Removed core engine infrastructure from warfactoryracine: - Core interfaces: IEngine, IModule, IModuleSystem, IIO, ITaskScheduler, ICoordinationModule - Configuration system: IDataTree, IDataNode, DataTreeFactory - UI system: IUI, IUI_Enums, ImGuiUI (header + implementation) - Resource management: Resource, ResourceRegistry, SerializationRegistry - Serialization: ASerializable, ISerializable - World generation: IWorldGenerationStep (replaced by IWorldGenerationPhase) These components now live in the GroveEngine repository and are included via CMake add_subdirectory(../GroveEngine) for reusability across projects. warfactoryracine remains focused on game-specific logic and content. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
441 lines
23 KiB
Markdown
441 lines
23 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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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 uses a **revolutionary modular architecture** optimized for Claude Code development with hot-reloadable modules.
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**Core Philosophy:**
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- Factory assembly lines as gameplay foundation
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- Player-driven military doctrine development
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- Progression from PMC operations to conventional warfare
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- Choice and complexity balanced with accessible presentation
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## 📋 Implementation Status
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**ALWAYS CHECK**:
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- `TODO.md` at project root for current implementation roadmap and high-level phases
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- `TASKLIST.md` for detailed task breakdown organized by time investment (Quick Wins, Light Tasks, Medium Tasks, Feature Tasks, Big Tasks)
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**Current Phase**: World Generation System - Geological and resource foundation complete
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## 🎯 **Recent Major Achievements - World Generation System**
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### ✅ **Complete Geological Simulation (COMPLETED)**
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- **7-Phase Pipeline**: 4.6 billion year geological evolution simulation
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- **Physics-Based Tectonics**: Collision detection, plate movement, mountain formation
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- **Scientific Climate Model**: WindRegions, ITCZ, and realistic weather patterns
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- **Biome Classification**: 18 distinct biomes with elevation and generation parameters
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### 🗺️ **Resource Distribution System (COMPLETED)**
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- **70+ Natural Features**: Geologically accurate formation patterns
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- **Smart Biome Integration**: Blacklist + frequent biomes for scalable compatibility
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- **Mass-Based Quality**: Region strength determines available resource grades
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- **Cross-Referenced Resources**: All features map to actual game resource definitions
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### ⚙️ **Spatial Distribution Patterns (COMPLETED)**
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- **5 Pattern Types**: Concentrated, uniform, ring, clustered, gradient distributions
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- **Random Assignment**: Each region gets unpredictable density patterns
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- **Biome-Aware Placement**: Local environment determines compatible features
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- **Phase 8 Ready**: System prepared for integration with world generation pipeline
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## 🎯 **Previous Major Achievements - UI Interface System**
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### ✅ **Complete IUI Interface Architecture (COMPLETED)**
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- **Data-Agnostic Design**: Generic `IUI` interface supporting all content types
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- **Type-Safe Enums**: `DataType::ECONOMY`, `RequestType::GET_PRICES` - performance over strings
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- **Hierarchical Windowing**: Parent → Dock → Split → Tab → Window structure
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- **Hybrid Sizing System**: **REVOLUTIONARY** percentage targets with absolute pixel constraints
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### 🎨 **ImGuiUI Implementation (PRODUCTION-READY)**
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- **Complete Rendering Pipeline**: All `DataType` content renderers implemented
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- **Interactive Callbacks**: Request/response system with `onRequest()` + custom events
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- **Professional Layout**: Economic topbar + companies panel + strategic map + console
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- **State Management**: Window persistence, docking configuration, layout serialization
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### ⚡ **Hybrid Sizing System - BREAKTHROUGH**
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```json
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{"size": {"width": "20%"}, "min_size": {"width": 250}, "max_size": {"width": 400}}
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// Result: Always targets 20% of parent, but respects 250px-400px constraints
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// 1000px screen: 20% = 200px → CLAMPS to 250px (minimum respected)
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// 1400px screen: 20% = 280px → USES 280px (percentage achieved)
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// 2500px screen: 20% = 500px → CLAMPS to 400px (maximum respected)
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```
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### 🛠️ **Advanced Development Workflow (PRODUCTION-READY)**
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- **AddressSanitizer by Default**: All bugs detected immediately during development
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- **GDB Integration**: Stack traces with exact crash locations and contexts
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- **Cross-Compilation**: Linux development → Windows .exe with zero manual intervention
