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