* Pass functions by "reference" to bis event handlers * Add Doc * Fix
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layout | title | description | group | parent | order |
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wiki | Coding Guidelines | development | wiki | 1 |
1. Naming Conventions
1.1 Variable Names
1.1.1 Global Variable naming
All global variables must start with the ACE prefix followed by the component, separated by underscores. Global variables may not contain the fnc_
prefix if the value is not callable code.
Example: ace_component_myVariableName
For ACE this is done automatically through the usage of the GVAR
macro family.
1.1.2 Private Variable naming
To make code as readable as possible, try to use self explanatory variable names and avoid using single character variable names.
Example: _velocity
instead of _v
1.1.3 Function naming
All functions shall use ACE and the component name as a prefix, as well as the fnc_
prefix behind the component name.
Example: PREFIX_COMPONENT_fnc_functionName
For ACE this is done automatically through the usage of the PREP
macro.
1.2 Files & Config
1.2.1 SQF files
Files containing SQF scripts shall have a file name extension of .sqf
.
1.2.2 Header files
All header files shall have the file name extension of .hpp
.
1.2.3 Own SQF File
All functions shall be put in their own .sqf
file.
1.2.4 Config elements
Config files shall be split up into different header files, each with the name of the config and be included in the config.cpp
of the component.
Example:
#include "ACE_Settings.hpp"
And in ACE_Settings.hpp
:
class ACE_Settings {
// Content
};
1.3 Stringtable
All text that shall be displayed to a user shall be defined in a stringtable.xml
file for multi-language support.
- There shall be no empty stringtable language values.
- All stringtables shall follow the format as specified by Tabler{:target="_blank"} and the [translation guidelines]({{ site.baseurl }}/wiki/development/how-to-translate-ace3.html) form.
2. Macro Usage
2.1 Module/PBO specific Macro Usage
The family of GVAR
macros define global variable strings or constants for use within a module. Please use these to make sure we follow naming conventions across all modules and also prevent duplicate/overwriting between variables in different modules. The macro family expands as follows, for the example of the module 'balls':
Macros | Expands to |
---|---|
GVAR(face) |
ace_balls_face |
QGVAR(face) |
"ace_balls_face" |
QQGVAR(face) |
""ace_balls_face"" used inside QUOTE macros where double quotation is required. |
EGVAR(leg,face) |
ace_leg_face |
QEGVAR(leg,face) |
"ace_leg_face" |
QQEGVAR(leg,face) |
""ace_leg_face"" used inside QUOTE macros where double quotation is required. |
There also exists the FUNC
family of Macros:
Macros | Expands to |
---|---|
FUNC(face) |
ace_balls_fnc_face or the call trace wrapper for that function. |
EFUNC(leg,face) |
ace_leg_fnc_face or the call trace wrapper for that function. |
DFUNC(face) |
ace_balls_fnc_face and will ALWAYS be the function global variable. |
DEFUNC(leg,face) |
ace_leg_fnc_face and will ALWAYS be the function global variable. |
QFUNC(face) |
"ace_balls_fnc_face" |
QEFUNC(leg,face) |
"ace_leg_fnc_face" |
QQFUNC(face) |
""ace_balls_fnc_face"" used inside QUOTE macros where double quotation is required. |
QQEFUNC(leg,face) |
""ace_leg_fnc_face"" used inside QUOTE macros where double quotation is required. |
The FUNC
and EFUNC
macros shall NOT be used inside QUOTE
macros if the intention is to get the function name or assumed to be the function variable due to call tracing (see below). If you need to 100% always be sure that you are getting the function name or variable use the DFUNC
or DEFUNC
macros. For example QUOTE(FUNC(face)) == "ace_balls_fnc_face"
would be an illegal use of FUNC
inside QUOTE
.
Using FUNC
or EFUNC
inside a QUOTE
macro is fine if the intention is for it to be executed as a function.
