During the last months, a lot of gradual changes to policies and guidelines had been finalised and documented. Moreover, recent clarifications regarding memory management in the render engine will lead to a clearer definition of the »Vault« Layer's role, with some ''engine code'' expected to move down. On this occasion, I reworked relevant sections in the documentation to confirm the role that now falls to central parts of the overall architecture. Notably I decided to rename those parts related to the application backbone as »Vessel« — to underpin the more active and defining role they assumed.
108 lines
3.4 KiB
C++
108 lines
3.4 KiB
C++
/*
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ConfigResolver - concrete setup for rule based configuration
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Copyright (C)
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2008, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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* *****************************************************************/
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/** @file config-resolver.cpp
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** Implementation of bindings between Steam-Layer objects and rules-based configuration.
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** @todo draft from the early design phase of the Lumiera application. As of 2016, nothing
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** was done on behalf of rules-based configuration, other then preparing the whole architecture
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** for this capability. So this remains one of the most relevant goals of the Project.
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*/
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#include "lib/error.hpp"
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#include "include/lifecycle.hpp"
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#include "steam/config-resolver.hpp"
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#include "steam/mobject/session/query/fake-configrules.hpp"
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#include "lib/depend-inject.hpp"
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using vessel::LifecycleHook;
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using vessel::ON_GLOBAL_INIT;
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namespace steam {
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namespace {
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/**
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* Install the actual ConfigResolver implementation.
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* The ConfigResolver answers queries about configuration and default configuration
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* of various aspects of the session, based on configuration rules.
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* @todo PLANNED: use an embedded Prolog-System or similar rules engine.
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* For the time being (as of 2008-2018),
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* we use preconfigured fake answers for some common Config-Queries
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*/
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void
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configure_ConfigResolver()
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{
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lib::DependInject<ConfigResolver>::useSingleton<mobject::session::query::MockConfigRules>();
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}
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LifecycleHook schedule_ (ON_GLOBAL_INIT, &configure_ConfigResolver);
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}
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/** Singleton factory instance, configured with the actual implementation type.
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* @see DefsManager::DefsManager()
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* @see defs-manager-impl.hpp
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*/
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lib::Depend<ConfigResolver> ConfigResolver::instance;
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} // namespace steam
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#include "vessel/query/defs-manager-impl.hpp"
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/***************************************************************/
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/* explicit template instantiations for querying various Types */
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/***************************************************************/
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#include "steam/asset/procpatt.hpp"
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#include "steam/asset/pipe.hpp"
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#include "steam/asset/timeline.hpp"
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#include "steam/asset/sequence.hpp"
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#include "steam/mobject/session/fork.hpp"
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namespace vessel {
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namespace query {
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using steam::asset::Pipe;
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using steam::asset::PPipe;
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using steam::asset::ProcPatt;
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using steam::asset::PProcPatt;
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using steam::asset::Timeline;
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using steam::asset::PTimeline;
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using steam::asset::Sequence;
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using steam::asset::PSequence;
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using steam::mobject::session::Fork;
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using PFork = lib::P<Fork>;
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template PPipe DefsManager::operator() (Query<Pipe> const&);
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template PProcPatt DefsManager::operator() (Query<const ProcPatt> const&);
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template PFork DefsManager::operator() (Query<Fork> const&);
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template PTimeline DefsManager::operator() (Query<Timeline> const&);
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template PSequence DefsManager::operator() (Query<Sequence> const&);
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template bool DefsManager::define (PPipe const&, Query<Pipe> const&);
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template bool DefsManager::forget (PPipe const&);
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}} // namespace vessel::query
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