diff --git a/.coderabbit.yml b/.coderabbit.yml index 506590fb5..c3c15eafc 100644 --- a/.coderabbit.yml +++ b/.coderabbit.yml @@ -1,5 +1,5 @@ # yaml-language-server: $schema=https://coderabbit.ai/integrations/schema.v2.json -# CodeRabbit review config. Mirrors the hard rules in CLAUDE.md so the AI +# CodeRabbit review config. Mirrors the hard rules in AGENTS.md so the AI # reviewer enforces project conventions on every PR. language: en-US @@ -74,10 +74,10 @@ reviews: knowledge_base: code_guidelines: enabled: true - # CLAUDE.md is in CodeRabbit's defaults, but list it explicitly so the project's + # AGENTS.md is in CodeRabbit's defaults, but list it explicitly so the project's # full guideline doc is always pulled into review context. filePatterns: - - "CLAUDE.md" + - "AGENTS.md" chat: auto_reply: true diff --git a/.github/agents/README.md b/.github/agents/README.md index 488bd1026..2e7e7d58c 100644 --- a/.github/agents/README.md +++ b/.github/agents/README.md @@ -19,14 +19,14 @@ The PR Reviewer agent is configured to review pull requests with deep understand - Testing and validation requirements - Security and quality standards -**Key Feature**: This agent always references `/CLAUDE.md`, the C++ Code Standards wiki, and the SQL Standards wiki before reviewing any PR. +**Key Feature**: This agent always references `/AGENTS.md`, the C++ Code Standards wiki, and the SQL Standards wiki before reviewing any PR. ## How It Works When an AI tool reviews a PR in this repository: 1. The tool reads the appropriate agent configuration from this directory -2. The agent configuration instructs it to read `/CLAUDE.md` for full project context +2. The agent configuration instructs it to read `/AGENTS.md` for full project context 3. For C++ changes, the agent also references the [C++ Code Standards wiki](https://github.com/azerothcore/wiki/blob/master/docs/cpp-code-standards.md) 4. For SQL changes, the agent also references the [SQL Standards wiki](https://github.com/azerothcore/wiki/blob/master/docs/sql-standards.md) 5. The agent applies project-specific rules during review @@ -36,7 +36,7 @@ When an AI tool reviews a PR in this repository: If you're using AI tools to assist with contributions: -1. Familiarize yourself with `/CLAUDE.md` - it contains essential project knowledge +1. Familiarize yourself with `/AGENTS.md` - it contains essential project knowledge 2. Review the [C++ Code Standards](https://github.com/azerothcore/wiki/blob/master/docs/cpp-code-standards.md) for C++ contributions 3. Review the [SQL Standards](https://github.com/azerothcore/wiki/blob/master/docs/sql-standards.md) for database contributions 4. The AI agents will help ensure your changes follow project standards @@ -47,13 +47,13 @@ If you're using AI tools to assist with contributions: To update agent configurations: 1. Edit the relevant `.md` file in this directory -2. Ensure any changes align with documentation in `/CLAUDE.md` and the wiki standards +2. Ensure any changes align with documentation in `/AGENTS.md` and the wiki standards 3. Test the updated configuration with a sample PR review 4. Commit changes following the project's commit message format ## References -- Project guidelines: `/CLAUDE.md` +- Project guidelines: `/AGENTS.md` - C++ standards: [C++ Code Standards](https://github.com/azerothcore/wiki/blob/master/docs/cpp-code-standards.md) - SQL standards: [SQL