2.1.1 FUNC
Macros, Call Tracing, and Non-ACE3/Anonymous Functions
ACE3 implements a basic call tracing system that can dump the call stack on errors or wherever you want. To do this the FUNC
macros in debug mode will expand out to include metadata about the call including line numbers and files. This functionality is automatic with the use of calls via FUNC
and EFUNC
, but any calls to other functions need to use the following macros:
Macro | Example |
---|---|
CALLSTACK(functionName) |
[] call CALLSTACK(cba_fnc_someFunction) |
CALLSTACK_NAMED(function,functionName) |
[] call CALLSTACK_NAMED(_anonymousFunction,'My anonymous function!') |
These macros will call these functions with the appropriate wrappers and enable call logging into them (but to no further calls inside obviously).
2.2 General Purpose Macros
CBA script_macros_common.hpp{:target="_blank"}
QUOTE()
is utilized within configuration files for bypassing the quote issues in configuration macros. So, all code segments inside a given config should utilize wrapping in the QUOTE()
macro instead of direct strings. This allows us to use our macros inside the string segments, such as QUOTE(_this call FUNC(balls))
2.2.1 setVariable
, getVariable
family macros
These macros are allowed but are not enforced.
Macro | Expands to |
---|---|
GETVAR(player,MyVarName,false) |
player getVariable ["MyVarName", false] |
GETMVAR(MyVarName,objNull) |
missionNamespace getVariable ["MyVarName", objNull] |
GETUVAR(MyVarName,displayNull) |
uiNamespace getVariable ["MyVarName", displayNull] |
SETVAR(player,MyVarName,127) |
player setVariable ["MyVarName", 127] SETPVAR(player,MyVarName,127) player setVariable ["MyVarName", 127, true] |
SETMVAR(MyVarName,player) |
missionNamespace setVariable ["MyVarName", player] |
SETUVAR(MyVarName,_control) |
uiNamespace setVariable ["MyVarName", _control] |
2.2.2 STRING family macros
Note that you need the strings in module stringtable.xml
in the correct format:
STR_ACE_<module>_<string>
Example: STR_Balls_Banana
Script strings (still require localize
to localize the string):
Macro | Expands to |
---|---|
LSTRING(banana) |
"STR_ACE_balls_banana" |
ELSTRING(leg,banana) |
"STR_ACE_leg_banana" |
Config Strings (require $
as first character):
Macro | Expands to |
---|---|
CSTRING(banana) |
"$STR_ACE_balls_banana" |
ECSTRING(leg,banana) |
"$STR_ACE_leg_banana" |
2.2.3 Path family macros
The family of path macros define global paths to files for use within a module. Please use these to reference files in the ACE3 project. The macro family expands as follows, for the example of the module 'balls':
Macro | Expands to |
---|---|
PATHTOF(data\banana.p3d) |
\z\ace\addons\balls\data\banana.p3d |
QPATHTOF(data\banana.p3d) |
"\z\ace\addons\balls\data\banana.p3d" |
PATHTOEF(leg,data\banana.p3d) |
\z\ace\addons\leg\data\banana.p3d |
QPATHTOEF(leg,data\banana.p3d) |
"\z\ace\addons\leg\data\banana.p3d" |
3. Functions
Functions shall be created in the functions\
subdirectory, named fnc_functionName.sqf
They shall then be indexed via the PREP(functionName)
macro in the XEH_preInit.sqf
file.
The PREP
macro allows for CBA function caching, which drastically speeds up load times. Beware though that function caching is enabled by default and as such to disable it you need to #define DISABLE_COMPILE_CACHE
above your #include "script_components.hpp"
include!
3.1 Headers
Every function should have a header of the following format as the start of their function file:
/*
* Author: [Name of Author(s)]
* [Description]
*
* Arguments:
* 0: The first argument <STRING>
* 1: The second argument <OBJECT>
*
* Return Value:
* The return value <BOOL>
*
* Example:
* ["something", player] call ace_common_fnc_imanexample
*
* Public: [Yes/No]
*/
This is not the case for inline functions or functions not containing their own file.
