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coding-guidelines (5760B)
1 Rules about patches & modifications to UnrealIRCd 2 3 1. When making a change, always add a small description in the commit log. 4 Don't forget to mention the bug# and credit the reporter (if any). 5 6 2. If new files are made, they must contain proper copyright headers. 7 8 3. Each bug or feature should have a bug# so people can have a discussion 9 about it. This has a few implications (read!!): 10 * People must report bugs/feature requests to bugs.unrealircd.org and 11 not on IRC, e-mail, etc. 12 * That means other people can see the bug# and comment on it. This means 13 discussion is easy to read back for each issue and not spread between 14 several IRC logs. 15 Furthermore, by using the bugtracker instead of directly committing, 16 people could point out that there might be a better way to do things 17 than you originally thought, or it might be that other devs don't like 18 it at all. 19 * If a head coder has 'acknowledged' or 'confirmed' the issue or stated 20 in a comment that it's OK to implement, then any dev may take the issue. 21 The dev should change the status to 'assigned' and work on it, then 22 commit and change it to 'resolved', set 'fixed in version' to the 23 correct release, and add a comment pasting the relevant commit log. 24 Of course other guidelines, in particular rule #7, still applies. 25 26 4. If you don't have direct write access to the repository then you can 27 submit changes as as PR on github. It is very much preferred to also 28 have a bugs.unrealircd.org entry for it as well (see previous item). 29 30 5. For the stable branch, in general, only commit changes that have an 31 associated bugid# and/or were discussed. 32 For branches currently in development (alpha/beta) there's more freedom 33 and if you think the change will be small and is fine without a 34 discussion then feel free to commit. 35 36 6. Regarding reidenting, restructuring or other major code cleanups: please 37 discuss before doing so. The other devs might not agree with you on the 38 particular cleanup you have in mind which would result in another 39 clean-up-the-cleanup commit. 40 You may, however reindent and clean up individual sections when you are 41 working on fixing a particular bug# or implementing a new feature. In fact 42 you're encouraged to do so if the code is confusing without it. However, 43 obey the style of Unreal's code (mostly outlined in this document) 44 and do not introduce yet another (new) style. Also, be careful with doing 45 any cleanup: if you're unsure in any way about the use of something, 46 or something that looks redundant on first sight, then look more 47 carefully... it might indeed be useless and/or redundant, but it might 48 also be a subtle thing that can create great bugs when 'cleaned up'. 49 50 7. During the Release Candidate stage (from RC1 until the final release) 51 only the head coder may commit directly, all others should ask and 52 present their patch before committing. Yes, even if you are changing 53 only 1 line of code or text. 54 55 9. UnrealIRCd should compile on all supported operating systems and 56 platforms, using GCC 3 or higher on *NIX, and Visual Studio 2008 or 57 higher on Windows. This means you cannot blindly use all C99 extensions. 58 59 10. Coders must test their code before committing. 60 61 11. /* 62 * These kind of comments 63 */ 64 65 NOT 66 67 // These kind of comments 68 69 12. if (something == 1) 70 { 71 moo; /* comment */ 72 /* This does what what what */ 73 cow(go(moo)); 74 } 75 76 NOT 77 78 if (something == 1) { 79 } 80 81 13. Do not touch version.c.SH or version.h, unless you are a head coder. 82 If you need a credit in, contact us 83 84 14. Protocol changes must be discussed before making patches for it. 85 86 15. We do NOT rip people off. If we use other people's code, it MUST be 87 properly credited. 88 89 16. We use tabsize 8 and we use tabs AND NOT SPACES. 90 Some code is old and horrible and has a mix of tabs and spaces used for 91 spacing, that's something we do not want to have ;) 92 93 17. Be careful about overflows. Do not do any unchecked string copies. 94 Instead of strcpy, strcat and sprintf/ircsprintf, use the following 95 functions: strlcpy, strlcat, snprintf/ircnsprintf. 96 If you are copying/writing character-by-character or word-by-word in a 97 loop, eg using *p++ = x; then be very sure about your size counting. 98 Often it's better to avoid such code altogether, by simply using 99 strlcat for everything. 100 101 18. Speed. When optimizing or writing code, keep in mind that readability and 102 stability comes FIRST, and after that comes speed. So we'd rather prefer some 103 readable code (even if difficult) over some odd highly optimized routine which 104 nobody understands, is difficult to extend, and might have several bugs. 105 As mentioned earlier: use ircsnprintf, not snprintf (this is because 106 ircsnprintf is optimized for simple strings like the ones we use). 107 ircsnprintf calls snprintf when it finds a (non-simple) format specifier it 108 can't handle. Simple format specifiers do not have prefixes other than 109 h and l. 110 111 19. Initialize your structs and use the proper memory calls. 112 In UnrealIRCd we use safe_alloc, safe_free, safe_strdup and safe_strldup. 113 Do NOT use malloc, calloc or strdup. 114 115 20. Comment your code! This should speak for itself... 116 Put comments wherever you think they are needed, to aid any further coders 117 with reading your code.. and, in fact, it will aid yourself as well if you 118 would look back at your code 2 years later. 119 If there's some obscure pitfall, DO mention it! Don't just "hope" a next 120 author will see it like you did. 121 122 21. Use enums whenever possible, rather than #define constants. Besides making 123 things more clean, it also aids debugging.