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IACore/README.md
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# IACore (Independent Architecture Core)
<div align="center">
<img src="logo.svg" alt="IACore Logo" width="400"/>
<br/>
<img src="https://img.shields.io/badge/license-apache_v2-blue.svg" alt="License"/>
<img src="https://img.shields.io/badge/standard-C%2B%2B20-yellow.svg" alt="C++ Standard"/>
<img src="https://img.shields.io/badge/platform-Windows%20%7C%20Linux-lightgrey.svg" alt="Platform"/>
<p>
<b>A High-Performance Foundation for Modern C++ 20 Applications.</b>
</p>
</div>
> [!NOTE]
> This branch presents the latest version of IACore (v1.2), which is a major rewrite of the previous API. If you're looking for the previous API instead, please find it in the `_legay_api` branch!
## 📖 Description
IACore is a high-performance C++20 foundation library bundling essential systems (IPC, Logging, Networking, Compression, and Async Scheduling) into a single, coherent API.
IACore strictly follows the coding style and philosophy of [Auxid](https://github.com/I-A-S/Auxid).
Originally developed as the internal core for IASoft (PVT) LTD., it is now open-source to provide a standardized bedrock for C++ applications where performance matters.
## ✨ Features
* **🚀 High-Performance IPC:** Shared-Memory Ring Buffers with wait-free SPSC synchronization.
* **🌐 Networking:** Integrated HTTP/HTTPS client (wrapper around `cpp-httplib` with automatic Zlib/Gzip handling).
* **🧵 Async Scheduler:** A job system with high/normal priority queues.
* **💾 File I/O:** Memory-mapped file operations and optimized binary stream readers/writers.
* **📦 Compression:** Unified API for Zlib, Gzip, and Zstd.
* **📜 Logging:** Thread-safe, colored console and disk logging.
* **⚡ Modern C++:** Heavily utilizes modern C++20 concepts, `std::span`, and `Oxide` for error handling.
## 💡 Usage Examples
### 1. IPC (Manager & Node)
IACore provides a manager/node architecture using shared memory.
#### Manager:
```C++
#include <IACore/IPC.hpp>
// Spawns a child process and connects via Shared Memory
auto node_id = manager.spawn_node("MyChildNodeExe");
manager.wait_till_node_is_online(*node_id);
// Send data with zero-copy overhead
String msg = "Hello Node";
manager.send_packet(*node_id, 100, {(PCUINT8)msg.data(), msg.size()});
```
#### Node:
```C++
#include <IACore/IPC.hpp>
class Node : public IACore::IPC_Node {
public:
void on_signal(uint8_t signal) override {
// Handle signals
}
void on_packet(uint16_t packet_id, std::span<const uint8_t> payload) override {
// Handle packets
}
};
int main(int argc, char* argv[]) {
// The connection string is passed as the first argument by the Manager
if (argc < 2) return -1;
Node node;
// Connect back to the manager via Shared Memory
if (!node.connect(argv[1])) return -1;
while(true) {
node.update();
}
return 0;
}
```
### 2. Async Jobs
```C++
#include <IACore/AsyncOps.hpp>
// Initialize worker threads (hardware_concurrency - 2)
IACore::AsyncOps::initialize_scheduler();
// Schedule a task
IACore::AsyncOps::Schedule *my_schedule = new IACore::AsyncOps::Schedule();
IACore::AsyncOps::schedule_task([](auto worker_id) {
printf("Running on worker %d\n", worker_id);
}, 0, my_schedule);
// Wait for completion
IACore::AsyncOps::wait_for_schedule_completion(my_schedule);
```
### 3. HTTP Request
```C++
#include <IACore/Http/Client.hpp>
IACore::HttpClient client("https://api.example.com");
auto res = client.json_get<MyResponseStruct>("/data", {});
if (res) {
std::cout << "Data: " << res->value << "\n";
} else {
std::cerr << "Error: " << res.error() << "\n";
}
```
## 🛠️ Integration
IACore is built with CMake. You can include it in your project via `FetchContent` or by adding it as a subdirectory.
**Note:** On Windows, you must have **VCPKG** installed and the `VCPKG_ROOT` environment variable set, for OpenSSL support.
### CMake Example
```cmake
cmake_minimum_required(VERSION 3.28)
project(MyGame)
# Or you can use FetchContent
add_subdirectory(external/IACore)
# Apply IACore's standard project configuration
# This applies C++20 and strict warning flags globally to your targets.
iacore_setup_project()
# Define your targets
add_executable(MyGame src/main.cpp)
# Link IACore
target_link_libraries(MyGame PRIVATE IACore)
```
## 🤝 Contributing
We welcome contributions from the community!
### What we accept immediately:
* **📚 Documentation:** Improvements to comments, the README, or external docs.
* **🧪 Tests:** New unit tests (in `Tests/`) to improve coverage or reproduce bugs.
* **💡 Examples:** New usage examples or sample projects.
* **🐛 Bug Reports:** detailed issues describing reproduction steps are highly valued.
### Core Library Policy (`Src/` Directory)
Currently, **we are not accepting Pull Requests that modify the core source code (`Src/`)**.
If you find a critical bug in `Src/`, please open an **Issue** rather than a PR, and the core team will implement a fix ASAP.
## 📦 Dependencies
IACore manages its own dependencies via CMake's FetchContent. You do not need to install these manually:
* **JSON:** `glaze`
* **SIMD:** `google-highway`
* **Networking:** `cpp-httplib`
* **Compression:** `zlib-ng` & `zstd`
* **Utilities:** `tl-expected` & `unordered_dense`
**Note:** Following dependencies are not directly used by IACore, but bundles them (+ helper wrappers) for user convenience: `nlohmann_json`, `simdjson`, `pugixml`
## ⚖️ License
This project is licensed under the Apache License Version 2.0.
## 🤖 Use of Generative AI at IASoft
While we never let Generative AI to make architecural/design decisions, and we hand-write almost all of the implementations, we do use Generative AI (Google Gemini) for the following and *(ONLY following)* tasks:
1) **Controlled Repititive Boilerplate Generation:** Each and **every single line of AI generated code** is **manually reviewed** one-by-one for hallucinations and logic errors. Trust, but verify.
2) **Concept Research and Development:** Design pattern comparisions, cost-benefit analysis and as a second pair of eyes to evalute and critique our design decisions.
3) **Documentation:** Repititive method doc strings (parameter, return value descriptions) are done mostly using Generative AI.
4) **Code Review:** Automated logic checking and static analysis on top of deterministic tools.