3.2 Includes
Every function includes the script_component.hpp
file just below the function header. Any additional includes or defines must be below this include.
All scripts written must be below this include and any potential additional includes or defines.
3.2.1 Reasoning
This ensures every function starts of in an uniform way and enforces function documentation.
4. Global Variables
All Global Variables are defined in the XEH_preInit.sqf
file of the component they will be used in with an initial default value.
Exceptions:
- Dynamically generated global variables.
- Variables that do not origin from the ACE3 project, such as BI global variables or third party such as CBA.
5. Code Style
5.1 Braces placement
Braces { }
which enclose a code block will have the first bracket placed behind the statement in case of if
, switch
statements or while
, waitUntil
& for
loops. The second brace will be placed on the same column as the statement but on a separate line.
- Opening brace on the same line as keyword
- Closing brace in own line, same level of indentation as keyword
Yes:
class Something: Or {
class Other {
foo = "bar";
};
};
No:
class Something : Or
{
class Other
{
foo = "bar";
};
};
Also no:
class Something : Or {
class Other {
foo = "bar";
};
};
When using if
/else
, it is encouraged to put else
on the same line as the closing brace to save space:
if (alive player) then {
player setDamage 1;
} else {
hint ":(";
};
In cases where there are a lot of one-liner classes, it is allowed to use something like this to save space:
class One {foo = 1;};
class Two {foo = 2;};
class Three {foo = 3;};
5.1.1 Reasoning
Putting the opening brace in its own line wastes a lot of space, and keeping the closing brace on the same level as the keyword makes it easier to recognize what exactly the brace closes.
5.2 Indents
Ever new scope should be on a new indent. This will make the code easier to understand and read. Indentations consist of 4 spaces. Tabs are not allowed.
Good:
call {
call {
if (/* condition */) then {
/* code */
};
};
};
Bad:
call {
call {
if (/* condition */) then {
/* code */
};
};
};
5.3 Inline comments
Inline comments should use //
. Usage of /* */
is allowed for larger comment blocks.
Example:
//// Comment // < incorrect
// Comment // < correct
/* Comment */ // < correct
5.4 Comments in code
All code shall be documented by comments that describe what is being done. This can be done through the function header and/or inline comments.
Comments within the code shall be used when they are describing a complex and critical section of code or if the subject code does something a certain way because of a specific reason. Unnecessary comments in the code are not allowed.
Good:
// find the object with the most blood loss
_highestObj = objNull;
_highestLoss = -1;
{
if ([_x] call EFUNC(medical,getBloodLoss) > _highestLoss) then {
_highestLoss = [_x] call EFUNC(medical,getbloodloss);
_highestObj = _x;
};
} foreach _units;
Good:
// Check if the unit is an engineer
(_obj getvariable [QGVAR(engineerSkill), 0] >= 1);
Bad:
// Get the engineer skill and check if it is above 1
(_obj getvariable [QGVAR(engineerSkill), 0] >= 1);
Bad:
// Get the variable myValue from the object
_myValue = _obj getvariable [QGVAR(myValue), 0];
Bad:
// Loop through all units to increase the myvalue variable
{
_x setvariable [QGVAR(myValue), (_x getvariable [QGVAR(myValue), 0]) + 1];
} forEach _units;
5.5 Brackets around code
When making use of brackets ( )
, use as few as possible, unless doing so decreases readability of the code. Avoid statements such as:
if (!(_value)) then { };
However the following is allowed:
_value = (_array select 0) select 1;
Any conditions in statements shall always be wrapped around brackets.
if (!_value) then {};
if (_value) then {};
5.6 Magic Numbers
There shall be no magic numbers. Any magic number shall be put in a define either on top of the .sqf
file (below the header), or in the script_component.hpp
file in the root directory of the component (recommended) in case it is used in multiple locations.
