mirror of
https://github.com/johndoe6345789/SDL3CPlusPlus.git
synced 2026-04-25 06:04:57 +00:00
- Removed core/platform.hpp and core/vulkan_utils.cpp, integrating their functionality into new platform_service implementations. - Updated service registrations to utilize IPlatformService for improved modularity. - Refactored event bus usage across services to leverage IEventBus interface. - Enhanced buffer management in BufferService with detailed logging and error handling. - Updated GUI rendering services to utilize buffer service for resource management. - Cleaned up includes and improved overall code organization for better maintainability.
295 lines
12 KiB
C++
295 lines
12 KiB
C++
#include "service_based_app.hpp"
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#include "events/event_bus.hpp"
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#include "events/i_event_bus.hpp"
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#include "services/interfaces/i_window_service.hpp"
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#include "services/interfaces/i_graphics_service.hpp"
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#include "services/impl/json_config_service.hpp"
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#include "services/impl/platform_service.hpp"
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#include "services/impl/sdl_window_service.hpp"
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#include "services/impl/sdl_input_service.hpp"
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#include "services/impl/vulkan_device_service.hpp"
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#include "services/impl/swapchain_service.hpp"
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#include "services/impl/pipeline_service.hpp"
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#include "services/impl/buffer_service.hpp"
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#include "services/impl/render_command_service.hpp"
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#include "services/impl/graphics_service.hpp"
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#include "services/impl/script_engine_service.hpp"
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#include "services/impl/scene_script_service.hpp"
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#include "services/impl/shader_script_service.hpp"
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#include "services/impl/gui_script_service.hpp"
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#include "services/impl/audio_command_service.hpp"
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#include "services/impl/physics_bridge_service.hpp"
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#include "services/impl/mesh_service.hpp"
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#include "services/impl/scene_service.hpp"
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#include "services/impl/sdl_audio_service.hpp"
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#include "services/impl/vulkan_gui_service.hpp"
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#include "services/impl/bullet_physics_service.hpp"
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#include "services/impl/crash_recovery_service.hpp"
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#include "services/impl/logger_service.hpp"
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#include "services/interfaces/i_platform_service.hpp"
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#include <iostream>
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#include <stdexcept>
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namespace sdl3cpp::app {
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ServiceBasedApp::ServiceBasedApp(const std::filesystem::path& scriptPath)
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: scriptPath_(scriptPath) {
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// Register logger service first
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registry_.RegisterService<services::ILogger, services::impl::LoggerService>();
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logger_ = registry_.GetService<services::ILogger>();
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logger_->Trace("ServiceBasedApp", "ServiceBasedApp", "scriptPath=" + scriptPath_.string(), "constructor starting");
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try {
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logger_->Info("ServiceBasedApp::ServiceBasedApp: Setting up SDL");
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SetupSDL();
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logger_->Info("ServiceBasedApp::ServiceBasedApp: Registering services");
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RegisterServices();
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// Get and initialize crash recovery service
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crashRecoveryService_ = registry_.GetService<services::ICrashRecoveryService>();
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if (crashRecoveryService_) {
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crashRecoveryService_->Initialize();
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}
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logger_->Info("ServiceBasedApp::ServiceBasedApp: Creating controllers");
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lifecycleController_ = std::make_unique<controllers::LifecycleController>(registry_);
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applicationController_ = std::make_unique<controllers::ApplicationController>(registry_);
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logger_->Info("ServiceBasedApp::ServiceBasedApp: constructor completed");
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} catch (const std::exception& e) {
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if (logger_) {
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logger_->Error("ServiceBasedApp::ServiceBasedApp: Failed to initialize ServiceBasedApp: " + std::string(e.what()));
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} else {
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// Fallback to console if logger not available
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std::cerr << "ServiceBasedApp::ServiceBasedApp: Failed to initialize ServiceBasedApp: " << e.what() << std::endl;
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}
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throw;
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}
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}
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ServiceBasedApp::~ServiceBasedApp() {
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logger_->Trace("ServiceBasedApp", "~ServiceBasedApp", "", "Entering");
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// Shutdown crash recovery service
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if (crashRecoveryService_) {
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crashRecoveryService_->Shutdown();
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}
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applicationController_.reset();
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lifecycleController_.reset();
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logger_->Trace("ServiceBasedApp", "~ServiceBasedApp", "", "Exiting");
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}
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void ServiceBasedApp::Run() {
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logger_->Trace("ServiceBasedApp", "Run", "", "Entering");
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try {
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// Initialize all services
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lifecycleController_->InitializeAll();
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// Create the window
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auto windowService = registry_.GetService<services::IWindowService>();
