||||||
|
|
||||||
Loading…
Reference in New Issue
Block a user