mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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367 lines
6.9 KiB
Markdown
367 lines
6.9 KiB
Markdown
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# Contributing to Darkflame Universe
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This document outlines how to contribute to Darkflame Universe as well as guidelines and rules for contribution.
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## Filing Issues
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Issues should be used to report problems with the project, request a new feature, or to discuss potential changes before a PR is created.
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If you find an Issue that addresses the problem you're having, please add your own reproduction information to the existing issue rather than creating a new one.
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Issues should include (when applicable):
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- Expected Behavior
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- Current Behavior
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- Possible Solution
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- Steps to Reproduce
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- Your Enviorment
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## Pull Requests
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PRs to this project are always welcome and can be a quick way to get your fix or improvement slated for the next release. In general, PRs should:
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- Only fix/add the functionality in question **OR** address wide-spread whitespace/style issues, not both.
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- Address a single concern in the least number of changed lines as possible.
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- Include documentation in the repo.
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For changes that address core functionality or would require breaking changes (e.g. a major release), it's best to open an Issue to discuss your proposal first. This is not required but can save time creating and reviewing changes.
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In general, we follow the "fork-and-pull" Git workflow
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- Fork the repository to your own Github account
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- Clone the project to your machine
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- Create a branch locally with a succinct but descriptive name
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- Commit changes to the branch
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- Following any formatting and testing guidelines specific to this repo
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- Push changes to your fork
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- Open a PR in our repository.
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PRs should include (when applicable):
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- Description
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- Motivation and Context
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- Type of Changes
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- How Has This Been Tested?
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- Screenshots
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## Development Resources
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Check out a compiled list of development resources and tools [here](https://lu-dev.net/).
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## Coding Style
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This project has gone through multiple iterations of coding style. In the code you'll find a number of different coding styles in use. What follows is the preferred style for this project.
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### General
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Use 4 spaces instead of the tab character.
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Use typically trailing braces everywhere (if, else, functions, structures, typedefs, class definitions, etc.)
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```cpp
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if (x) {
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}
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```
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The else statement starts on the same line as the last closing brace.
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```cpp
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if (x) {
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} else {
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}
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```
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Do not pad parenthesized expressions with spaces
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```cpp
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if (x) {
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}
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```
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Instead of
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```cpp
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if ( x ) {
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}
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```
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And
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```cpp
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x = (y * 0.5f);
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```
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Instead of
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```cpp
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x = ( y * 0.5f );
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```
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Use precision specification for floating point values unless there is an explicit need for a double.
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```cpp
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float f = 0.5f;
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```
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Instead of
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```cpp
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float f = 0.5;
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```
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And
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```cpp
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float f = 1.0f;
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```
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Instead of
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```cpp
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float f = 1.f;
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```
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Function names start with an upper case:
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```cpp
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void Function();
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```
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In multi-word function names each word starts with an upper case:
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```cpp
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void ThisFunctionDoesSomething();
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```
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The standard header for functions is:
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```cpp
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/**
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* Function description
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* @param param1 Description of param1
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* @return Description of return value
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*/
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```
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Variable names start with a lower case character.
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```cpp
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float x;
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```
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In multi-word variable names the first word starts with a lower case character and each successive word starts with an upper case.
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```cpp
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float maxDistanceFromPlane;
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```
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Typedef names use the same naming convention as variables, however they always end with `_t`.
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```cpp
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typedef int fileHandle_t;
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```
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Do not use C style enums, instead use enum classes.
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```cpp
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enum class Contact {
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None,
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Edge,
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ModelVertex
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};
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```
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Instead of
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```cpp
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enum Contact {
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CONTACT_NONE,
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CONTACT_EDGE,
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CONTACT_MODELVERTEX,
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CONTACT_TRMVERTEX
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};
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```
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Never use ambiguous integer types.
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```cpp
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uint16_t myInteger = 0;
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```
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Instead of
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```cpp
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unsigned short myInteger = 0;
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```
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Defined names use all upper case characters. Multiple words are separated with an underscore.
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```cpp
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#define SIDE_FRONT 0
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```
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Use `const` as much as possible.
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Use:
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```cpp
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const int* p; // pointer to const int
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int* const p; // const pointer to int
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const int* const p; // const pointer to const int
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```
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Don’t use:
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```cpp
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int const* p;
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```
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### Classes
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The standard header for a class is:
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```cpp
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/**
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* Class description
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*/
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```
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Class names should not start with a prefix and each successive word starts with an upper case.
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```cpp
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class Vec3;
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```
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Class variables start with `m` and each successive word starts with an upper case.
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```cpp
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class Vec3 {
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float m_X;
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float m_Y;
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float m_Z;
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}
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```
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Class methods have the same naming convention as functions.
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```cpp
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class Vec3 {
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float Length() const;
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}
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```
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Ordering of class variables and methods should be as follows:
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1. constructor and destructor (followed by a line break)
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2. list of friend classes
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3. public variables
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4. public methods
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5. protected variables
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6. protected methods
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7. private variables
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8. private methods
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This allows the public interface to be easily found at the beginning of the class.
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Always make class methods `const` when they do not modify any class variables.
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Avoid use of `const_cast`. When object is needed to be modified, but only const versions are accessible, create a function that clearly gives an editable version of the object. This keeps the control of the "const-ness" in the hands of the object and not the user.
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Return `const` objects unless the general usage of the object is to change its state.
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Function overloading should be used in most cases. For example, instead of:
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```cpp
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const Anim* GetAnimByIndex(int index) const;
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const Anim* GetAnimByName(const char* name) const;
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const Anim* GetRandomAnim(float randomDiversity) const;
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```
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Use:
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```cpp
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const Anim* GetAnim(int index) const;
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const Anim* GetAnim(const char* name) const;
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const Anim* GetAnim(float randomDiversity) const;
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```
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### Header Files
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At the beginning of all header files, there should be a `#pragma once` to prevent circular includes.
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Ordering of includes should be as follows, with each section getting a line break:
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1. relevant header file (example: `Vec3.h` for `Vec3.cpp`)
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2. c system headers (use angle brackets)
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3. c++ standard library headers (use angle brackets)
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4. third party library headers
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5. internal headers
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For example, `Vec3.cpp`'s includes may look like:
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```cpp
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#include "Vec3.h"
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#include <math.h>
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#include <cstdint>
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#include <vector>
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#include "BitStream.h"
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#include "dCommonVars.h"
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```
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Use forward declarations to your advantage, they decrease compile time.
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Use:
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```cpp
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class Vec3;
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class Player {
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Vec3 m_Position;
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}
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```
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Don't use:
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```cpp
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#include "Vec3.h"
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class Player {
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Vec3 m_Position;
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}
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```
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### File Names
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Each class should be in a separate source file unless it makes sense to group several smaller classes.
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All source files should use the `.cpp` extension and all header files should use the `.h` extension.
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The file name can be the same as the name of the class.
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```cpp
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class Winding;
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```
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files:
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```
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Winding.cpp
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Winding.h
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```
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