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if (windowService) {
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services::WindowConfig config;
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config.width = 1024;
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config.height = 768;
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config.title = "SDL3 + Vulkan Application";
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config.resizable = true;
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windowService->CreateWindow(config);
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}
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// Initialize graphics after window is created
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auto graphicsService = registry_.GetService<services::IGraphicsService>();
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if (graphicsService && windowService) {
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services::GraphicsConfig graphicsConfig;
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graphicsConfig.deviceExtensions = {"VK_KHR_swapchain"};
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graphicsConfig.enableValidationLayers = false;
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graphicsService->InitializeDevice(windowService->GetNativeHandle(), graphicsConfig);
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graphicsService->InitializeSwapchain();
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}
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// Run the main application loop with crash recovery
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if (crashRecoveryService_) {
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bool success = crashRecoveryService_->ExecuteWithTimeout(
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[this]() { applicationController_->Run(); },
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30000, // 30 second timeout for the main loop
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"Main Application Loop"
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);
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if (!success) {
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logger_->Warn("ServiceBasedApp::Run: Main loop timed out, attempting recovery");
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if (crashRecoveryService_->AttemptRecovery()) {
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logger_->Info("ServiceBasedApp::Run: Recovery successful, restarting main loop");
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applicationController_->Run(); // Try again
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}
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}
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} else {
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// Fallback if no crash recovery service
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applicationController_->Run();
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}
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// Shutdown all services
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lifecycleController_->ShutdownAll();
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logger_->Trace("ServiceBasedApp", "Run", "", "Exiting");
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} catch (const std::exception& e) {
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logger_->Error("ServiceBasedApp::Run: Application error: " + std::string(e.what()));
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// Attempt recovery on exception
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if (crashRecoveryService_ && crashRecoveryService_->AttemptRecovery()) {
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logger_->Info("ServiceBasedApp::Run: Recovered from exception");
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} else {
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throw;
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}
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}
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}
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void ServiceBasedApp::ConfigureLogging(services::LogLevel level, bool enableConsole, const std::string& outputFile) {
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if (logger_) {
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logger_->SetLevel(level);
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logger_->EnableConsoleOutput(enableConsole);
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if (!outputFile.empty()) {
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logger_->SetOutputFile(outputFile);
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}
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}
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}
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void ServiceBasedApp::SetupSDL() {
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logger_->Trace("ServiceBasedApp", "SetupSDL", "", "Entering");
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// SDL initialization is handled by the window service
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// Don't initialize SDL here to avoid double initialization
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logger_->Trace("ServiceBasedApp", "SetupSDL", "", "Exiting");
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}
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void ServiceBasedApp::RegisterServices() {
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logger_->Trace("ServiceBasedApp", "RegisterServices", "", "Entering");
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// Logger service already registered in constructor
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// Crash recovery service (needed early for crash detection)
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registry_.RegisterService<services::ICrashRecoveryService, services::impl::CrashRecoveryService>(
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registry_.GetService<services::ILogger>());
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// Platform service (needed for SDL error enrichment)
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registry_.RegisterService<services::IPlatformService, services::impl::PlatformService>(
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registry_.GetService<services::ILogger>());
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// Event bus (needed by window service)
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registry_.RegisterService<events::IEventBus, events::EventBus>();
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// Configuration service
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services::impl::RuntimeConfig runtimeConfig;
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runtimeConfig.scriptPath = scriptPath_;
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registry_.RegisterService<services::IConfigService, services::impl::JsonConfigService>(
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registry_.GetService<services::ILogger>(), runtimeConfig);
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// Window service
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registry_.RegisterService<services::IWindowService, services::impl::SdlWindowService>(
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registry_.GetService<services::ILogger>(),
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registry_.GetService<services::IPlatformService>(),
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registry_.GetService<events::IEventBus>());
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// Input service
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registry_.RegisterService<services::IInputService, services::impl::SdlInputService>(
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registry_.GetService<events::IEventBus>(),
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registry_.GetService<services::ILogger>());
