New coding guidelines: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
(Replaced content with "{{Delete|Moved to mtasa-docs GitHub repository}}")
Tag: Replaced
 
(2 intermediate revisions by one other user not shown)
Line 1: Line 1:
This page contains current coding guidelines.
{{Delete|Moved to mtasa-docs GitHub repository}}
<br><br>
 
=Code styling=
Please stick to these rules to write nice and good code!
 
===Avoid magic numbers===
We always try to avoid magic numbers like memory addresses, offsets, some constant numbers, etc. You can use the '''#define''' macro to define the numbers or at least use comments to document these numbers.
 
<syntaxhighlight lang="cpp">
float CWeatherSA::GetWetRoads() const
{
    return *(float*)0xC81308; // CWeather::WetRoads
}
</syntaxhighlight>
<syntaxhighlight lang="cpp">
// In the header
#define NUM_WETROADS    0xC81308
 
// In the .cpp
float CWeatherSA::GetWetRoads() const
{
    return *(float*)NUM_WETROADS;
}
</syntaxhighlight>
 
When using the '''#define''' macro, we use a prefix that specifies what it defines.
 
<syntaxhighlight lang="cpp">
#define FUNC_RemoveRef                              0x4C4BB0 // Function address
#define ARRAY_aCannons                              0xC80740 // Array address
#define STRUCT_CAESoundManager                      0xB62CB0 // Struct address
#define SIZE_CWaterCannon                            0x3CC    // Size of object (e.g., struct object)
#define CLASSSIZE_WeaponInfo                        112      // Class size
#define NUM_CWaterCannon_Audio_Offset                0x32C    // Number (e.g., offsets, integers, etc.)
#define CLASS_CText                                  0xC1B340 // Class address
#define VAR_CTempColModels_ModelPed1                0x968DF0 // Variable address (CColModel colModelPeds)
</syntaxhighlight>
 
===Naming conventions===
We use different naming conventions depending on the context.
<ul>
<li>
Use '''lower camel case''' for variable names and types:
<syntaxhighlight lang="cpp">
SSomeStruct  valueOne;
ESomeEnum    m_valueTwo;
</syntaxhighlight>
</li>
 
<li>
Use '''upper camel case''' for functions and classes:
<syntaxhighlight lang="cpp">
void UpperCamelCase();
class Vector;
</syntaxhighlight>
</li>
 
<li>
Class member, should start with the prefix '''m_'''
<syntaxhighlight lang="cpp">
CVector      m_vecPosition;
CVector      m_vecRotation;
bool          m_isVisible;
bool          m_isFrozen;
</syntaxhighlight>
</li>
 
<li>
We '''avoid''' Hungarian notation in new codes, so use it only if necessary for consistency with the current code you are editing.
 
<syntaxhighlight lang="cpp">
float        fValue;              // Local variable
unsigned char m_ucValue;            // Class member variable
char          ms_cValue;            // Class static member variable
bool          g_bCrashTwiceAnHour;  // Global variable
char*        szUsername;          // Zero-terminated string
SString      strUsername;          // String
CVector      vecPosition;          // 3D Vector
</syntaxhighlight>
</li>
 
</ul>
 
===Functions without arguments===
Define and call functions without arguments simply with empty parentheses. Don't use ''void'' in this case as it is an old practice!
<syntaxhighlight lang="cpp">
// Bad
void MyFunction(void);
MyFunction(void);
 
// Good
void MyFunction();
MyFunction();
</syntaxhighlight>
 
===Code readability===
This is another very important point of the guidelines. Always try to make your code as readable as possible so that anyone can easily read it and understand its purpose.
 
