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249 lines
5.2 KiB
Markdown
249 lines
5.2 KiB
Markdown
# Contributing code to DDNet
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## General
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Please open an issue first discussing the idea before starting to write code.
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It would be unfortunate if you spend time working on a contribution that does not align with the ideals of the DDNet project.
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A non-exhaustive list of things that usually get rejected:
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- Extending dummy with new gameplay-affecting features.
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https://github.com/ddnet/ddnet/pull/8275
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https://github.com/ddnet/ddnet/pull/5443#issuecomment-1158437505
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- Breaking backwards compatibility in the network protocol or file formats such as skins and demos.
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- Breaking backwards compatibility in gameplay:
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+ Existing ranks should not be made impossible.
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+ Existing maps should not break.
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+ New gameplay should not make runs easier on already completed maps.
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## Code style
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There are a few style rules. Some of them are enforced by CI and some of them are manually checked by reviewers.
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If your github pipeline shows some errors please have a look at the logs and try to fix them.
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Such fix commits should ideally be squashed into one big commit using ``git commit --amend`` or ``git rebase -i``.
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A lot of the style offenses can be fixed automatically by running the fix script `./scripts/fix_style.py`
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### Upper camel case for variables, methods, class names
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With the exception of base/system.{h,cpp}
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For single words
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- `int length = 0;` ❌
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- `int Length = 0;` ✅
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For multiple words:
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- `int maxLength = 0;` ❌
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- `int MaxLength = 0;` ✅
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### Variable names should be descriptive
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❌ Avoid:
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```C++
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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for(int k = 0; k < NUM_DUMMIES; k++)
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{
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if(k == 0)
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continue;
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m_aClients[i].Foo();
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}
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}
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```
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✅ Instead do:
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```C++
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for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
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{
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for(int Dummy = 0; Dummy < NUM_DUMMIES; Dummy++)
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{
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if(Dummy == 0)
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continue;
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m_aClients[ClientId].Foo();
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}
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}
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```
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More examples can be found [here](https://github.com/ddnet/ddnet/pull/8288#issuecomment-2094097306)
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### Teeworlds interpretation of the hungarian notation
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DDNet inherited the hungarian notation like prefixes from [Teeworlds](https://www.teeworlds.com/?page=docs&wiki=nomenclature)
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`m_`
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Class member
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`g_`
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Global variable
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`s_`
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Static variable
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`p`
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Pointer
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`a`
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Fixed array
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Combine them appropriately.
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Class Prefixes
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`C`
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Class, CMyClass, This goes for structures as well.
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`I`
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Interface, IMyClass
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Only use those prefixes. The ddnet code base does **NOT** follow the whole hungarian notation strictly.
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Do **NOT** use `c` for constants or `b` for booleans or `i` for integers.
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Examples:
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```C++
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class CFoo
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{
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int m_Foo = 0;
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const char *m_pText = "";
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void Func(int Argument, int *pPointer)
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{
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int LocalVariable = 0;
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};
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};
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```
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### The usage of `goto` is not encouraged
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Do not use the `goto` keyword in new code, there are better control flow constructs in C++.
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### Assignments in if statements should be avoided
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Do not set variables in if statements.
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❌
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```C++
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int Foo;
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if((Foo = 2)) { .. }
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```
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✅
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```C++
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int Foo = 2;
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if(Foo) { .. }
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```
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Unless the alternative code is more complex and harder to read.
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### Using integers in boolean contexts should be avoided
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❌
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```C++
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int Foo = 0;
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if(!Foo) { .. }
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```
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✅
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```C++
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int Foo = 0;
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if(Foo != 0) { .. }
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```
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### Methods with default arguments should be avoided
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Default arguments tend to break quickly, if you have multiple you have to specify each even if you only want to change the last one.
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### Method overloading should be avoided
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Try finding descriptive names instead.
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### Getters should not have a Get prefix
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While the code base already has a lot of methods that start with a ``Get`` prefix. If new getters are added they should not contain a prefix.
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❌
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```C++
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int GetMyVariable() { return m_MyVariable; }
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```
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✅
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```C++
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int MyVariable() { return m_MyVariable; }
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```
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### Class member variables should be initialized where they are declared
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Instead of doing this ❌:
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```C++
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class CFoo
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{
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int m_Foo;
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};
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```
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Do this instead if possible ✅:
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```C++
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class CFoo
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{
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int m_Foo = 0;
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};
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```
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### The usage of `class` should be favored over `struct`
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### Modern C++ should be used instead of old C styled code
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DDNet balances in being portable (easy to compile on all common distributions) and using modern features.
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So you are encouraged to use all modern C++ features as long as they are supported by the C++ version we use.
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Still be aware that in game loop code you should avoid allocations, so static buffers on the stack can be preferable.
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Examples:
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- Use `nullptr` instead of `0` or `NULL`.
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### Use `true` for success
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Do not use `int` as return type for methods that can either succeed or fail.
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Use `bool` instead. And `true` means success and `false` means failure.
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See https://github.com/ddnet/ddnet/issues/6436
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### Filenames
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Code file names should be all lowercase and words should be separated with underscores.
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❌
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```C++
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src/game/FooBar.cpp
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```
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✅
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```C++
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src/game/foo_bar.cpp
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```
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## Commit messages
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Describe the change your contribution is making for the player/user instead of talking about what you did in a technical sense. Your PR messages will ideally be in a format that can directly be used in the [change log](https://ddnet.org/downloads/).
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