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Coding Style

Elad Ashkenazi edited this page Oct 3, 2023 · 26 revisions

We recommend to follow these guidelines when writing code for RPCS3. They aren't very strict rules since we want to be flexible and we understand that under certain circumstances some of them can be counterproductive. Just try to follow as many of them as possible:


General coding style

  • Variable naming: lower_case_underscored
    • Globals: g_*
    • Class members: m_*
    • Statics: s_*
  • Template parameter names: CamelCase, or just T, U, V...
  • Avoid #defines, use constant variables instead.
  • Put curly-brackets ({ and }) on the next line.
  • Try to eliminate all compiler warnings from your code.
  • Try to use C++ standard data types whenever it's possible (e.g. std::string instead of QString).
  • Comment every hack you do, every snippet you comment out and every improvable code.
  • If you have to comment or place a commented code snippet, include the reasons to do that in the comment.
  • Don't use /**/ for commenting out multiple lines. Use // on every line instead. In Visual Studio, for example, you can just select desired lines and use Ctrl+K,C combination to comment every line with //, Ctrl+K,U reverts this.
  • Ensure that every source file you modify has the newline at the end of file. Every line ends with "newline" and the end of file must have "newline" too, GitHub usually warns about it.
  • Use brackets around multi-term ternary operator conditions especially if they occur with other code on the same line. (x * y) + ((a > b)? c : d) is more readable than x * y + a > b? c : d.
  • Use ensure() and fmt::throw_exception() in order to add asserts in your code.
  • Avoid recursive locking, there are always better alternatives.

Emulator coding style

  • Module functions and lv2 syscalls:
    • Access files converting path with vfs::get function.
    • Return defined error codes. That is, use return CELL_OK; instead of return 0;.
    • Prefer the type error_code as the return value instead of int or s32. (capable of reporting errors)
    • Use named_thread instead of std::thread. To join it, call named_thread::operator()().
    • Use g_fxo for managing globally available variables for emulation, each variable must have a unique type.
  • Use only limited number of types as function arguments and result types.
    • Use s8, s16, s32, s64 for signed integral types. These are aliases to std::int8_t, std::int16_t, std::int32_t, std::int64_t respectively. s128 has been recently added and is a 128-bit signed integer.
    • Use u8, u16, u32, u64 for unsigned integral types. These are aliases to std::uint8_t, std::uint16_t, std::uint32_t, std::uint64_t respectively. u128 has been recently added and is a 128-bit unsigned integer.
    • Use f32 and f64 for floating point numbers. These are aliases to float and double.
    • Use b8 instead of bool. This type is a fixed 8-bit boolean-mimicking type.
    • Use char for UTF-8 string characters, usually as vm::cptr<char>. Don't treat char values as signed or unsigned numbers.
    • Function arguments and results use native endianness.
  • Use vm::ptr<> arguments for PS3 memory pointers.
    • Pointer to the datatype T is vm::ptr<T>. For example, void *buf becomes vm::ptr<void> buf.
    • Pointer to the datatype const T is vm::cptr<T>. For example, const char *path becomes vm::cptr<char> path.
    • Pointer to the function T(T1 arg1, ...) is vm::ptr<T(T1 arg1, ...)>.
    • The function may be defined as an alias using func_name = T(T1 arg1, ...); and used as vm::ptr<func_name>.
    • Note that types vm::ptr<u32> and vm::ptr<be_t<u32>> are equal, because be_t<> template is implicitly applied in vm::ptr<> for basic types. You always work with big endian values in ps3 virtual memory, excepting some very rare cases.
    • Usual pointers (vm::ptr) are native-endian itself, but don't forget that dereferencing vm::ptr leads to the PS3 memory which uses big-endian values by default (if it's not known explicitly that some specific value is little-endian).
    • Pointers in PS3 memory must be big-endian: define them as vm::bptr or vm::bcptr.
  • Allocate memory for temporary variables with vm::var<> (RAII based). It has similar semantics to vm::ptr<>.
    • Because it is RAII based, prefer to use it as lvalue, do not leak its freed address by doing something like: vm::ptr<u32> _u32 = vm::var<u32>{};
    • Use vm::gvar<> to allocate memory to be used globally.
  • Don't forget logging at the top of every function. Print all its arguments with %d or 0x%x (always use 0x%x if not sure).
    • Don't forget 0x in 0x%x. It may be really confusing.
    • Use moduleName.todo() and other associated methods.
    • Use .todo() method for unimplemented functions.
    • Use .error() method to print error inside of function that may require user's attention. For example, some file is not found or some emulation option is not set correctly.
    • Use .succcess() method for well-implemeneted, rarely-called but common functions.
    • Use .warning() method for partially implemented functions which still have some unimplemented functionality.
    • Use .notice() method to print debug information unconditionally.
    • Use .trace() method for well implemented and often-called functions.
    • Don't return CELL_OK and other error codes if the function result type doesn't mean error code.

Qt coding style

  • Don't concatenate translated strings. Use tr().arg() instead.
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