## TODO NEXT - READER.CC - DBFUNCS.CC - QUERY.CC - 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 `ObjectType` to be used as an alias when pertinent. - Make some `TNonplayer` random step function? One version that does a random step and another that does a random step keeping some distance from a certain position. - I realized that `Change` with an `ObjectType` parameter was being called where the version with `INSTANCEATTRIBUTE` parameter was expected due to `ObjectType` having an implicit conversion constructor from `int`. I think it is best to make all converting constructors explicit to avoid these types of errors, although there aren't that many function overloads. - 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. - Review dividing comments. I feel like the current "//========" blends in too easily, making it hard to see. - Trim rough edges. - Replace unsafe libc functions like `strcpy`, `strncpy`, `strcat`, `sprintf` etc... - Handle connections inline with `poll`/`epoll` (probably?). - Remove exceptions. - Would be desirable but I feel it could change too much of the original code flow while also littering functions with early return checks like `if(err != NOERROR) { return err }` although we could also have some macros to simplify this since we know we only use `RESULT` for errors. But then would we be in a better place? - Review signal usage for timing (SIGALRM, etc...). - Support Windows.