Standards](https://github.com/azerothcore/wiki/blob/master/docs/sql-standards.md) - PR template: `/pull_request_template.md` diff --git a/.github/agents/pr-reviewer.md b/.github/agents/pr-reviewer.md index c685744c7..878f6aa97 100644 --- a/.github/agents/pr-reviewer.md +++ b/.github/agents/pr-reviewer.md @@ -5,13 +5,13 @@ You are an expert code reviewer for the AzerothCore project. When reviewing pull ## Required Reading Before reviewing any PR, you MUST read and follow the instructions in: -- `/CLAUDE.md` - Contains comprehensive project architecture, coding standards, build instructions, and PR requirements +- `/AGENTS.md` - Contains comprehensive project architecture, coding standards, build instructions, and PR requirements - [C++ Code Standards](https://github.com/azerothcore/wiki/blob/master/docs/cpp-code-standards.md) - Detailed C++ coding conventions and style guide - [SQL Standards](https://github.com/azerothcore/wiki/blob/master/docs/sql-standards.md) - SQL query formatting and database standards ## Key Review Focus Areas -Based on CLAUDE.md, always verify: +Based on AGENTS.md, always verify: ### 1. Commit Message Format - Uses Conventional Commits: `Type(Scope/Subscope): Short description` @@ -95,7 +95,7 @@ Based on CLAUDE.md, always verify: ## Review Process -1. Read CLAUDE.md to understand project context +1. Read AGENTS.md to understand project context 2. Review C++ Code Standards wiki for C++ changes 3. Review SQL Standards wiki for database changes 4. Check commit message format @@ -108,7 +108,7 @@ Based on CLAUDE.md, always verify: ## Feedback Style - Be constructive and educational -- Reference specific sections of CLAUDE.md, C++ Code Standards, or SQL Standards when applicable +- Reference specific sections of AGENTS.md, C++ Code Standards, or SQL Standards when applicable - Suggest specific fixes with code examples if necessary - Highlight both issues and good practices - For C++ issues, cite specific rule from C++ Code Standards wiki diff --git a/AGENTS.md b/AGENTS.md new file mode 100644 index 000000000..02c62b97a --- /dev/null +++ b/AGENTS.md @@ -0,0 +1,100 @@ +# AGENTS.md + +AzerothCore is a C++ MMORPG server emulator for World of Warcraft 3.3.5a (WotLK), built with CMake, backed by MySQL. + +## Agent rules + +- **Do not configure or build unless explicitly asked.** Builds are slow and rarely needed for code changes. +- **Never edit SQL files outside `data/sql/updates/pending_db_*/` unless explicitly requested. ** `data/sql/base/`, `data/sql/archive/`, and `data/sql/updates/db_*/` are immutable. + +## Build + +Out-of-source build is required (in-source is blocked). + +```bash +mkdir -p build && cd build +cmake .. -DCMAKE_INSTALL_PREFIX=$HOME/azeroth-server -DCMAKE_BUILD_TYPE=RelWithDebInfo \ + -DSCRIPTS=static -DMODULES=static +make -j$(nproc) && make install +``` + +C++20 required (`CMAKE_CXX_STANDARD 20`). Useful flags: `BUILD_TESTING=ON` (Google Test), `NOPCH=1` (disable precompiled headers). Full set in `conf/dist/config.cmake`. `compile_commands.json` is exported automatically. + +Tests (Google Test, in `src/test/`): configure `-DBUILD_TESTING=ON`, then `ctest` or `./src/test/unit_tests` from the build dir. + +## Repository layout + +- `src/common/` — networking (Asio), crypto, config, logging, shared utilities. +- `src/server/game/` — core gameplay; compiled into worldserver. +- `src/server/scripts/` — content scripts grouped by region (`EasternKingdoms/`, `Northrend/`, …), class (`Spells/spell_mage.cpp`, …), and domain (`Commands/`, `Pet/`, `OutdoorPvP/`, `World/`). +- `src/server/database/` — DB abstraction and schema updater. +- `src/server/shared/` — code shared by auth and world servers. +- `src/server/apps/{authserver,worldserver}/` — entry points (ports 3724 and 8085). +- `src/test/` — Google Test unit tests + mocks. +- `data/sql/` — `base/` (historical schema), `updates/db_*/` (merged), `updates/pending_db_*/` (in-flight, **edit here**), `custom/` (gitignored). +- `modules/` — external modules (each a subdir with its own `CMakeLists.txt`). Disable with `-DDISABLED_AC_MODULES="mod1;mod2"`. See `modules/how_to_make_a_module.md`. +- `apps/` — helper scripts; `apps/codestyle/` holds the lint scripts. +- `conf/dist/` — distributed config templates; `conf/*.conf` is gitignored. +- `deps/` — vendored third-party dependencies. + +## Adding SQL updates + +1. `cd data/sql/updates/pending_db_world/` (or `pending_db_auth` / `pending_db_characters`). +2. `./create_sql.sh` generates an empty `rev_.sql` to write into. +3. Conventions enforced by `apps/codestyle/codestyle-sql.py`: every `INSERT` preceded by a matching `DELETE` (idempotency); no double semicolons; no multiple blank lines; InnoDB engine. + +The three databases: + +- `acore_auth` — accounts, realm list, IP/account bans, session keys. Shared across all realms. +- `acore_characters` — per-character state: characters, inventory, in-progress quests, mail, guilds, arena teams, achievements. One per realm. +- `acore_world` — static game content: creature/gameobject/item/quest templates, spawn lists, loot tables, SmartAI scripts, gossip, conditions. Read-mostly; rebuilt from SQL. + +## Code style + +Formatting (charset, indent width, line length, final newline, trailing whitespace) follows `.editorconfig`. + +Run the linters before claiming a change is done: + +```bash +python apps/codestyle/codestyle-cpp.py # C++ +python apps/codestyle/codestyle-sql.py # SQL (compares to origin/master) +``` + +Hard rules (also enforced by CI with `-Werror`, plus `cppcheck`): + +- 4-space indent for C++ (tabs forbidden); 2-space for JSON/YAML/sh/ts/js. UTF-8, LF, max 120 cols, trailing newline. +- Allman braces. No braces around single-line statements. `if (x)` — never `if(x)` or `if ( x )`. +- `auto const&` (not `const auto&`); `Type const*` (not `const Type*`). +- Use `{}` format specifiers (`fmt`-style), not `%u`/`%s`. +- Use the typed helpers, not raw flag access: + - `IsPlayer()`, `IsCreature()`, `IsItem()`, … instead of `GetTypeId() == TYPEID_*`. + - `GetNpcFlags()`, `HasNpcFlag()`, `SetNpcFlag()`, `RemoveNpcFlag()`, `ReplaceAllNpcFlags()` instead of `*Flag(UNIT_NPC_FLAGS, …)`. + - `IsRefundable()`, `IsBOPTradable()`, `IsWrapped()` instead of `HasFlag(ITEM_FIELD_FLAGS, …)`. + - `HasFlag(ItemFlag)` / `HasFlag2(ItemFlag2)` / `HasFlagCu(ItemFlagsCustom)` instead of bitwise `Flags & ITEM_FLAG…`. + - `ObjectGuid::ToString().c_str()` instead of `ObjectGuid::GetCounter()`. + +## Project conventions + +- **Logging**: `LOG_INFO("category.sub", "msg with {}", arg)` (also `LOG_WARN`/`ERROR`/`DEBUG`/`TRACE`). Categories are hierarchical, dot-separated (`server.loading`, `entities.player`, `sql.dev`). No `printf`-style, no `sLog->`, no `TC_LOG_*`. Macro in `src/common/Logging/Log.h`. +- **Random**: use helpers in `src/common/Utilities/Random.h` — `urand`, `irand`, `frand`, `rand32`, `rand_chance`, `roll_chance_f`, `roll_chance_i`. Not `std::rand` or ``. +- **Strings**: `Acore::StringFormat(fmt, args...)