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// Audio service (needed before script bindings execute)
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registry_.RegisterService<services::IAudioService, services::impl::SdlAudioService>(
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registry_.GetService<services::ILogger>());
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// Script bridge services
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registry_.RegisterService<services::IMeshService, services::impl::MeshService>(
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registry_.GetService<services::IConfigService>());
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registry_.RegisterService<services::IPhysicsBridgeService, services::impl::PhysicsBridgeService>(
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registry_.GetService<services::ILogger>());
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registry_.RegisterService<services::IAudioCommandService, services::impl::AudioCommandService>(
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registry_.GetService<services::IConfigService>(),
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registry_.GetService<services::IAudioService>(),
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registry_.GetService<services::ILogger>());
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// Script engine service (shared Lua runtime)
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registry_.RegisterService<services::IScriptEngineService, services::impl::ScriptEngineService>(
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scriptPath_,
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registry_.GetService<services::ILogger>(),
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registry_.GetService<services::IMeshService>(),
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registry_.GetService<services::IAudioCommandService>(),
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registry_.GetService<services::IPhysicsBridgeService>(),
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runtimeConfig.luaDebug);
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// Script-facing services
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registry_.RegisterService<services::ISceneScriptService, services::impl::SceneScriptService>(
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registry_.GetService<services::IScriptEngineService>());
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registry_.RegisterService<services::IShaderScriptService, services::impl::ShaderScriptService>(
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registry_.GetService<services::IScriptEngineService>());
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registry_.RegisterService<services::IGuiScriptService, services::impl::GuiScriptService>(
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registry_.GetService<services::IScriptEngineService>());
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// Connect input service to GUI script service for GUI input processing
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auto inputService = registry_.GetService<services::IInputService>();
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auto guiScriptService = registry_.GetService<services::IGuiScriptService>();
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if (inputService && guiScriptService) {
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inputService->SetGuiScriptService(guiScriptService.get());
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}
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// Vulkan device service
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registry_.RegisterService<services::IVulkanDeviceService, services::impl::VulkanDeviceService>(
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registry_.GetService<services::ILogger>());
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// Swapchain service
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registry_.RegisterService<services::ISwapchainService, services::impl::SwapchainService>(
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registry_.GetService<services::IVulkanDeviceService>(),
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registry_.GetService<events::IEventBus>(),
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registry_.GetService<services::ILogger>());
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// Pipeline service
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registry_.RegisterService<services::IPipelineService, services::impl::PipelineService>(
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registry_.GetService<services::IVulkanDeviceService>(),
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registry_.GetService<services::ILogger>());
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// Buffer service
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registry_.RegisterService<services::IBufferService, services::impl::BufferService>(
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registry_.GetService<services::IVulkanDeviceService>(),
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registry_.GetService<services::ILogger>());
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// Render command service
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registry_.RegisterService<services::IRenderCommandService, services::impl::RenderCommandService>(
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registry_.GetService<services::IVulkanDeviceService>(),
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registry_.GetService<services::ISwapchainService>(),
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registry_.GetService<services::ILogger>());
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// Graphics service (facade)
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registry_.RegisterService<services::IGraphicsService, services::impl::GraphicsService>(
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registry_.GetService<services::ILogger>(),
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registry_.GetService<services::IVulkanDeviceService>(),
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registry_.GetService<services::ISwapchainService>(),
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registry_.GetService<services::IPipelineService>(),
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registry_.GetService<services::IBufferService>(),
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registry_.GetService<services::IRenderCommandService>(),
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registry_.GetService<services::IWindowService>());
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// Scene service
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registry_.RegisterService<services::ISceneService, services::impl::SceneService>(
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registry_.GetService<services::ISceneScriptService>(),
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registry_.GetService<services::ILogger>());
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// GUI service
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registry_.RegisterService<services::IGuiService, services::impl::VulkanGuiService>(
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registry_.GetService<services::ILogger>(),
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registry_.GetService<services::IBufferService>());
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// Physics service
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registry_.RegisterService<services::IPhysicsService, services::impl::BulletPhysicsService>(
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registry_.GetService<services::ILogger>());
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logger_->Trace("ServiceBasedApp", "RegisterServices", "", "Exiting");
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}
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} // namespace sdl3cpp::app
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