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si - Sinhala
simple - Simple English
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sk - Slovak
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th - Thai
ti - Tigrinya
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tl - Tagalog
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tly-cyrl - Talysh (Cyrillic script)
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to - Tongan
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tpi - Tok Pisin
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trv - Taroko
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tt-cyrl - Tatar (Cyrillic script)
tt-latn - Tatar (Latin script)
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ug-latn - Uyghur (Latin script)
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ur - Urdu
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ve - Venda
vec - Venetian
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vo - Volapük
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wal - Wolaytta
war - Waray
wls - Wallisian
wo - Wolof
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wuu-hans - Wu (Simplified Han script)
wuu-hant - Wu (Traditional Han script)
xal - Kalmyk
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yrl - Nheengatu
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yue-hans - Cantonese (Simplified Han script)
yue-hant - Cantonese (Traditional Han script)
za - Zhuang
zea - Zeelandic
zgh - Standard Moroccan Tamazight
zh - Chinese
zh-cn - Chinese (China)
zh-hans - Simplified Chinese
zh-hant - Traditional Chinese
zh-hk - Chinese (Hong Kong)
zh-mo - Chinese (Macau)
zh-my - Chinese (Malaysia)
zh-sg - Chinese (Singapore)
zh-tw - Chinese (Taiwan)
zu - Zulu
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{{DISPLAYTITLE:Desarrollo}}<languages /> Este artículo pretende introducirte en el '''''desarrollo''''' de DDNet, Al tratarse de un juego de código abierto, depende de las personas que contribuyen a él en su tiempo libre. <span id="Your_development_environment"></span> == Tu entorno de desarrollo == Es extremadamente recomendable configurar algún entorno de Linux para empezar a programar en DDNet por las siguientes razones (a partir de ahora): * La mayoría de los colaboradores de DDNet utilizan Linux para contribuir. * Gestión de paquetes más simple, puedes instalar fácilmente todas las librerías necesarias y empezar a contribuir. * Este artículo aún no tiene versión para Windows y se centra en Linux. <div class="mw-translate-fuzzy"> Primero que todo, DDNet está codificado usando el lenguaje de programación C++, necesitarás estar bastante familiarizado con él, pero también puedes saber lo básico y aprender más con él. </div> Algunos recursos útiles para aprender C++: * [https://www.learncpp.com/ learncpp.com] * [https://en.cppreference.com/w/ cppreference.com] * El motor de búsqueda que prefiera El código fuente de DDNet se gestiona mediante [https://git-scm.com/ Git], un sistema de control de versiones, una herramienta esencial para colaborar con múltiples desarrolladores. Si aún no tiene git en su distribución Linux, asegúrese de instalarlo, por ejemplo, en la mayoría de las distribuciones basadas en debian/ubuntu se instala con el siguiente comando en la terminal: <code>sudo apt install git</code>. <span id="Getting_the_source_code"></span> == Obtener el código fuente == El código fuente se encuentra en [https://github.com/ddnet/ddnet Github], puedes obtener el código fuente clonándolo sin necesidad de una cuenta, pero si alguna vez quieres poner tus cambios en el código fuente oficial necesitarás una. Si no estás familiarizado con git/github puedes aprender lo básico aquí: [https://docs.github.com/en/get-started/quickstart/hello-world Hola Mundo - Github] <span id="Installing_the_dependencies"></span> == Instalación de dependencias == Si utiliza Linux, puede instalar todas las dependencias necesarias leyendo el archivo README en la página de DDNet en github: https://github.com/ddnet/ddnet#dependencies-on-linux--macos Para Arch Linux: <syntaxhighlight lang="bash"> sudo pacman -S --needed base-devel cmake curl ffmpeg freetype2 git glew glslang gmock libnotify libpng opusfile python rust sdl2 spirv-tools sqlite vulkan-headers vulkan-icd-loader wavpack x264 </syntaxhighlight> Para Debian: <div class="mw-translate-fuzzy"> <syntaxhighlight lang="bash"> sudo apt install build-essential cargo cmake git glslang-tools