143 lines
6.1 KiB
ReStructuredText
143 lines
6.1 KiB
ReStructuredText
###########################
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How to contribute to DFHack
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###########################
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.. contents::
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.. _contributing-code:
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Contributing Code
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=================
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Several things should be kept in mind when contributing code to DFHack.
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Code Format
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-----------
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* Four space indents for C++. Never use tabs for indentation in any language.
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* LF (Unix style) line terminators
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* Avoid trailing whitespace
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* UTF-8 encoding
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* For C++:
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* Opening and closing braces on their own lines or opening brace at the end of the previous line
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* Braces placed at original indent level if on their own lines
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* #includes should be sorted. C++ libraries first, then dfhack modules, then df structures,
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then local includes. Within each category they should be sorted alphabetically.
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How to get new code into DFHack
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-------------------------------
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* Submit pull requests to the ``develop`` branch, not the ``master`` branch.
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(The ``master`` branch always points at the most recent release)
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* Use a new branch for each feature or bugfix so that your changes can be merged independently
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(i.e. not the master or develop branch of your fork).
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* If possible, compile on multiple platforms when changing anything that compiles
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* It must pass CI - run ``python travis/all.py`` to check this.
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* Update documentation when applicable - see `docs-standards` for details.
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* Update ``changelog.txt`` and ``docs/Authors.rst`` when applicable. See
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`build-changelog` for more information on the changelog format.
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* Create a GitHub pull request once finished
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* Submit ideas and bug reports as :issue:`issues on GitHub <>`.
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Posts in the forum thread can easily get missed or forgotten.
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* Work on :issue:`reported problems <?q=is:open+-label:idea>`
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will take priority over ideas or suggestions.
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.. _contributing-memory-research:
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Memory research
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---------------
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If you want to do memory research, you'll need some tools and some knowledge.
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In general, you'll need a good memory viewer and optionally something
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to look at machine code without getting crazy :)
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Using publicly known information and analyzing the game's data is preferred.
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Good Windows tools include:
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* IDA Freeware 7.0 (for non-commercial use, supports 32-bit and 64-bit)
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* Cheat Engine
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Good Linux tools:
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* angavrilov's df-structures gui (32-bit only, visit us on IRC for details)
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* IDA Freeware 7.0 (see above)
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* edb (Evan's Debugger)
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* Some of the tools residing in the ``legacy`` dfhack branch.
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Using the library as a developer
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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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Other ways to help
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==================
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DFHack is a software project, but there's a lot more to it than programming.
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If you're not comfortable programming, you can help by:
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* reporting bugs and incomplete documentation
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* improving the documentation
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* finding third-party scripts to add
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* writing tutorials for newbies
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All those things are crucial, and often under-represented. So if that's
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your thing, go get started!
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