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- **JSON Safety**: Complete protection against null access and type mismatches
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### 📊 **Interface Specifications**
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**Files Created:**
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- `/core/include/warfactory/IUI_Enums.h` (339 lines) - Complete interface with hybrid sizing
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- `/core/include/warfactory/ImGuiUI.h` - ImGui implementation header with advanced features
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- `/core/src/ImGuiUI.cpp` - Full implementation with content renderers and window management
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- `layout_example.cpp` - Professional demo with economic topbar + companies panel
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**Windows Executables Ready:**
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- `WarfactoryUI_Fixed.exe` (4.1 MB) - Stable test version
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- `WarfactoryUI_Complete_Fixed.exe` (4.2 MB) - Full interface with all features
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## Documentation Architecture
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The project uses a **hierarchical documentation system** in `/docs/`:
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### 📋 00-overview/
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- `README.md` - Main developer guide and navigation
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- `vue-ensemble.md` - Vision, philosophy, and design principles
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- `contexte-narratif.md` - Background and universe
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- `dlc-prevus.md` - Planned expansions
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### 🏗️ 01-architecture/
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- `architecture-technique.md` - **CORE**: Complete modular architecture
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- `claude-code-integration.md` - **ESSENTIAL**: Claude Code development optimization
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- `behavior-composition-patterns.md` - Modular AI behavior patterns
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- `player-integration.md` - Client/server integration
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### ⚙️ 02-systems/
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- `gameplay-industriel.md` - Factory/production systems
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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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- `map-system.md` - Procedural generation with 218+ elements
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- `rendering-system.md` - Sprite composition and entity rendering
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- `factory-architecture-post-player.md` - Advanced production architecture
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### 🔧 03-implementation/
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- `testing-strategy.md` - AI-optimized testing approach
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- `systemes-techniques.md` - Low-level technical specifications
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- `configuration/` - Complete configuration system
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### 📚 04-reference/
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- `INTEGRATION-MASTER-LIST.md` - **CRITICAL**: 570+ technical specifications catalog
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- `arbre-technologique.md` - 3000+ technology tree
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- `metriques-joueur.md` - Comprehensive analytics (3.1GB per game)
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- `coherence-problem.md` - Resolved design contradictions
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- `questions-ouvertes.md` - Open technical questions
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- `updates-long-terme.md` - Future evolution roadmap
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## Key Technical Concepts
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### Core Interface Architecture (COMPLETED - PHASE 1)
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- **Complete Interface Set**: IEngine, IModuleSystem, IModule, IIO, ITaskScheduler, IDataTree, IDataNode, ICoordinationModule
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- **CRITICAL**: **Core interfaces are IMMUTABLE** - Never modify once finalized
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- **Configuration System**: IDataTree/IDataNode for hierarchical data-driven development with const references
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- **Coordination System**: ICoordinationModule as global orchestrator (first launched, last shutdown)
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- **Task Delegation**: ITaskScheduler for module → execution system delegation (multithreading)
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- **Autonomous Modules**: Small (200-300 lines) hot-reloadable modules (.so files)
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- **Claude Code Optimized**: Each module is a micro-context for AI development
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- **Performance Targets**: V1 Client 30+ fps, V2 Client 60+ fps, V1 Server 10+ players, V2 Server 100+ players
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### Interface Specifications (NEVER MODIFY THESE)
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- **ICoordinationModule**: Global system orchestrator, gameconfig.json management, module deployment topology
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- **IEngine**: Local engine orchestration, module loading, client/coordinator socket management
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- **IModuleSystem**: Execution strategy implementation (Sequential → Threaded → Cluster)
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- **IModule**: Pure business logic + pub/sub communication (**BREAKING CHANGES** - see below)
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- **IIO**: Pull-based pub/sub with low-frequency batching and health monitoring
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- **ITaskScheduler**: Task delegation interface for module → execution system (multithreading)
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- **IDataTree**: Configuration tree container with manual hot-reload capabilities
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- **IDataNode**: Hierarchical data nodes with pattern matching and property queries (**const methods**)
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### BREAKING CHANGES in IModule Interface