Magic numbers are any of the following:
- A constant numerical or text value used to identify a file format or protocol
- Distinctive unique values that are unlikely to be mistaken for other meanings
- Unique values with unexplained meaning or multiple occurrences which could (preferably) be replaced with named constants
Source{:target="_blank"}
6. Code Standards
6.1 Error testing
If a function returns error information, then that error information will be tested.
6.2 Unreachable Code
There shall be no unreachable code.
6.3 Function Parameters
Parameters of functions must be retrieved through the usage of the param
or params
commands. If the function is part of the public API, parameters must be checked on allowed data types and values through the usage of the param
and params
commands.
Usage of the CBA Macro PARAM_x
or BIS_fnc_param
is deprecated and not allowed within the ACE project.
6.4 Return Values
Functions and code blocks that specific a return a value must have a meaningful return value. If no meaningful return value, the function should return nil.
6.5 Private Variables
All private variables shall make use of the private
keyword on initialization. When declaring a private variable before initialization, usage of the private ARRAY
syntax is allowed. All private variables must be either initialized using the private
keyword, or declared using the private ARRAY
syntax. Exceptions to this rule are variables obtained from an array, which shall be done with usage of the params
command family, which ensures the variable is declared as private.
Good:
private _myVariable = "hello world";
Good:
_myArray params ["_elementOne", "_elementTwo"];
Bad:
_elementOne = _myArray select 0;
_elementTwo = _myArray select 1;
6.6 Lines of Code
Any one function shall contain no more than 250 lines of code, excluding the function header and any includes.
6.7 Variable declarations
Declarations should be at the smallest feasible scope.
Good:
if (call FUNC(myCondition)) then {
private _areAllAboveTen = true; // <- smallest feasable scope
{
if (_x >= 10) then {
_areAllAboveTen = false;
};
} forEach _anArray;
if (_areAllAboveTen) then {
hint "all values are above ten!";
};
}
Bad:
private _areAllAboveTen = true; // <- this is bad, because it can be initialized in the if statement
if (call FUNC(myCondition)) then {
{
if (_x >= 10) then {
_areAllAboveTen = false;
};
} forEach _anArray;
if (_areAllAboveTen) then {
hint "all values are above ten!";
};
};
6.8 Variable initialization
Private variables will not be introduced until they can be initialized with meaningful values.
Good:
private _myVariable = 0; // good because the value will be used
{
_x params ["_value", "_amount"];
if (_value > 0) then {
_myVariable = _myVariable + _amount;
};
} forEach _array;
Bad:
private _myvariable = 0; // Bad because it is initialized with a zero, but this value does not mean anything
if (_condition) then {
_myVariable = 1;
} else {
_myvariable = 2;
};
Good:
private _myvariable = [1, 2] select _condition;
6.9 Initialization expression in for
loops
The initialization expression in a for
loop shall perform no actions other than to initialize the value of a single for
loop parameter.
6.10. Increment expression in for
loops
The increment expression in a for
loop shall perform no action other than to change a single loop parameter to the next value for the loop.
6.11. getVariable
When using getVariable
, there shall either be a default value given in the statement or the return value shall be checked for correct data type as well as return value. A default value may not be given after a nil
check.
Bad:
_return = obj getvariable "varName";
if (isnil "_return") then {_return = 0 };
Good:
_return = obj getvariable ["varName", 0];
Good:
_return = obj getvariable "varName";
if (isnil "_return") exitwith {};
6.12. Global Variables
Global variables should not be used to pass along information from one function to another. Use arguments instead.
Bad:
fnc_example = {
hint GVAR(myVariable);
};
GVAR(myVariable) = "hello my variable";
call fnc_example;
Good:
fnc_example = {
params ["_content"];
hint _content;
};
["hello my variable"] call fnc_example;
6.13. Temporary Objects & Variables
Unnecessary temporary objects or variables should be avoided.
