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## TODO NEXT
- HOUSES.CC <- GAME
- QUERY.CC
- READER.CC
- WRITER.CC
- DBFUNCS.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 decompiled functions 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.
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