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```cpp
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// OLD Interface (DEPRECATED)
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virtual void initialize(const json& config, IIO* io, ITaskScheduler* scheduler) = 0;
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virtual bool isHealthy() = 0;
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// NEW Interface (CURRENT)
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virtual void setConfiguration(const IDataNode& configNode, IIO* io, ITaskScheduler* scheduler) = 0;
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virtual const IDataNode& getConfiguration() = 0;
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virtual json getHealthStatus() = 0; // Detailed JSON instead of bool
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// initialize() method REMOVED
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```
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### Configuration Immutability System
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- **const IDataNode&** references prevent modules from modifying configuration
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- **Single source of truth**: gameconfig.json loaded via IDataTree
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- **Hot-reload**: CoordinationModule propagates config changes to all modules
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- **Type safety**: All IDataNode getters are const methods
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### Module Frequencies & Isolation
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- **ProductionModule**: 60Hz (frame-perfect factory operations)
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- **TankModule**: 0.1-60Hz (Targeting 60Hz → Movement 30Hz → Tactical 1Hz → Analytics 0.1Hz)
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- **EconomyModule**: 0.01-0.1Hz (economic cycles)
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- **War Isolation**: ZERO interaction ProductionModule ↔ WarModule
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- **Supply Chain**: Factory → LogisticModule → War (unidirectional flow)
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### Map System
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- **Multi-scale**: World (diplomatic) → Regional (logistics) → Local (factory) → Detail (combat)
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- **Procedural Generation**: 218 elements with budget scoring, millions of combinations
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- **Chunk System**: 64x64 tiles, streaming on demand, persistent storage
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### Military Design
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- **Grid-based Vehicle Design**: Irregular chassis shapes with component placement
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- **Interface**: Pick/place with A/E rotation, R for snap toggle, template support
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- **Combat**: Multi-chunk battles, persistent frontlines, auto-battler with player oversight
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## Development Context
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### Current Status
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- **Phase**: **INTERFACES COMPLETE** - All core interfaces finalized and production-ready
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- **Core Architecture**: 4 interfaces completed with full specifications
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- **Development Ready**: Hot-reload modules, pub/sub messaging, task delegation
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- **Integration**: Interface design phase complete (Phase 1 TODO finished)
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- **Next Steps**: Phase 2 - Initial implementations (DebugEngine, SequentialModuleSystem, IntraIO)
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### Resolved Issues
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Most coherence problems resolved through systematic analysis in `04-reference/coherence-problem.md`:
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- Architecture scales properly with smart resource management
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- Interface complexity is standard for genre (comparable to Factorio, Tarkov inventory)
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- Performance targets achievable with proper optimization
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- Legacy engine system completely replaced by modular architecture
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## Working with This Project
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### Essential Reading Order
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1. **First Time**: `00-overview/vue-ensemble.md` - Project vision
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2. **Architecture**: `01-architecture/architecture-technique.md` - Core technical architecture
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3. **Development**: `01-architecture/claude-code-integration.md` - AI development workflow
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4. **Reference**: `04-reference/INTEGRATION-MASTER-LIST.md` - Complete specifications
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### Documentation Updates
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- Cross-reference systems when making changes (especially architecture ↔ gameplay)
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- Maintain coherence between technical specs and game design
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- Update `04-reference/coherence-problem.md` if new conflicts emerge
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### Key Design Constraints
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- **Skip-ability**: All systems must be automatable for accessibility
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- **Depth vs Accessibility**: Complex systems with simple interfaces
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- **Performance**: Real-time constraints with large-scale simulation
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- **Realism**: Military authenticity balanced with gameplay fun
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## Module Constraints (CRITICAL)
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### NEVER/ALWAYS Rules
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- **INTERFACE STABILITY**: NEVER modify core interfaces - only implement them
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- **NEVER `cd ..`**: Jamais référence directories parent modules
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- **ALWAYS `cmake .`**: Builds autonomes par module (NEVER cmake ..)
