warfactoryracine/core/include/warfactory/IEngine.h
StillHammer c37f7d245e Complete Phase 1: Finalize all core interfaces with immutable architecture
- **IEngine**: Add run(), step(), loadModules(), socket management, health monitoring
- **IModuleSystem**: Inherit ITaskScheduler, 1:1 module relationship, task delegation
- **IModule**: Service injection (IIO*, ITaskScheduler*), pub/sub communication, void process()
- **IIO**: Pull-based pub/sub with wildcards, low-frequency batching, health monitoring
- **ITaskScheduler**: Task delegation interface for module→execution system

Architecture completed with quadruple interface pattern optimized for:
- Thread-safe pull-based messaging
- Module task delegation to execution systems
- Engine health monitoring of all IIO instances
- Immutable interface foundation for future development

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-24 09:03:56 +08:00

125 lines
3.8 KiB
C++

#pragma once
#include <string>
#include <memory>
#include <nlohmann/json.hpp>
// Forward declarations to avoid circular dependencies
namespace warfactory {
class IModuleSystem;
}
using json = nlohmann::json;
namespace warfactory {
enum class EngineType {
DEBUG = 0,
PRODUCTION = 1,
HIGH_PERFORMANCE = 2
};
/**
* @brief Engine orchestration interface - coordinates the entire system
*
* The engine is responsible for:
* - System initialization and lifecycle management
* - Main game loop coordination with delta time updates
* - Module system orchestration
* - IIO health monitoring and backpressure management
*
* IMPORTANT: Engine implementations must periodically check IIO health:
* - Monitor IOHealth.queueSize vs maxQueueSize (warn at 80% full)
* - Track IOHealth.dropping status (critical - consider module restart)
* - Log IOHealth.droppedMessageCount for debugging
* - Monitor IOHealth.averageProcessingRate for performance analysis
*
* Evolution path:
* - DebugEngine: Development/testing with step-by-step execution
* - HighPerfEngine: Production optimized with threading
* - DataOrientedEngine: Massive scale with SIMD and clustering
*/
class IEngine {
public:
virtual ~IEngine() = default;
/**
* @brief Initialize engine systems
*
* Sets up the engine with basic configuration.
* Module system and other components are set separately.
*/
virtual void initialize() = 0;
/**
* @brief Start main game loop
*
* Blocks until shutdown() called. Engine owns the main loop and handles:
* - Frame timing and delta time calculation
* - Module system coordination
* - Performance management and frame rate control
*/
virtual void run() = 0;
/**
* @brief Process single frame/tick (for debugging)
* @param deltaTime Time elapsed since last update in seconds
*
* For step debugging and testing. Processes one iteration
* without entering the main loop.
*/
virtual void step(float deltaTime) = 0;
/**
* @brief Shutdown engine and cleanup all resources
*
* Ensures proper cleanup of all systems in correct order.
* Should be safe to call multiple times. Stops run() loop.
*/
virtual void shutdown() = 0;
/**
* @brief Load modules from configuration
* @param configPath Path to module configuration file
*
* Engine automatically:
* - Loads modules from .so/.dll files
* - Creates appropriate ModuleSystem for each module (performance strategy)
* - Configures execution frequency and coordination
*
* Config format:
* {
* "modules": [
* {"path": "tank.so", "strategy": "threaded", "frequency": "60hz"},
* {"path": "economy.so", "strategy": "sequential", "frequency": "0.1hz"}
* ]
* }
*/
virtual void loadModules(const std::string& configPath) = 0;
/**
* @brief Register main coordinator socket
* @param coordinatorSocket Socket for system coordination communication
*
* Engine uses this socket for high-level system coordination,
* health monitoring, and administrative commands.
*/
virtual void registerMainSocket(std::unique_ptr<IIO> coordinatorSocket) = 0;
/**
* @brief Register new client/player socket
* @param clientSocket Socket for player communication
*
* Engine manages player connections as a priority channel.
* Players are the most important external connections.
*/
virtual void registerNewClientSocket(std::unique_ptr<IIO> clientSocket) = 0;
/**
* @brief Get engine type identifier
* @return Engine type enum value for identification
*/
virtual EngineType getType() const = 0;
};
} // namespace warfactory