<ul>
<li>Use '''early-returns''' to improve code readability.
<syntaxhighlight lang="cpp">
// Poor readability
bool CStaticFunctionDefinitions::RespawnObject(CElement* pElement)
{
    if (IS_OBJECT(pElement))
    {
        CObject* pObject = static_cast<CObject*>(pElement);
        if (pObject)
        {
            pObject->Respawn();
            return true;
        }
    }
 
    return false;
}
 
// Clearer readability
bool CStaticFunctionDefinitions::RespawnObject(CElement* pElement)
{
    if (!IS_OBJECT(pElement))
        return false;
 
    CObject* pObject = static_cast<CObject*>(pElement);
    if (!pObject)
        return false;
 
    pObject->Respawn();
 
    return true;
}
 
</syntaxhighlight>
</li>
 
<li>Always strive to maintain code readability. If a type is lengthy to write, you can use auto to improve readability
<syntaxhighlight lang="cpp">
CDeatchmatchObject* pObject = static_cast<CDeathmatchObject*>(pEntity);
// Can be
auto* pObject = static_cast<CDeathmatchObject*>(pEntity);
</syntaxhighlight>
We prefer to use '''auto*''' when it comes to pointer, even though auto itself is sufficient.
</li>
 
<li>Use logical conditions whenever possible
<syntaxhighlight lang="cpp">
// Poor readability
const CPositionRotationAnimation* CObject::GetMoveAnimation()
{
    if (IsMoving())
    {
        return m_pMoveAnimation;
    }
    else
    {
        return nullptr;
    }
}
 
// Good readability
const CPositionRotationAnimation* CObject::GetMoveAnimation()
{
    return IsMoving() ? m_pMoveAnimation : nullptr;
}
</syntaxhighlight>
</li>
 
<li>if a loop or condition is short, omit curly braces
<syntaxhighlight lang="cpp">
// Instead of
if (!bStillRunning)
{
    StopMoving();
}
 
// You can do
 
if (!bStillRunning)
    StopMoving();
 
// However, do not omit curly braces for larger blocks:
<syntaxhighlight lang="cpp">
for (dont)
    for (do)
        for (this)
            ...
</syntaxhighlight>
</li>
 
<li>Functions that only return a value should be placed in header files. For example, instead of:
<syntaxhighlight lang="cpp">
// In .cpp file
int GetGameSpeed()
{
    return m_iGameSpeed;
}
</syntaxhighlight>
Do it in the header:
<syntaxhighlight lang="cpp">
int GetGameSpeed() const noexcept { return m_iGameSpeed; }
</syntaxhighlight>
</li>
 
<li>Don't use unnecessary parenthesis.
<syntaxhighlight lang="cpp">
// Bad
bool CClientPed::IsDead()
{
    (return (m_status == STATUS_DEAD));
}
 
// Good
bool CClientPed::IsDead()
{
    return m_status == STATUS_DEAD;
}
</syntaxhighlight>
</li>
 
<li>Use [https://en.cppreference.com/w/cpp/language/range-for range-based for loops] when possible.
<syntaxhighlight lang="cpp">
std::vector<int> vec; // Example std container
 
// Bad:
for (std::vector<int>::iterator it = vec.begin(); it != vec.end(); it++)
 
// Good:
for (const auto& v : vec)
for (const int& v : vec)
 
// In case of maps you can use structured binding:
std::map<std::string, int> myMap;
for (const auto& [k, v] : myMap)
 
// There are situations where you must use old style loops, in this case use `auto`
for (auto it = vec.begin(); it != vec.end(); it++)
</syntaxhighlight>
</li>
 
</ul>
 
=Coding conventions=
We always try to create good code that complies with applicable conventions.
 
===Specifiers===
These are the basic specifiers we try to use, especially in new codes:
:* Use [https://en.cppreference.com/w/cpp/keyword/const const] and [https://en.cppreference.com/w/cpp/language/constexpr constexpr] wherever possible.
:* Use the [https://en.cppreference.com/w/cpp/language/noexcept_spec noexcept] specifier whenever possible, but '''be cautious''' as it can cause the program to terminate if an exception is thrown.
 
===Null pointers===
Use [https://en.cppreference.com/w/cpp/language/nullptr nullptr] instead of [https://en.cppreference.com/w/cpp/types/NULL NULL] when setting or returning a null pointer.
 