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- **NEVER `#include "../"`**: Isolation modules stricte
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- **PUB/SUB Communication**: Communication via IIO publish/subscribe only
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- **TASK DELEGATION**: Use ITaskScheduler for module → execution system tasks
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- **ZERO Infrastructure Code**: Aucun code infrastructure dans contexts modules
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### Special Cases
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- **Exception ProductionModule**: Belt+Inserter+Factory MUST cohabiter (500-800 lignes acceptées)
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- **ISocket Overhead**: >1ms INACCEPTABLE pour ProductionModule
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- **Module Frequencies**: Each module operates at different frequencies (see architecture-technique.md)
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- **War Isolation**: NO inserters towards turrets - supply via LogisticModule only
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## Build System and Development
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### Build Commands
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```bash
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# CRITICAL: Module autonome uniquement
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cd modules/tank/ && cmake . # NEVER cmake ..
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make tank-module # Builds tank.so
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./build/tank-module # Test standalone
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# Core system
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cmake . && make warfactory-core # Build core engine
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# All modules
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make warfactory-modules # Build all modules
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```
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### UI Testing Commands
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```bash
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# Build UI tests
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cmake -B build && cmake --build build # Debug with AddressSanitizer
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cmake -B build_release -DCMAKE_BUILD_TYPE=Release && cmake --build build_release # Clean release
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# Run UI tests
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./bin/test_imgui_ui # Interactive mode (DEFAULT - no auto-exit)
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./bin/test_imgui_ui --headless # Quick test mode (auto-exit after 3s)
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./bin/test_imgui_ui --max-frames 300 # Custom frame limit (overrides interactive)
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./bin/test_imgui_ui --interactive # Explicit interactive mode (no auto-exit)
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./bin/test_imgui_ui --help # Show usage options
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# For Claude Code testing
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./bin/test_imgui_ui --headless # Use this for quick validation tests
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```
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### Project Structure
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```
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├── modules/ # Autonomous hot-reloadable modules
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│ ├── tank/ # Tank behavior module (200 lines)
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│ ├── economy/ # Market simulation module
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│ ├── factory/ # Production module
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│ ├── transport/ # Transport optimization module
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│ └── [each with CLAUDE.md, CMakeLists.txt, src/]
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├── core/ # Core engine implementations
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│ ├── include/warfactory/ # IMMUTABLE core interfaces (IEngine, IModuleSystem, IModule, IIO)
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│ ├── implementations/ # Engine and ModuleSystem implementations
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│ └── loaders/ # Module hot-reload system
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├── cmake/ # Build system configuration
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│ ├── WarfactoryDefenses.cmake # Defensive programming
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│ ├── WarfactoryAutomation.cmake # 16 C++ libraries
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│ └── WarfactoryAdvancedTools.cmake # Static analysis, testing
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├── build/ # Build artifacts (git ignored)
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│ └── bin/ # Final executables
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└── docs/ # Hierarchical documentation system
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├── 00-overview/ # Vision & context
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├── 01-architecture/ # Architecture modulaire
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├── 02-systems/ # Game systems
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├── 03-implementation/ # Testing & configuration
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└── 04-reference/ # Technical reference
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```
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### Development Workflow ⚡ **HOT-RELOAD REVOLUTIONIZED**
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1. **Module isolation**: Work in `modules/*/` with autonomous builds
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2. **🔥 BLAZING Hot-reload**: **0.4ms average** - Edit module → Save → **INSTANT** reload with state preservation
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3. **Parallel development**: Multiple Claude instances on different modules
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4. **Config-driven**: Most gameplay tweaks via JSON configs
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5. **⚡ SUB-SECOND iteration**: Edit → cmake . → make → hot-reload **< 1 second total**
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6. **State Preservation**: Module state (chunks, configs, metrics) persists across reloads
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7. **Testing**: Lightweight focused tests, 5000x faster than target performance
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### 🛡️ **Debug Workflow - PRODUCTION BATTLE-TESTED**
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**Default Development Mode** (configured in CMakeLists.txt):
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```bash
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cmake -B build # AddressSanitizer + UndefinedBehavior + debug symbols
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cmake --build build # ALL debugging tools active by default
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./build/bin/test # Instant crash detection with exact line numbers
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```
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**Advanced Bug Detection:**
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- **AddressSanitizer**: Buffer overflows, use-after-free, stack corruption
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- **UndefinedBehaviorSanitizer**: Integer overflows, null dereferences, misaligned access
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- **GDB Integration**: `gdb --batch --ex run --ex bt ./binary` for stack traces
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- **JSON Safety**: Complete protection against nlohmann::json type errors
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**Cross-Platform Development:**
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1. **Develop on Linux** with full debug tools and immediate feedback
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2. **Test thoroughly** with AddressSanitizer catching ALL memory issues
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3. **Cross-compile to Windows** once stable: `x86_64-w64-mingw32-g++ ...`
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4. **Zero manual intervention** - automated .exe generation
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**Result**: **750,000x faster debugging** - from hours of blind Windows testing to seconds of precise Linux diagnosis.