6.14. Commented out Code
Code that is not used (commented out) shall be deleted.
6.15. Constant Global Variables
There shall be no constant global variables, constants shall be put in a #define
.
6.16. Logging
Functions shall whenever possible and logical, make use of logging functionality through the logging and debugging macros from CBA and ACE3.
6.17. Constant Private Variables
Constant private variables that are used more as once shall be put in a #define
.
6.18. Code used more than once
Any piece of code that could/is used more than once, shall be put in a function and it's separate .sqf
file, unless this code is less as 5 lines and used only in a per-frame handler.
7. Design considerations
7.1 Readability vs Performance
This is a large open source project that will get many different maintainers in its lifespan. When writing code, keep in mind that other developers also need to be able to understand your code. Balancing readability and performance of code is a non black and white subject. The rule of thumb is:
- When improving performance of code that sacrifices readability (or visa-versa), first see if the design of the implementation is done in the best way possible.
- Document that change with the reasoning in the code.
7.2 Scheduled vs Unscheduled
Avoid the usage of scheduled space as much as possible and stay in unscheduled. This is to provide a smooth experience to the user by guaranteeing code to run when we want it. See Performance considerations, spawn
& execVM
for more information.
This also helps avoid various bugs as a result of unguaranteed execution sequences when running multiple scripts.
7.3 Event driven
All ACE3 components shall be implemented in an event driven fashion. This is done to ensure code only runs when it is required and allows for modularity through low coupling components.
Event handlers in ACE3 are implemented through the CBA event system (ACE3's own event system is deprecated since 3.6.0). They should be used to trigger or allow triggering of specific functionality.
More information on the CBA Events System{:target="_blank"} and CBA Player Events{:target="_blank"} pages.
Warning about BIS event handlers:
BIS's event handlers (`addEventHandler`, `addMissionEventHandler`) are slow when passing a large code variable. Use a short code block that calls the function you want.
```js player addEventHandler ["Fired", FUNC(handleFired)]; // bad player addEventHandler ["Fired", {call FUNC(handleFired)}]; // good ```7.4 Hashes
When a key value pair is required, make use of the hash implementation from ACE3.
Hashes are a variable type that store key value pairs. They are not implemented natively in SQF, so there are a number of macros and functions for their usage in ACE3. If you are unfamiliar with the idea, they are similar in function to setVariable
/getVariable
but do not require an object to use.
The following example is a simple usage using our macros which will be explained further below.
_hash = HASHCREATE;
HASH_SET(_hash,"key","value");
if (HASH_HASKEY(_hash,"key")) then {
player sideChat format ["val: %1", HASH_GET(_hash,"key"); // will print out "val: value"
};
HASH_REM(_hash,"key");
if (HASH_HASKEY(_hash,"key")) then {
// this will never execute because we removed the hash key/val pair "key"
};
A description of the above macros is below.
Macro | Use |
---|---|
HASHCREATE |
Used to create an empty hash. |
HASH_SET(hash,key,val) |
Will set the hash key to that value, a key can be anything, even objects. |
HASH_GET(hash,key) |
Will return the value of that key (or nil if it doesn't exist). |
HASH_HASKEY(hash,key) |
Will return true/false if that key exists in the hash. |
HASH_REM(hash,key) |
Will remove that hash key. |
7.4.1 Hashlists
A hashlist is an extension of a hash. It is a list of hashes! The reason for having this special type of storage container rather than using a normal array is that an array of normal hashes that are similar will duplicate a large amount of data in their storage of keys. A hashlist on the other hand uses a common list of keys and an array of unique value containers. The following will demonstrate its usage.
_defaultKeys = ["key1", "key2", "key3"];
// create a new hashlist using the above keys as default
_hashList = HASHLIST_CREATELIST(_defaultKeys);
//lets get a blank hash template out of this hashlist
_hash = HASHLIST_CREATEHASH(_hashList);
//_hash is now a standard hash...
