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authorfusion32 <marcopuzziello@gmail.com>2025-07-02 13:28:45 -0300
committerfusion32 <marcopuzziello@gmail.com>2025-07-02 13:28:45 -0300
commite782274ade8d7307e157a997d6ac3bcaa4130024 (patch)
tree7999cc2737817db3e4c22bf94236ade6d5dd0d95 /TODO.md
parentaaf198773fd8e041b0976cc0682e83f8acf394d0 (diff)
downloadgame-e782274ade8d7307e157a997d6ac3bcaa4130024.tar.gz
game-e782274ade8d7307e157a997d6ac3bcaa4130024.zip
`query.cc`
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-## TODO NEXT
-- QUERY.CC
+## Synchronization
+I'm not sure whether synchronization is done properly. The implementation of the first few `crplayer.cc` functions left me with a taste of race conditions although integer loads on x86 are generally atomic.
+
+## Threading
+After some initial dive into `communication.cc`, it has become clear that the original codebase relied on `LinuxThreads` which, among its quirks, assigns different PIDs to different threads, explaining the usage of `getpid()`. It also seems it could lack automatically managed thread stacks which explains `CommunicationThreadStacks`.
+We'll have to address this BEFORE trying to run the server.
+
+## TODO (LEFTOVER)
- Include `x == 0xFFFF` inside `CheckVisibility`?
- The map container uses type id zero but it seems to also be used as a "no type"
id which makes me want to add some `isNone()`, `isNull()`, `isVoid()` check to
@@ -17,23 +23,6 @@
- Define a few constants like `MAX_NAME_LENGTH`, `MAX_SKILLS`, and `MAX_OPEN_CONTAINERS`
instead of relying on `NARRAY`.
-## Stack allocations
-Any functions that use `alloca` or some other form of dynamic stack allocations will cause it to be an absolute mess. It usually shows up in the decompiled code as both a size computation like `-(VAR + CONST & 0xfffffff0)`, followed by some assignment. It doesn't make total sense without looking at the disassembly. I've encountered ~30 such computations and expect the functions containing them to be amongt the most challenging/annoying to be properly decompiled.
-
-## Exceptions
-It's absolute hell.
-
-## Synchronization
-I'm not sure whether synchronization is done properly. The implementation of the first few `crplayer.cc` functions left me with a taste of race conditions although integer loads on x86 are generally atomic.
-
-## Threading
-After some initial dive into `communication.cc`, it has become clear that the original codebase relied on `LinuxThreads` which, among its quirks, assigns different PIDs to different threads, explaining the usage of `getpid()`. It also seems it could lack automatically managed thread stacks which explains `CommunicationThreadStacks`.
-
-We'll have to address this BEFORE trying to run the server.
-
-## Estimate
-The decompiled file has ~115K lines of C. If we take ~15K lines to be rubbish, this can be round to ~100K. Considering a low estimate of 200 lines per day, the whole process could take up to 500 days which is quite a bit but not impossible. Now considering a high estimate of 1K lines per day, it could take 100 days which is also quite a bit.
-
## TODO AFTER FIRST PASS
- Remove VTABLE comments.
- Split NPC, Monster, and Player into separate header files.