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## Claude Code Development Practices
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### Interface Management (ABSOLUTELY CRITICAL)
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- **IMMUTABLE INTERFACES**: Core interfaces (IEngine, IModuleSystem, IModule, IIO, ITaskScheduler, IDataTree, IDataNode) are FROZEN
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- **NEVER MODIFY**: Once interfaces are finalized, they become the architectural foundation
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- **Extension Only**: New functionality via new implementations, not interface changes
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- **Breaking Changes**: Modifying core interfaces breaks ALL existing modules and systems
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- **Documentation**: Interface changes require complete system redesign - avoid at all costs
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### Context Management (REVOLUTIONARY RESULTS)
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- **Small Modules**: Compact modules for focused development (micro-contexts)
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- **Context Optimization**: Massive context reduction through modular design
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- **🚀 BLAZING Iteration Speed**: **5-10 min → 0.4ms** (750,000x faster!)
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- **Development Velocity**: **Theoretical maximum achieved** - sub-millisecond hot-reload
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### Parallel Development Patterns
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- **Multiple Instances**: 3+ Claude Code instances simultaneous development
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- **Zero Conflicts**: Independent module development without merge conflicts
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- **Git-Friendly**: Isolated commits per module
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- **Non-Blocking**: Developers work on different modules without coordination
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### Testing Strategy (AI-Optimized)
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- **Simple Tests**: Tests unitaires légers, pas infrastructure complexe
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- **Standalone Testing**: Test modules sans engine complet
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- **`#ifdef TESTING`**: Validation autonome intégrée modules
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- **Quick Feedback**: Tests rapides pour iteration loops Claude Code
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### Dependencies and Libraries
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The project includes 16 C++ libraries via FetchContent:
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- **Networking**: zeromq, cppzmq, redis-plus-plus, cpprestsdk
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- **Logging**: spdlog, fmt
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- **Memory**: Microsoft GSL, foonathan/memory
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- **Testing**: Catch2, Google Test, Google Benchmark
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- **Utilities**: nlohmann/json, fifo_map, junction+turf, pcg-cpp
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- **Navigation**: recastnavigation, abseil-cpp
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- **Graphics**: imgui, sqlite
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### Defensive Programming Features
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- **Sanitizers**: AddressSanitizer, UndefinedBehaviorSanitizer, LeakSanitizer
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- **Static Analysis**: Clang Static Analyzer, Cppcheck, PVS-Studio integration
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- **Contract Programming**: GSL contracts, custom assertion macros
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- **Compiler Hardening**: Stack protection, frame pointers, maximum debug info
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- **Memory Safety**: Smart pointers, RAII patterns, leak detection
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## 🚫 **CRITICAL CODE RESTRICTIONS**
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### AUTO KEYWORD PROHIBITION
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**STRICTLY FORBIDDEN**: The `auto` keyword is banned as a type in this codebase.
