Kelsidavis-WoWee/CONTRIBUTING.md
Kelsi 3762dceaa6
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docs: add CONTRIBUTING.md and CHANGELOG.md; optimize chat parser allocation
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.
2026-03-27 18:47:35 -07:00

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2.8 KiB
Markdown

# Contributing to Wowee
## Build Setup
See [BUILD_INSTRUCTIONS.md](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 once` for include guards.
- Namespaces: `wowee::game`, `wowee::rendering`, `wowee::ui`, `wowee::core`, `wowee::network`.
- Conventional commit messages in imperative mood:
- `feat:` new feature
- `fix:` bug fix
- `refactor:` code restructuring with no behavior change
- `perf:` performance improvement
- Prefer `constexpr` over `static const` for compile-time data.
- Mark functions whose return value should not be ignored with `[[nodiscard]]`.
## Pull Request Process
1. Branch from `master`.
2. Keep commits focused -- one logical change per commit.
3. Describe *what* changed and *why* in the PR description.
4. Ensure the project compiles cleanly before submitting.
5. 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](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:
1. Define a `struct FooData` holding the parsed fields.
2. Write `void GameHandler::handleFoo(network::Packet& packet)` to parse into `FooData`.
3. 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 |