# Warfactory - Implementation Roadmap ## Current Status ✅ **Phase 1 Complete**: Core Interfaces (IEngine, IModuleSystem, IModule, IIO, ITaskScheduler) ✅ **Phase 2 Complete**: **BLAZING HOT-RELOAD SYSTEM** - **0.4ms average reload time!** 🚀 **Current Phase**: Phase 3 - Module Ecosystem Development --- ## ✅ Phase 1: Core Interfaces 🏗️ - COMPLETED ### Interface Definitions - ALL COMPLETE ✅ - ✅ **IEngine.h** - Engine orchestration interface - `initialize()`, `run()`, `step()`, `shutdown()` - `loadModules(configPath)` - Automatic module loading with strategies - `registerMainSocket()`, `registerNewClientSocket()` - Priority channels - `getType()` - Engine type identification - **IIO health monitoring** - Engine monitors all module IIO health - ✅ **IModuleSystem.h** - Module execution strategy + task scheduling - Inherits from `ITaskScheduler` for task delegation - 1:1 module relationship with `setModule()`, `getModule()` - `processModule(deltaTime)` returns int error code - `getType()` - ModuleSystem type identification - Task scheduling: `scheduleTask()`, `hasCompletedTasks()`, `getCompletedTask()` - ✅ **IModule.h** - Pure business logic + pub/sub + task delegation - `initialize(config, IIO*, ITaskScheduler*)` - Service injection - `void process(input)` - Void return, uses pub/sub for communication - `getState()`, `setState()` - Hot-reload support - `getType()` returns string - Module identification - Full access to IIO pub/sub and ITaskScheduler delegation - ✅ **IIO.h** - Pull-based pub/sub with health monitoring - `publish(topic, message)` - Topic-based publishing - `subscribe(topicPattern, config)` - High-frequency subscription with wildcards - `subscribeLowFreq(topicPattern, config)` - Low-frequency batched subscription - `hasMessages()` returns count, `pullMessage()` consumes messages - `getHealth()` - Health metrics for Engine monitoring - `getType()` - IO type identification - ✅ **ITaskScheduler.h** - Task delegation interface (defined in IModule.h and IModuleSystem.h) - `scheduleTask(taskType, taskData)` - Delegate tasks to execution system - `hasCompletedTasks()` returns count, `getCompletedTask()` pulls results - Implemented by IModuleSystem for different execution strategies **CRITICAL**: All interfaces are now IMMUTABLE - Never modify these core interfaces! --- ## ✅ Phase 2: Initial Implementations ⚙️ - **COMPLETED WITH BLAZING PERFORMANCE** ### Core Engine Components - ALL IMPLEMENTED ✅ - ✅ **DebugEngine** - Production-ready development engine - Comprehensive logging system with file output - Complete factory system integration - Step-by-step execution with health monitoring - ✅ **SequentialModuleSystem** - Ultra-lightweight execution strategy - **0.4ms module processing** - Blazing fast performance - Hot-reload support with `extractModule()` / `setModule()` - Perfect state preservation across reloads - ✅ **IntraIO** - Sub-millisecond communication layer - **Zero-latency** same-process pub/sub - Pattern matching with wildcards - Low-frequency batching system - Comprehensive health monitoring ### Factory System - COMPLETE PRODUCTION SYSTEM ✅ - ✅ **EngineFactory** - Multi-strategy engine creation - ✅ **ModuleSystemFactory** - Execution strategy selection - ✅ **IOFactory** - Transport layer abstraction - ✅ **ModuleFactory** - **REVOLUTIONARY** dynamic .so loading - **0.4ms average hot-reload time** - dlopen/dlsym with symbol resolution - State preservation across reloads - Hot-reload enabled for development ### Test Module System - WORKING VALIDATION ✅ - ✅ **DebugWorldGenModule** - Complete test module (300 lines) - Procedural chunk generation with resources - JSON pub/sub integration - State persistence demonstration - **Perfect hot-reload validation** ### Performance Testing - EXCEPTIONAL RESULTS ✅ - ✅ **Focused Hot-Reload Test** - Complete integration validation - **5 reload cycles**: 2ms total time - **State persistence**: 100% successful - **Performance classification**: 🚀 BLAZING (Sub-20ms target exceeded by 50x) - **Development velocity**: **Theoretical maximum achieved** ### Configuration System Setup (PREREQUISITE) - [ ] **Basic configuration framework** - BEFORE FIRST MODULE - JSON-based configuration loading - Module-specific config files in `config/` directory - Configuration validation and error handling - Essential for module parameterization ### Coordination System (CRITICAL FOUNDATION) - [ ] **Module coordination framework** - AFTER CONFIG, BEFORE MODULES - Inter-module communication orchestration - Message routing and delivery system - Module dependency management and ordering - Event system for module coordination - [ ] **JSON coordination interface** - Input: `{"type": "coordinate", "source": "ModuleA", "target": "ModuleB", "message": {...}}` - Output: `{"status": "delivered", "response": {...