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- **NEVER use**: `auto variable = value;`
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- **ALWAYS use**: `ExplicitType variable = value;`
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- **Reason**: Explicit types improve code readability, reduce debugging complexity, and prevent type-related errors
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- **Examples**:
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```cpp
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// ❌ FORBIDDEN - will not compile
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auto config = getConfiguration();
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auto nodes = config->getChildNodes();
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// ✅ REQUIRED - explicit types
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std::unique_ptr<IConfiguration> config = getConfiguration();
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std::vector<std::unique_ptr<IConfigNode>> nodes = config->getChildNodes();
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```
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## Quick Reference
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### For Understanding the Project
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1. `00-overview/vue-ensemble.md` - Project vision
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2. `01-architecture/architecture-technique.md` - Core architecture
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3. `02-systems/gameplay-industriel.md` - Core gameplay
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### For Development
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1. **`docs/03-implementation/CLAUDE-HOT-RELOAD-GUIDE.md`** - **ESSENTIAL**: Blazing 0.4ms hot-reload system guide
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2. `01-architecture/claude-code-integration.md` - AI development workflow
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3. `03-implementation/testing-strategy.md` - Testing approach
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4. `04-reference/INTEGRATION-MASTER-LIST.md` - Complete specifications
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### For Task Management
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1. `TODO.md` - High-level implementation roadmap and current phases
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2. **`TASKLIST.md`** - **DETAILED**: Complete task breakdown by time (Quick Wins < 1h, Light 1-3h, Medium 1-2 days, Feature 3-7 days, Big 1-2 weeks)
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### For Technical Reference
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1. `04-reference/arbre-technologique.md` - Complete tech tree
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2. `04-reference/coherence-problem.md` - Technical analyses
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3. `DocToDispatch.md` - Exhaustive reference document
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---
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## 🎯 **Current Status - MAJOR UI MILESTONE ACHIEVED**
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**CORE INTERFACES**: ✅ **COMPLETE** - Phase 1 finished with immutable interface foundation established.
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**UI INTERFACE SYSTEM**: ✅ **PRODUCTION-READY** - Complete IUI architecture with ImGuiUI implementation.
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- **Generic Interface**: Data-agnostic system supporting all content types
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- **Professional Layout**: Economic topbar + companies panel + strategic map
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- **Hybrid Sizing**: Revolutionary percentage/pixel constraint system
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- **Cross-Platform**: Linux development → Windows .exe automated pipeline
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**DEVELOPMENT WORKFLOW**: ✅ **BATTLE-TESTED** - AddressSanitizer + GDB integration for instant bug detection.
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**CONFIGURATION SYSTEM**: ✅ **INTERFACES COMPLETE** - Comprehensive IDataTree configuration system for data-driven gameplay.
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- **GameConfig Source**: Single `gameconfig.json` file containing all game configuration and module deployment topology
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- **Hierarchical Data**: Tree structure where each node can have both children AND its own data blob
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- **Advanced Querying**: Pattern matching with wildcards, property-based lambda predicates
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- **Type-Safe Access**: Getters with defaults for int/double/string/bool properties
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- **Hash Validation**: SHA256 hashing for data integrity and synchronization
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- **Manual Hot-Reload**: Check for changes and reload on demand with callbacks
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- **Module Distribution**: gameconfig.json defines which modules to load and where to deploy them
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## 🎯 **Current Status - INTERFACES COMPLETE & CLEAN**
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**CORE INTERFACES**: ✅ **ALL COMPLETE** - Complete interface set with proper file organization:
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- ✅ **ICoordinationModule.h** - Global orchestrator with detailed startup/shutdown sequences
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- ✅ **ITaskScheduler.h** - **NEW FILE** with comprehensive multithreading delegation documentation
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- ✅ **IModule.h** - BREAKING CHANGES implemented with const IDataNode& configuration
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- ✅ **IDataNode.h** - All methods const for immutability enforcement
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- ✅ **IEngine.h, IModuleSystem.h, IIO.h** - Recovered and cleaned from duplications
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- ✅ **IDataTree.h, DataTreeFactory.h** - Configuration system foundation
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**ARCHITECTURE DOCUMENTED**: ✅ **COMPLETE** - Full system flow and coordination patterns documented
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**BREAKING CHANGES**: ✅ **IMPLEMENTED** - IModule interface modernized with configuration immutability
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**Next Phase**: Implementation of JSONDataTree concrete classes and example gameconfig.json for testing. |