58 lines
2.5 KiB
Markdown
58 lines
2.5 KiB
Markdown
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Code guidelines
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=====================
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For the most part, follow Godot conventions.
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Syntax
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--------
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- Class and struct names `PascalCase`
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- Constants, enums and macros `CAPITAL_CASE`
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- Other names `snake_case`
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- Globals prefixed with `g_`
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- Parameters prefixed with `p_`, but not really enforced so far. Matters for big functions.
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- Private and protected fields prefixed with `_`
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- Some private functions start with `_`, either to mimic Godot API, or to signify it's a re-used function that performs no checks
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- Enums prefixed by their name. Example: `enum Type { TYPE_ONE, TYPE_TWO }`
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- Open braces at the end of line, close them next line
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- Never omit braces
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- Space between binary operators and control flow
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- Indent with tabs
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- Use Clang-format to automate most of these rules (the one included in Godot should do it)
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C++ features
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-------------
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- Don't use `auto` unless the type is impossible to express or a horrible template (like STL ones). IDEs aren't granted (Github reviews and diffs)
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- STL is ok if it measurably performs better than Godot alternatives.
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- Initialize variables next to declaration
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Error handling
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---------------
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- No exceptions
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- Check invariants, fail early. Use `CRASH_COND` to make sure states are as expected even if they don't cause immediate harm.
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- Crashes aren't nice to users, so in those cases use `ERR_FAIL_COND` macros for code that can recover from error
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Performance
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-------------
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In performance-critical areas:
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- Avoid allocations. Re-use memory either with `ObjectPool`, fixed-size arrays or use `std::vector` capacity.
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- Avoid `virtual`, `Ref<T>`, `String`
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- Don't resize `PoolVectors` or `Vector<T>`, or do it in one go if needed
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- Careful about what is thread-safe and what isn't. Some major areas of this module work within threads.
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- Reduce mutex locking to a minimum
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- Use data structures that are fit to the most frequent use over time (will often be either array, vector or hash map)
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- Consider statistics if their impact is negligible. It helps monitoring how well the module performs even in release builds.
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- Profile your code, in release mode. The lightweight `util/zprofiling.h` can help but you are free to use your own technique.
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Godot API
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----------
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- Use the most direct APIs for the job. Especially, don't use nodes. See `VisualServer` and `PhysicsServer`.
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- Always use `Read` and `Write` when modifying `PoolVector`.
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- Only expose a function if it is safe to use and guaranteed to remain present for a while
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- use `memnew`, `memdelete`, `memalloc` and `memfree` so memory usage is counted within Godot monitors
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