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CONTRIBUTING.md: code style, PR process, architecture pointers, packet handler pattern, key files for new contributors. CHANGELOG.md: grouped changes since v1.8.1-preview into Performance, Bug Fixes, Features, Security, and Code Quality sections. Chat parser: use stack-allocated std::array<char, 256> for typical chat messages instead of heap-allocated std::string. Only falls back to heap for messages > 256 bytes. Reduces allocator pressure on high-frequency chat packet handling.
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Contributing to Wowee
Build Setup
See BUILD_INSTRUCTIONS.md for full platform-specific details. The short version: CMake + Make on Linux/macOS, MSYS2 on Windows.
cmake -B build -DCMAKE_BUILD_TYPE=Debug
make -C build -j$(nproc)
Code Style
- C++17. Use
#pragma oncefor include guards. - Namespaces:
wowee::game,wowee::rendering,wowee::ui,wowee::core,wowee::network. - Conventional commit messages in imperative mood:
feat:new featurefix:bug fixrefactor:code restructuring with no behavior changeperf:performance improvement
- Prefer
constexproverstatic constfor compile-time data. - Mark functions whose return value should not be ignored with
[[nodiscard]].
Pull Request Process
- Branch from
master. - Keep commits focused -- one logical change per commit.
- Describe what changed and why in the PR description.
- Ensure the project compiles cleanly before submitting.
- Manual testing against a WoW 3.3.5a server (e.g. AzerothCore/ChromieCraft) is expected for gameplay-affecting changes.
Architecture Overview
See docs/architecture.md for the full picture. Key namespaces:
| Namespace | Responsibility |
|---|---|
wowee::game |
Game state, packet handling (GameHandler), opcode dispatch |
wowee::rendering |
Vulkan renderer, M2/WMO/terrain, sky system |
wowee::ui |
ImGui windows and HUD (GameScreen) |
wowee::core |
Coordinates, math, utilities |
wowee::network |
Connection, Packet read/write API |
Packet Handlers
The standard pattern for adding a new server packet handler:
- Define a
struct FooDataholding the parsed fields. - Write
void GameHandler::handleFoo(network::Packet& packet)to parse intoFooData. - Register it in the dispatch table:
registerHandler(LogicalOpcode::SMSG_FOO, &GameHandler::handleFoo).
Helper variants: registerWorldHandler (requires isInWorld()), registerSkipHandler (discard),
registerErrorHandler (log warning).
Testing
There is no automated test suite. Changes are verified by manual testing against WoW 3.3.5a private servers (primarily ChromieCraft/AzerothCore). Classic and TBC expansion paths are tested against their respective server builds.
Key Files for New Contributors
| File | What it does |
|---|---|
include/game/game_handler.hpp |
Central game state and all packet handler declarations |
src/game/game_handler.cpp |
Packet dispatch registration and handler implementations |
include/network/packet.hpp |
Packet class -- the read/write API every handler uses |
include/ui/game_screen.hpp |
Main gameplay UI screen (ImGui) |
src/rendering/m2_renderer.cpp |
M2 model loading and rendering |
docs/architecture.md |
High-level system architecture reference |