Move general dev info to a separate doc (Dev-intro)
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===========================
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DFHack development overview
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===========================
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Currently, the most direct way to use the library is to write a script or plugin that can be loaded by it.
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All the plugins can be found in the 'plugins' folder. There's no in-depth documentation
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on how to write one yet, but it should be easy enough to copy one and just follow the pattern.
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``plugins/skeleton/skeleton.cpp`` is provided for this purpose.
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Other than through plugins, it is possible to use DFHack via remote access interface,
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or by writing scripts in Lua or Ruby. There are plenty of examples in the scripts folder.
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The `lua-api` is quite well documented.
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The most important parts of DFHack are the Core, Console, Modules and Plugins.
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* Core acts as the centerpiece of DFHack - it acts as a filter between DF and
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SDL and synchronizes the various plugins with DF.
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* Console is a thread-safe console that can be used to invoke commands exported by Plugins.
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* Modules actually describe the way to access information in DF's memory. You
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can get them from the Core. Most modules are split into two parts: high-level
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and low-level. High-level is mostly method calls, low-level publicly visible
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pointers to DF's data structures.
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* Plugins are the tools that use all the other stuff to make things happen.
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A plugin can have a list of commands that it exports and an onupdate function
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that will be called each DF game tick.
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Rudimentary API documentation can be built using doxygen (see build options
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in ``CMakeCache.txt`` or with ``ccmake`` or ``cmake-gui``). The full DFHack
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documentation is built with Sphinx_, which runs automatically at compile time.
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.. _Sphinx: http://www.sphinx-doc.org
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DFHack consists of variously licensed code, but invariably weak copyleft.
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The main license is zlib/libpng, some bits are MIT licensed, and some are
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BSD licensed. See the `license` for more information.
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Feel free to add your own extensions and plugins. Contributing back to
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the DFHack repository is welcome and the right thing to do :)
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DF data structure definitions
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-----------------------------
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DFHack uses information about the game data structures, represented via xml files
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in the ``library/xml/`` submodule.
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See https://github.com/DFHack/df-structures, and the documentation linked in the index.
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Data structure layouts are described in files following the ``df.*.xml`` name pattern.
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This information is transformed by a perl script into C++ headers describing the
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structures, and associated metadata for the Lua wrapper. These headers and data
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are then compiled into the DFHack libraries, thus necessitating a compatibility
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break every time layouts change; in return it significantly boosts the efficiency
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and capabilities of DFHack code.
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Global object addresses are stored in :file:`symbols.xml`, which is copied to the dfhack
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release package and loaded as data at runtime.
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Remote access interface
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-----------------------
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DFHack supports remote access by exchanging Google protobuf messages via a TCP
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socket. Both the core and plugins can define remotely accessible methods. The
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``dfhack-run`` command uses this interface to invoke ordinary console commands.
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Currently the supported set of requests is limited, because the developers don't
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know what exactly is most useful. `remotefortressreader` provides a fairly
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comprehensive interface for visualisers such as :forums:`Armok Vision <146473>`.
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@ -0,0 +1,20 @@
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========================
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DFHack Development Guide
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========================
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These are pages relevant to people developing for DFHack.
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.. toctree::
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:maxdepth: 1
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/docs/Dev-intro
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/docs/Contributing
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/docs/Compile
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/docs/NEWS-dev
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/docs/Lua API
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/docs/Documentation
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/library/xml/SYNTAX
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/library/xml/how-to-update
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/docs/Memory-research
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/docs/Binpatches
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