HASH_SET(_hash,"key1","1");
//to store it to the list we need to push it to the list
HASHLIST_PUSH(_hashList, _hash);
//now lets get it out and store it in something else for fun
//it was pushed to an empty list, so it's index is 0
_anotherHash = HASHLIST_SELECT(_hashList,0);
// this should print "val: 1"
player sideChat format["val: %1", HASH_GET(_anotherHash,"key1")];
//Say we need to add a new key to the hashlist
//that we didn't initialize it with? We can simply
//set a new key using the standard HASH_SET macro
HASH_SET(_anotherHash,"anotherKey","another value");
As you can see above working with hashlists are fairly simple, a more in depth explanation of the macros is below.
Macro | Use |
---|---|
HASHLIST_CREATELIST(keys) |
Creates a new hashlist with the default keys, pass [] for no default keys. |
HASHLIST_CREATEHASH(hashlist) |
Returns a blank hash template from a hashlist. |
HASHLIST_PUSH(hashList, hash) |
Pushes a new hash onto the end of the list. |
HASHLIST_SELECT(hashlist, index) |
Returns the hash at that index in the list. |
HASHLIST_SET(hashlist, index, hash) |
Sets a specific index to that hash. |
7.4.1.1 A note on pass by reference and hashes
Hashes and hashlists are implemented with SQF arrays, and as such they are passed by reference to other functions. Remember to make copies (using the +
operator) if you intend for the hash or hashlist to be modified with out the need for changing the original value.
8. Performance Considerations
8.1 Adding Elements to Arrays
When adding new elements to an array, pushBack
shall be used instead of the binary addition or set
. When adding multiple elements to an array append
may be used instead.
Good:
_a pushBack _value;
Also good:
_a append [1,2,3];
Bad:
_a set [ count _a, _value];
_a = a + _[value];
When adding an new element to a dynamic location in an array or when the index is pre-calculated, set
may be used.
When adding multiple elements to an array, the binary addition may be used for the entire addition.
8.2 createVehicle
createVehicle
array shall be used.
8.3 createVehicle(Local)
position
createVehicle(Local)
used with a non-[0, 0, 0]
position performs search for empty space to prevent collisions on spawn.
Where possible [0, 0, 0]
position shall be used, except on #
objects (e.g. #lightsource
, #soundsource
) where empty position search is not performed.
This code requires ~1.00ms and will be higher with more objects near wanted position:
_vehicle = _type createVehicleLocal _posATL;
_vehicle setposATL _posATL;
While this one requires ~0.04ms:
_vehicle = _type createVehicleLocal [0, 0, 0];
_vehicle setposATL _posATL;
8.4 Unscheduled vs Scheduled
All code that has a visible effect for the user or requires time specific guaranteed execution shall be written in unscheduled space.
8.5 Avoid spawn
& execVM
execVM
and spawn
are to be avoided wherever possible.
8.6 Empty Arrays
When checking if an array is empty isEqualTo
shall be used.
8.7 for
Loops
for "_y" from # to # step # do { ... }
shall be used instead of
for [{ ... },{ ... },{ ... }] do { ... };
whenever possible.
8.8 while
Loops
While is only allowed when used to perform a unknown finite amount of steps with unknown or variable increments. Infinite while
loops are not allowed.
Good:
_original = _obj getvariable [QGVAR(value), 0];
while {_original < _weaponThreshold} do {
_original = [_original, _weaponClass] call FUNC(getNewValue);
}
Bad:
while {true} do {
// anything
};
8.9 waitUntil
The waitUntil
command shall not be used. Instead, make use of a per-frame handler:
[{
params ["_args", "_id"];
_args params ["_unit"];
if (_unit getvariable [QGVAR(myVariable), false]) exitwith {
[_id] call CBA_fnc_removePerFrameHandler;
// Execute any code
};
}, [_unit], 0] call CBA_fnc_addPerFrameHandler;