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