` (`{}` placeholders) — `src/common/Utilities/StringFormat.h`. +- **Config**: `sConfigMgr->GetOption("Name", default)`. +- **Namespace**: project-wide `Acore::` (no `Trinity::` remnants — rename when porting from upstream forks). +- **Long-lived references**: don't store a raw `Player*` / `Creature*` / `Unit*` past the current call/tick — the object can be removed (logout, despawn, instance unload) and the pointer dangles. Store the `ObjectGuid` and resolve at use time via `ObjectAccessor::FindPlayer(guid)`, `Map::GetCreature(guid)`, etc. +- **DB queries**: use `PreparedStatement` (via `WorldDatabase` / `CharacterDatabase` / `LoginDatabase` and the prepared-statement enums), not raw query strings. Non-blocking reads go async: `_queryProcessor.AddCallback(db.AsyncQuery(stmt).WithPreparedCallback(...))` (or `WithCallback`). Multi-statement writes wrap in `SQLTransaction` + `Execute` / `AppendPreparedStatement`. +- **Timed actions in AI**: use `EventMap` (event id → delay; simple) or `TaskScheduler` (lambdas, repeats, cancellation), both members of `CreatureAI` — don't roll your own tick counters. See any boss script under `src/server/scripts/`. + +## Scripting registration + +Scripts inherit from a `ScriptObject` subclass (`SpellScript`, `AuraScript`, `CreatureScript`, `InstanceMapScript`, `GameObjectScript`, `CommandScript`, …). Two registration styles coexist: + +- **Spell / aura scripts**: `RegisterSpellScript(ClassName)` (or `RegisterSpellAndAuraScriptPair(...)`) inside `AddSC_()`. +- **Creature scripts**: prefer `RegisterCreatureAI(ClassName)` for new code; legacy zones still use `new ClassName();`. Match the surrounding pattern. + +Then declare and call `AddSC_()` from the regional loader (`Spells/spells_script_loader.cpp`, `EasternKingdoms/eastern_kingdoms_script_loader.cpp`, …). + +**SmartAI** (data-driven creature behaviour) lives in the world DB's `smart_scripts` table, not C++ (engine: `src/server/game/AI/SmartScripts/`). For new creature behaviour prefer SmartAI (via the SQL update workflow); reach for `CreatureScript` only when SmartAI's event/action vocabulary isn't enough. + +**Module hooks** (e.g. `OnPlayerLogin`, `OnWorldUpdate`, `OnSpellCast`) are declared in `src/server/game/Scripting/ScriptDefines/*.h`. Implement by inheriting the matching base (`PlayerScript`, `WorldScript`, …) and registering with `new MyClass();` (or its `RegisterXxxScript` macro) inside `AddSC_()`. Full list: https://www.azerothcore.org/wiki/hooks-script. + +Custom (non-upstream) scripts go in `src/server/scripts/Custom/` (gitignored). diff --git a/CLAUDE.md b/CLAUDE.md index 0d4c0b76b..43c994c2d 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -1,100 +1 @@ -# CLAUDE.md - -AzerothCore is a C++ MMORPG server emulator for World of Warcraft 3.3.5a (WotLK), built with CMake, backed by MySQL. - -## Agent rules - -- **Do not configure or build unless explicitly asked.