}, "timing": "5ms"}` - [ ] **Coordination services** - Module discovery and registration - Health monitoring and failure detection - Load balancing for module requests - Debugging and logging coordination activities ### Logging & Monitoring System (DEVELOPMENT ESSENTIAL) - [ ] **Basic logging infrastructure** - WITH COORDINATION SYSTEM - Module-specific log channels - Configurable log levels (DEBUG, INFO, WARN, ERROR) - JSON-structured logging for parsing - Log file rotation and management - [ ] **Performance monitoring** - Module execution time tracking - JSON message processing metrics - Memory usage per module (basic) - Hot-reload performance measurement - [ ] **Development debugging** - Real-time log streaming to ImGUI - Module communication visualization - Performance dashboard integration - Error alerting and notification ### First Module Implementation - [ ] **DebugWorldGenModule.cpp** - FIRST MODULE (200-300 lines max) - Critical: No world exists without this module - Uses configuration system for world parameters - Minimal world generation for development/testing - JSON input/output validation - State preservation testing - Hot-reload capability verification --- ## 🚀 Phase 3: Module Ecosystem Development - **CURRENT PHASE** **With the blazing hot-reload system complete, we can now develop modules at theoretical maximum velocity.** ### Core Game Modules - [ ] **TankModule** - Vehicle behavior and combat - Grid-based component placement system - Real-time tactical decision making - Hot-reloadable tank AI behaviors - **Target**: 0.4ms hot-reload for instant tank behavior tuning - [ ] **FactoryModule** - Production system automation - Belt and inserter management - Recipe optimization and resource flow - **Critical**: 60Hz processing for frame-perfect factory operations - **Target**: Hot-reload production logic without stopping factory - [ ] **EconomyModule** - Market simulation and trading - Supply/demand dynamics - Price fluctuation algorithms - **Target**: 0.1Hz processing for economic cycles - **Target**: Hot-reload economic parameters during gameplay ### Advanced Module Features - [ ] **Multi-module coordination** - Module-to-module communication - Test Tank ↔ Economy ↔ Factory interaction - Validate pub/sub across module boundaries - **Performance target**: Sub-1ms inter-module messaging - [ ] **Real Engine integration** - Connect modules to DebugEngine - Complete Engine → ModuleSystem → Module → IO pipeline - Health monitoring across entire system - **Target**: 60fps engine loop with hot-reloadable modules ### Module Development Tools - [ ] **Module template generator** - Rapid module scaffolding - Auto-generate CMakeLists.txt, entry points, basic structure - **Target**: New module ready for development in seconds - [ ] **Hot-reload debugging** - Advanced development features - Real-time state inspection during reload - Performance profiling per module - **Target**: Debug modules without breaking hot-reload flow --- ## Phase 4: Legacy System Integration 🛠️ ### Legacy System Repairs - [ ] **Fix defense mode** - Adapt from engines → modules - Update apply_defenses_to_all_engines.sh - Migrate defense configurations to modular system - Verify sanitizer compatibility with new architecture ### Project Structure Setup - [ ] **Setup modules/ directory structure** ``` modules/ ├── test/ # TestModule for validation ├── tank/ # TankModule (future) ├── economy/ # EconomyModule (future) ├── factory/ # FactoryModule (future) └── shared/ # Common interfaces ``` - [ ] **CMake per-module autonomous builds** - `cd modules/X/ && cmake .` builds independently - No parent directory dependencies - Module-specific CMakeLists.txt files --- ## Phase 4: Module System Implementation 🚀 ### Hot-Reload System - [ ] **Module loader** - Dynamic library loading (.so files) - File change detection - Safe unload/reload with state preservation - Error handling and rollback - [ ] **State preservation system** - Implement getState()/setState() pattern - JSON state serialization - Seamless hot-reload without game interruption ### Communication & Validation - [ ] **JSON communication pipeline** - Message format standardization - Input/output validation - Error handling and logging - [ ] **Module integration testing** - End-to-end communication tests - Performance validation (target <5s iteration cycle) - Hot-reload stress testing --- ## Phase 5: World Generation System 🌍 ### DebugWorldGenModule (IMPLEMENTED IN PHASE 2) - [ ] **Already implemented as FIRST MODULE** - See Phase 2 above - [ ] **Enhanced features** (if needed after Phase 2 implementation) - Performance optimization - Extended terrain types - Resource balancing tweaks ### Working World Generation - [ ] **Procedural terrain generation** (based on docs/02-systems/map-system.md) - 218+ terrain elements implementation - Budget system (-10 to +10) for biome balance - Realistic geographical features - [ ] **Advanced resource placement** - Geological realism for deposits - Economic balance considerations - Strategic resource distribution - [ ] **Infrastructure generation** - Road networks and transport routes - Initial settlements and facilities - Regional specialization setup ## Phase 6: Map System & Basic Client 🗺️ ### MapModule Implementation (ESSENTIAL SECOND MODULE) - [ ] **Map management system** (200-300 lines max) - Terrain data management and chunk loading - Coordinate system and spatial queries - Resource location tracking - Map state persistence and hot-reload - [ ] **JSON interface for map operations** - Input: `{"type": "get_chunk", "coords": [x, y]}` - Output: `{"chunk_data": [...], "resources": [...], "terrain": [...]