google-mock libavcodec-extra libavdevice-dev libavfilter-dev libavformat-dev libavutil-dev libcurl4-openssl-dev libfreetype6-dev libglew-dev libnotify-dev libogg-dev libopus-dev libopusfile-dev libpng-dev libsdl2-dev libsqlite3-dev libssl-dev libvulkan-dev libwavpack-dev libx264-dev python rustc spirv-tools4 </syntaxhighlight> </div> <span id="Compiling_DDNet"></span> == Compilación de DDNet == Usamos CMake para controlar el proceso de compilación, si tienes todas las dependencias instaladas, es tan fácil como seguir estos comandos (asegúrate de estar en la carpeta de DDNet): <syntaxhighlight lang="bash"> mkdir build cd build cmake .. make -j$(nproc) </syntaxhighlight> <span id="General_information"></span> == Información general == Aquí tienes algo de información general: * Actualmente, el código fuente está compilado con el estándar C++17, pero verás que muchas partes del código son más parecidas a C ya que solo la mayor parte del código nuevo utiliza cosas de C++17. * <code>std::string</code> rara vez se usa, además de utilizar <code>system.h</code> métodos para manejarlos es la norma. * La mayor parte del código de E/S, formateo e impresión se realiza utilizando los métodos proporcionados por <code>system.h</code>. <span id="The_source_code_layout"></span> == La disposición del código fuente == Ahora que ya puedes construir DDNet, puedes empezar a editarlo. <span id="The_src/base_directory"></span> === El directorio src/base === Dado que DDNet es un juego multiplataforma, se necesita una capa de abstracción para facilitar el desarrollo, y este directorio contiene muchas funciones útiles para ello. <span id="The_src/engine_directory"></span> === El directorio src/engine === Aquí se encuentra el motor del juego, que se encarga de la mayoría de las cosas que no están relacionadas con la jugabilidad, como los gráficos, el sonido, la red, etc. <span id="The_src/game_directory"></span> === El directorio src/game === Todo el código relacionado con el juego está aquí, separado en cliente y servidor. <span id="Server_side"></span> ==== Del lado del servidor ==== Este juego utiliza su propio sistema jerárquico orientado a objetos de entidades, la clase principal de la que derivan todas las demás entidades es[https://en.wikipedia.org/wiki/Entity_component_system Entity Component System], the main class to which all other entities derive from is <code>CEntity</code> located in <code>src/game/server/entity.h</code>. Estas entidades son gestionadas por el game world ubicado aquí <code>src/game/server/gameworld.h</code> Algunas entidades importantes son: <div class="mw-translate-fuzzy"> * [https://github.com/ddnet/ddnet/blob/master/src/game/server/entities/character.h CCharacter]: Representa un [[Special:MyLanguage/Common_Terminology#Tee|tee]] que esté vivo, se crea cuando aparece un tee y se elimina cuando muere. Para más información sobre el jugador que se mantiene entre muertes, véase [https://github.com/ddnet/ddnet/blob/master/src/game/server/player.h CPlayer]. </div> <span id="Client_side"></span> ==== Lado del cliente ==== <div class="mw-translate-fuzzy"> El lado del cliente está formado por componentes, que son clases que heredan de <code>CComponent</code>: Estos componentes pueden aplicar métodos virtuales como <code>OnInit</code>, <code>OnMessage</code>, etc. Para proporcionar su funcionalidad. </div> <span id="Networking"></span> ==== Redes ==== El protocolo de red en su mayoría es generado por scripts python que generan código C++, por ejemplo, <code>datasrc/network.py</code> define todos los paquetes de red. <span id="Code_conventions"></span> == Convenciones de código == El debate en curso sobre las convenciones del código se encuentra aquí: [https://github.com/ddnet/ddnet/issues/2945 ddnet#2945] Actualmente, se aplica lo siguiente: <span id="Indentation_style"></span> === Estilo de indentación === [https://en.wikipedia.org/wiki/Indentation_style#Allman_style Allman style] se utiliza. <div lang="en" dir="ltr" class="mw-content-ltr"> <blockquote> This style puts the brace associated with a control statement on the next line, indented to the same level as the control statement. Statements within the braces are indented to the next level. </blockquote> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> <syntaxhighlight lang="cpp"> while(x == y) { Something(); SomethingElse(); } </div> <div lang="en" dir="ltr" class="mw-content-ltr"> FinalThing(); </syntaxhighlight> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ===Classes