** Builds are slow and rarely needed for code changes. -- **Never edit SQL files outside `data/sql/updates/pending_db_*/` unless explicitly requested. ** `data/sql/base/`, `data/sql/archive/`, and `data/sql/updates/db_*/` are immutable. - -## Build - -Out-of-source build is required (in-source is blocked). - -```bash -mkdir -p build && cd build -cmake .. -DCMAKE_INSTALL_PREFIX=$HOME/azeroth-server -DCMAKE_BUILD_TYPE=RelWithDebInfo \ - -DSCRIPTS=static -DMODULES=static -make -j$(nproc) && make install -``` - -C++20 required (`CMAKE_CXX_STANDARD 20`). Useful flags: `BUILD_TESTING=ON` (Google Test), `NOPCH=1` (disable precompiled headers). Full set in `conf/dist/config.cmake`. `compile_commands.json` is exported automatically. - -Tests (Google Test, in `src/test/`): configure `-DBUILD_TESTING=ON`, then `ctest` or `./src/test/unit_tests` from the build dir. - -## Repository layout - -- `src/common/` — networking (Asio), crypto, config, logging, shared utilities. -- `src/server/game/` — core gameplay; compiled into worldserver. -- `src/server/scripts/` — content scripts grouped by region (`EasternKingdoms/`, `Northrend/`, …), class (`Spells/spell_mage.cpp`, …), and domain (`Commands/`, `Pet/`, `OutdoorPvP/`, `World/`). -- `src/server/database/` — DB abstraction and schema updater. -- `src/server/shared/` — code shared by auth and world servers. -- `src/server/apps/{authserver,worldserver}/` — entry points (ports 3724 and 8085). -- `src/test/` — Google Test unit tests + mocks. -- `data/sql/` — `base/` (historical schema), `updates/db_*/` (merged), `updates/pending_db_*/` (in-flight, **edit here**), `custom/` (gitignored). -- `modules/` — external modules (each a subdir with its own `CMakeLists.txt`). Disable with `-DDISABLED_AC_MODULES="mod1;mod2"`. See `modules/how_to_make_a_module.md`. -- `apps/` — helper scripts; `apps/codestyle/` holds the lint scripts. -- `conf/dist/` — distributed config templates; `conf/*.conf` is gitignored. -- `deps/` — vendored third-party dependencies. - -## Adding SQL updates - -1. `cd data/sql/updates/pending_db_world/` (or `pending_db_auth` / `pending_db_characters`). -2. `./create_sql.sh` generates an empty `rev_.sql` to write into. -3. Conventions enforced by `apps/codestyle/codestyle-sql.py`: every `INSERT` preceded by a matching `DELETE` (idempotency); no double semicolons; no multiple blank lines; InnoDB engine. - -The three databases: - -- `acore_auth` — accounts, realm list, IP/account bans, session keys. Shared across all realms. -- `acore_characters` — per-character state: characters, inventory, in-progress quests, mail, guilds, arena teams, achievements. One per realm. -- `acore_world` — static game content: creature/gameobject/item/quest templates, spawn lists, loot tables, SmartAI scripts, gossip, conditions. Read-mostly; rebuilt from SQL. - -## Code style - -Formatting (charset, indent width, line length, final newline, trailing whitespace) follows `.editorconfig`. - -Run the linters before claiming a change is done: - -```bash -python apps/codestyle/codestyle-cpp.py # C++ -python apps/codestyle/codestyle-sql.py # SQL (compares to origin/master) -``` - -Hard rules (also enforced by CI with `-Werror`, plus `cppcheck`): - -- 4-space indent for C++ (tabs forbidden); 2-space for JSON/YAML/sh/ts/js. UTF-8, LF, max 120 cols, trailing newline. -- Allman braces. No braces around single-line statements. `if (x)` — never `if(x)` or `if ( x )`. -- `auto const&` (not `const auto&`); `Type const*` (not `const Type*`). -- Use `{}` format specifiers (`fmt`-style), not `%u`/`%s`. -- Use the typed helpers, not raw flag access: - - `IsPlayer()`, `IsCreature()`, `IsItem()`, … instead of `GetTypeId() == TYPEID_*`. - - `GetNpcFlags()`, `HasNpcFlag()`, `SetNpcFlag()`, `RemoveNpcFlag()`, `ReplaceAllNpcFlags()` instead of `*Flag(UNIT_NPC_FLAGS, …)`. - - `IsRefundable()`, `IsBOPTradable()`, `IsWrapped()` instead of `HasFlag(ITEM_FIELD_FLAGS, …)`. - - `HasFlag(ItemFlag)` / `HasFlag2(ItemFlag2)` / `HasFlagCu(ItemFlagsCustom)` instead of bitwise `Flags & ITEM_FLAG…`. - - `ObjectGuid::ToString().c_str()` instead of `ObjectGuid::GetCounter()`. - -## Project conventions - -- **Logging**: `LOG_INFO("category.sub", "msg with {}", arg)` (also `LOG_WARN`/`ERROR`/`DEBUG`/`TRACE`). Categories are hierarchical, dot-separated (`server.loading`, `entities.player`, `sql.dev`). No `printf`-style, no `sLog->`, no `TC_LOG_*`. Macro in `src/common/Logging/Log.h`. -- **Random**: use helpers in `src/common/Utilities/Random.h` — `urand`, `irand`, `frand`, `rand32`, `rand_chance`, `roll_chance_f`, `roll_chance_i`. Not `std::rand` or ``. -- **Strings**: `Acore::StringFormat(fmt, args...)` (`{}` placeholders) — `src/common/Utilities/StringFormat.h`. -- **Config**: `sConfigMgr->GetOption("Name", default)`. -- **Namespace**: project-wide `Acore::` (no `Trinity::` remnants — rename when porting from upstream forks). -- **Long-lived references**: don't store a raw `Player*` / `Creature*` / `Unit*` past the current call/tick — the object can be removed (logout, despawn, instance unload) and the pointer dangles. Store the `ObjectGuid` and resolve at use time via `ObjectAccessor::FindPlayer(guid)`, `Map::GetCreature(guid)`, etc. -- **DB queries**: use `PreparedStatement` (via `WorldDatabase` / `CharacterDatabase` / `LoginDatabase` and the prepared-statement enums), not raw query strings. Non-blocking reads go async: `_queryProcessor.AddCallback(db.AsyncQuery(stmt).WithPreparedCallback(...))` (or `WithCallback`). Multi-statement writes wrap in `SQLTransaction` + `Execute` / `AppendPreparedStatement`. -- **Timed actions in AI**: use `EventMap` (event id → delay; simple) or `TaskScheduler` (lambdas, repeats, cancellation), both members of `CreatureAI` — don't roll your own tick counters. See any boss script under `src/server/scripts/`. - -## Scripting registration - -Scripts inherit from a `ScriptObject` subclass (`SpellScript`, `AuraScript`, `CreatureScript`, `InstanceMapScript`, `GameObjectScript`, `CommandScript`, …). Two registration styles coexist: - -- **Spell / aura scripts**: `RegisterSpellScript(ClassName)` (or `RegisterSpellAndAuraScriptPair(...)`) inside `AddSC_()`. -- **Creature scripts**: prefer `RegisterCreatureAI(ClassName)` for new code; legacy zones still use `new ClassName();`. Match the surrounding pattern. - -Then declare and call `AddSC_()` from the regional loader (`Spells/spells_script_loader.cpp`, `EasternKingdoms/eastern_kingdoms_script_loader.cpp`, …). - -**SmartAI** (data-driven creature behaviour) lives in the world DB's `smart_scripts` table, not C++ (engine: `src/server/game/AI/SmartScripts/`). For new creature behaviour prefer SmartAI (via the SQL update workflow); reach for `CreatureScript` only when SmartAI's event/action vocabulary isn't enough. - -**Module hooks** (e.g. `OnPlayerLogin`, `OnWorldUpdate`, `OnSpellCast`) are declared in `src/server/game/Scripting/ScriptDefines/*.h`. Implement by inheriting the matching base (`PlayerScript`, `WorldScript`, …) and registering with `new MyClass();` (or its `RegisterXxxScript` macro) inside `AddSC_()`. Full list: https://www.azerothcore.org/wiki/hooks-script. - -Custom (non-upstream) scripts go in `src/server/scripts/Custom/` (gitignored). +@AGENTS.md