===Initializing a class member===
Use [https://en.cppreference.com/w/cpp/language/constructor member initialization lists] whenever possible. Instead of doing:
<syntaxhighlight lang="cpp">
CObject::CObject(CElement* pParent, CObjectManager* pObjectManager, bool bIsLowLod)
    : CElement(pParent), m_bIsLowLod(bIsLowLod), m_pLowLodObject(NULL)
{
    // Init
    m_iType = CElement::OBJECT;
    SetTypeName("object");
 
    m_pObjectManager = pObjectManager;
    m_usModel = 0xFFFF;
    m_pMoveAnimation = NULL;
    m_ucAlpha = 255;
    m_vecScale = CVector(1.0f, 1.0f, 1.0f);
    m_fHealth = 1000.0f;
    m_bSyncable = true;
    m_pSyncer = NULL;
    m_bIsFrozen = false;
    m_bDoubleSided = false;
    m_bBreakable = false;
    m_bCollisionsEnabled = true;
 
    // Add us to the manager's list
    pObjectManager->AddToList(this);
}
</syntaxhighlight>
 
Do:
 
<syntaxhighlight lang="cpp">
CObject::CObject(CElement* pParent, CObjectManager* pObjectManager, bool bIsLowLod)
    : CElement(pParent),
      m_bIsLowLod(bIsLowLod),
      m_pLowLodObject(nullptr),
      m_iType(CElement::OBJECT),
      m_pObjectManager(pObjectManager),
      m_usModel(0xFFFF),
      m_pMoveAnimation(nullptr),
      m_ucAlpha(255),
      m_vecScale(1.0f, 1.0f, 1.0f),
      m_fHealth(1000.0f),
      m_bSyncable(true),
      m_pSyncer(nullptr),
      m_bIsFrozen(false),
      m_bDoubleSided(false),
      m_bBreakable(false),
      m_bCollisionsEnabled(true)
{
    SetTypeName("object");
 
    // Add us to the manager's list
    pObjectManager->AddToList(this);
}
</syntaxhighlight>
 
===Typing conventions===
<ol>
<li> In C++, prefer using types from the std namespace provided by appropriate headers (such as '''<cstdint>''', '''<cstddef>''', etc.). This is recommended for several reasons:
 
* Namespace Safety: Types defined in these headers are encapsulated within the std namespace, which helps avoid naming conflicts with user-defined types or macros. This follows the C++ standard practice of minimizing global namespace pollution.
 
* Consistency and Readability: Using '''std::''' types ensures consistency and improves code readability by making it clear that these types are part of the standard library.
 
* C++ Standard Compliance: The C++ standard (C++11 and later) includes headers like '''<cstdint>''' and '''<cstddef>''', which provide standardized types:
 
:* <cstdint> includes exact-width integer types such as ''''std::uint32_t''', '''std::int32_t''', etc.
:* <cstddef> includes types like '''std::size_t''', '''std::ptrdiff_t''', etc.
 
* Portability and Maintainability: Using these headers makes your code more portable across different compilers and platforms, as it guarantees that these types are defined in a standardized way. This is especially important in a C++ environment, where the focus is on maintainability and cross-platform compatibility.
 
By adhering to these practices, you ensure that your codebase remains clean, consistent, and adheres to modern C++ standards, which ultimately contributes to better maintainability and fewer integration issues.</li>
 
<li>In new codes, try not to use the '''SString''' type anymore, use '''std::string''' instead.</li>
</ol>
 
=Header files=
<ul>
<li>Always place a copyight comment at the beginning of header files
<syntaxhighlight lang="cpp">
/*****************************************************************************
\
*
*  PROJECT:     Multi Theft Auto
*  LICENSE:     See LICENSE in the top level directory
*  FILE:        Client/mods/deathmatch/logic/CClientIFP.h
*  PURPOSE:    Animations replacement
*
*  Multi Theft Auto is available from https://www.multitheftauto.com/
*
*****************************************************************************/
 
#pragma once
</syntaxhighlight>
The '''FILE''' field contains the path of the current header file.
</li>
 
<li>Put '''#pragma once''' preprocessor directive next to the copyright comment for new header files and the ones you are modifying for the pull request. Make sure to remove include guard if you are using '''#pragma once'''.</li>
 
</ul>
 
[[Category: Development]]

Latest revision as of 14:26, 20 July 2024

Edit-delete.png This page is marked for deletion.

Reason: Moved to mtasa-docs GitHub repository
Actions: Delete (Administrators) - Discuss - What links here - Category