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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.
72 lines
2.8 KiB
Markdown
72 lines
2.8 KiB
Markdown
# Contributing to Wowee
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## Build Setup
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See [BUILD_INSTRUCTIONS.md](BUILD_INSTRUCTIONS.md) for full platform-specific details.
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The short version: CMake + Make on Linux/macOS, MSYS2 on Windows.
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```
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cmake -B build -DCMAKE_BUILD_TYPE=Debug
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make -C build -j$(nproc)
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```
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## Code Style
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- **C++17**. Use `#pragma once` for include guards.
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- Namespaces: `wowee::game`, `wowee::rendering`, `wowee::ui`, `wowee::core`, `wowee::network`.
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- Conventional commit messages in imperative mood:
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- `feat:` new feature
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- `fix:` bug fix
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- `refactor:` code restructuring with no behavior change
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- `perf:` performance improvement
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- Prefer `constexpr` over `static const` for compile-time data.
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- Mark functions whose return value should not be ignored with `[[nodiscard]]`.
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## Pull Request Process
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1. Branch from `master`.
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2. Keep commits focused -- one logical change per commit.
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3. Describe *what* changed and *why* in the PR description.
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4. Ensure the project compiles cleanly before submitting.
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5. Manual testing against a WoW 3.3.5a server (e.g. AzerothCore/ChromieCraft) is expected
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for gameplay-affecting changes.
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## Architecture Overview
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See [docs/architecture.md](docs/architecture.md) for the full picture. Key namespaces:
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| Namespace | Responsibility |
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|---|---|
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| `wowee::game` | Game state, packet handling (`GameHandler`), opcode dispatch |
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| `wowee::rendering` | Vulkan renderer, M2/WMO/terrain, sky system |
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| `wowee::ui` | ImGui windows and HUD (`GameScreen`) |
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| `wowee::core` | Coordinates, math, utilities |
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| `wowee::network` | Connection, `Packet` read/write API |
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## Packet Handlers
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The standard pattern for adding a new server packet handler:
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1. Define a `struct FooData` holding the parsed fields.
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2. Write `void GameHandler::handleFoo(network::Packet& packet)` to parse into `FooData`.
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3. Register it in the dispatch table: `registerHandler(LogicalOpcode::SMSG_FOO, &GameHandler::handleFoo)`.
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Helper variants: `registerWorldHandler` (requires `isInWorld()`), `registerSkipHandler` (discard),
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`registerErrorHandler` (log warning).
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## Testing
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There is no automated test suite. Changes are verified by manual testing against
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WoW 3.3.5a private servers (primarily ChromieCraft/AzerothCore). Classic and TBC
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expansion paths are tested against their respective server builds.
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## Key Files for New Contributors
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| File | What it does |
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|---|---|
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| `include/game/game_handler.hpp` | Central game state and all packet handler declarations |
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| `src/game/game_handler.cpp` | Packet dispatch registration and handler implementations |
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| `include/network/packet.hpp` | `Packet` class -- the read/write API every handler uses |
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| `include/ui/game_screen.hpp` | Main gameplay UI screen (ImGui) |
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| `src/rendering/m2_renderer.cpp` | M2 model loading and rendering |
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| `docs/architecture.md` | High-level system architecture reference |
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