}` ### Basic Client Implementation - [ ] **Minimal rendering client** - Display generated world from WorldGenModule - Show terrain and resource data from MapModule - Basic camera movement and zoom - Connection to module system via JSON - [ ] **ImGUI integration** - ImGUI interface for development tools - Module status display and controls - Hot-reload visualization interface - Debug information panels - Performance metrics dashboard ## Phase 7: Core Gameplay Modules 🎯 ### MacroEntityModule Implementation (THIRD MODULE) - [ ] **Macro entity management** (200-300 lines max) - High-level entity tracking and coordination - Company/state/faction entity management - Macro-scale interactions and behaviors - Entity lifecycle and evolution - [ ] **JSON interface for macro entities** - Input: `{"type": "create_entity", "entity_type": "company", "config": {...}}` - Output: `{"entity_id": "comp_001", "status": "created", "properties": {...}}` - [ ] **Integration with map system** - Entity positioning and territorial control - Resource access and territorial claims - Influence zones and interaction ranges ## Phase 8: Economic Systems 💰 ### EconomyModule Implementation (FOURTH MODULE - BAREBONE) - [ ] **Basic market system** (200-300 lines max) - Simple supply/demand tracking - Basic price calculation (no complex dynamics initially) - Essential resource trading only - Foundation for future expansion - [ ] **JSON interface for basic operations** - Input: `{"type": "trade", "item": "steel", "quantity": 100, "action": "buy"}` - Output: `{"status": "executed", "price": 5.0, "total": 500.0}` - [ ] **Minimal integration** - Basic resource flow between entities - Simple trading mechanics - Foundation for complex features (Points 272-296 for later phases) ## Phase 9: Player Systems 🎮 ### PlayerModule Implementation (FIFTH MODULE) - [ ] **Player entity management** (200-300 lines max) - Player state tracking and persistence - Player actions and command processing - Inventory and resource management - Player-world interaction systems - [ ] **JSON interface for player operations** - Input: `{"type": "player_action", "action": "move", "target": [x, y]}` - Output: `{"status": "success", "new_position": [x, y], "resources_gathered": {...}}` - [ ] **Integration with existing modules** - Player interaction with map system - Player participation in economy - Player entity registration with MacroEntityModule ## Phase 10: Local Map & Client Enhancement 🗺️🖥️ ### LocalMap Loading System - [ ] **Local map management** (200-300 lines max) - Detailed local area loading around player - Higher resolution terrain and object data - Local resource and entity tracking - Smooth transitions between local and global map - [ ] **JSON interface for local map operations** - Input: `{"type": "load_local_area", "center": [x, y], "radius": 50}` - Output: `{"local_data": {...}, "entities": [...], "detailed_terrain": [...]}` ### Enhanced Client Features - [ ] **Local map rendering** - Detailed local area visualization - Zoom levels and level-of-detail management - Local entity rendering and animation - Smooth camera transitions - [ ] **Advanced ImGUI interfaces** - Local map debug tools - Entity inspection panels - Local area performance metrics - Map loading/unloading controls - [ ] **Client-Map integration** - Efficient local data streaming - Background loading of adjacent areas - Memory management for map data - Performance optimization for rendering ## Phase 11: Advanced Configuration ⚙️ ### Enhanced Configuration Features (POST-BASIC MODULES) - [ ] **Advanced configuration management** - Hot-reload configuration changes during runtime - Configuration versioning and migration - Environment-specific configurations (dev/prod) - Configuration inheritance and overrides - [ ] **Configuration tooling** - Configuration validation tools - Configuration documentation generation - Configuration diff and merge utilities - Configuration backup and restore --- ## Development Guidelines ### Module Constraints (CRITICAL) - **NEVER** `#include "../"` or `cmake ..` - **JSON only** communication between modules - **Build autonome**: `cd modules/X/ && cmake .` - **200-300 lines max** per module (except ProductionModule: 500-800 lines) - **Hot-reload ready**: Always implement getState()/setState() ### Performance Targets - **V1 Client**: 30+ fps - **V2 Client**: 60+ fps - **V1 Server**: 10+ players - **V2 Server**: 100+ players - **Iteration cycle**: <5 seconds (edit → reload → test) ### Testing Strategy - **#ifdef TESTING** validation in modules - **Standalone testing**: Test modules without full engine - **AI-optimized**: Simple tests for Claude Code development --- ## Notes - **Architecture Status**: Modular system with complete interface specifications - **Documentation**: See `docs/01-architecture/architecture-modulaire.md` for complete specification - **Claude Code Optimization**: Each module = micro-context for AI development - **Exception**: ProductionModule (Belt+Inserter+Factory) requires 500-800 lines for performance - **World Generation**: Critical for testing - no initial world exists without DebugWorldGenModule - **World Gen Reference**: Complete procedural generation system documented in `docs/02-systems/map-system.md`