- **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>
102 lines
3.2 KiB
C++
102 lines
3.2 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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#include <functional>
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#include <nlohmann/json.hpp>
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using json = nlohmann::json;
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namespace warfactory {
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enum class IOType {
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INTRA = 0, // Same process
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LOCAL = 1, // Same machine
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NETWORK = 2 // TCP/WebSocket
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};
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struct SubscriptionConfig {
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bool replaceable = false; // Replace vs accumulate for low-freq
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int batchInterval = 30000; // ms for low-freq batching
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int maxBatchSize = 100; // Max messages per batch
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bool compress = false; // Compress batched data
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};
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struct Message {
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std::string topic;
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json data;
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uint64_t timestamp;
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};
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struct IOHealth {
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int queueSize;
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int maxQueueSize;
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bool dropping = false; // Started dropping messages?
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float averageProcessingRate; // Messages/second processed by module
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int droppedMessageCount = 0; // Total dropped since last check
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};
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/**
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* @brief Pub/Sub communication interface with pull-based synchronous design
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*
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* Pull-based pub/sub system optimized for game modules. Modules have full control
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* over when they process messages, avoiding threading issues.
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*
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* Features:
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* - Topic patterns with wildcards (e.g., "player:*", "economy:*")
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* - Low-frequency subscriptions for bandwidth optimization
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* - Message consumption (pull removes message from queue)
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* - Engine health monitoring for backpressure management
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*/
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class IIO {
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public:
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virtual ~IIO() = default;
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/**
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* @brief Publish message to a topic
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* @param topic Topic name (e.g., "player:123", "economy:prices")
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* @param message JSON message data
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*/
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virtual void publish(const std::string& topic, const json& message) = 0;
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/**
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* @brief Subscribe to topic pattern (high-frequency)
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* @param topicPattern Topic pattern with wildcards (e.g., "player:*")
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* @param config Optional subscription configuration
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*/
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virtual void subscribe(const std::string& topicPattern, const SubscriptionConfig& config = {}) = 0;
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/**
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* @brief Subscribe to topic pattern (low-frequency batched)
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* @param topicPattern Topic pattern with wildcards
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* @param config Subscription configuration (batchInterval, etc.)
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*/
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virtual void subscribeLowFreq(const std::string& topicPattern, const SubscriptionConfig& config = {}) = 0;
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/**
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* @brief Get count of pending messages
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* @return Number of messages waiting to be pulled
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*/
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virtual int hasMessages() const = 0;
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/**
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* @brief Pull and consume one message
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* @return Message from queue (oldest first). Message is removed from queue.
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* @throws std::runtime_error if no messages available
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*/
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virtual Message pullMessage() = 0;
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/**
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* @brief Get IO health status for Engine monitoring
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* @return Health metrics including queue size, drop status, processing rate
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*/
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virtual IOHealth getHealth() const = 0;
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/**
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* @brief Get IO type identifier
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* @return IO type enum value for identification
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*/
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virtual IOType getType() const = 0;
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};
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} // namespace warfactory
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