and Structs=== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Must be prefixed by <code>C</code> (for legacy reasons this is ignored for structs in some places, such as in graphics code) or <code>I</code> for interfaces. New <code>struct</code>s should be prefixed by <code>S</code>. </div> Ejemplo: <div lang="en" dir="ltr" class="mw-content-ltr"> <syntaxhighlight lang="cpp"> class CCharacter : public CEntity { // ... } </syntaxhighlight> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ===Enums and constants=== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Should be ''screaming snake case [https://en.wikipedia.org/wiki/Snake_case]'', for example: <code>MAX_PLAYERS</code> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> <syntaxhighlight lang="cpp"> enum { FAKETUNE_FREEZE = 1, FAKETUNE_SOLO = 2, FAKETUNE_NOJUMP = 4, FAKETUNE_NOCOLL = 8, FAKETUNE_NOHOOK = 16, FAKETUNE_JETPACK = 32, FAKETUNE_NOHAMMER = 64, }; </syntaxhighlight> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ===Variable naming=== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> *The names of variables contain 3 parts: qualifier, prefix and name. *Variable names should start with uppercase unless they are 1 char long without any prefix or qualifier, for example: <code>i</code>, <code>x</code>, <code>y</code>. *Variables can have more than 1 qualifier (or zero) and more than 1 prefix (or zero). </div> <div lang="en" dir="ltr" class="mw-content-ltr"> These are laid out like this: <code>[qualifiers]_[prefixes][Name]</code> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ====Qualifiers==== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> *<code>m</code> for member variables: <code>m_MyVariable</code>. *<code>s</code> for static variables: <code>s_MyStaticVariable</code>, <code>ms_MyStaticMemberVariable</code>. *<code>g</code> for global variables with external linkage: <code>gs_MyGlobalStaticVar</code>. </div> <span id="Prefixes"></span> ==== Prefijos ==== <div lang="en" dir="ltr" class="mw-content-ltr"> *<code>p</code> for pointers: <code>pMyPointer</code>, <code>m_pCharacter</code>, <code>ppMyPointerToPointer</code>. *<code>a</code> for arrays: <code>aMyArray</code>, <code>aBuf</code>. *<code>v</code> for <code>std::vector</code>s: <code>vMyVector</code>, <code>vpvMyVectorOfPointersToVectors</code>. *<code>fn</code> for functions: <code>pfnMyCallback</code>, <code>m_papfnMyPointerToArrayOfCallbacks</code>. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==Common snippets== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Here is a list of code that you may frequently see across the codebase: </div> <span id="Formatting_text"></span> === Formato del texto === <div lang="en" dir="ltr" class="mw-content-ltr"> <syntaxhighlight lang="cpp"> char aBuf[128]; str_format(aBuf, sizeof(aBuf), "number: %d", 2); </syntaxhighlight> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> See [https://cplusplus.com/reference/cstdio/printf/ printf documentation] for a list of all format specifiers. ===Iterating over all players=== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> <syntaxhighlight lang="cpp"> for(int i = 0; i < MAX_CLIENTS; i++) { // Server-side CPlayer *pPlayer = GameServer()->m_apPlayers[i]; } </syntaxhighlight> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ===Printing to the game console=== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> <syntaxhighlight lang="cpp"> Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "wikiprint", "Hello from the ddnet wiki!"); </syntaxhighlight> </div> <span id="Debug_printing"></span> === Impresión de depuración === <div lang="en" dir="ltr" class="mw-content-ltr"> <syntaxhighlight lang="cpp"> int i = 2; dbg_msg("wikiprint", "Hello from the ddnet wiki: %d", i); </syntaxhighlight> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ===Translating text in the client=== <code>Localize</code> can be used in the game client to get the translation for a specific string from the language file selected by the user.<syntaxhighlight lang="cpp"> DoButton(..., Localize("Connect"), ...); </syntaxhighlight>The string can also contain format specifiers. The translated string must contain the same format specifiers.<syntaxhighlight lang="cpp"> char aBuf[128]; str_format(aBuf, sizeof(aBuf), Localize("%d of %d servers"), NumServers, TotalServers); </syntaxhighlight>A script is used to scan the code for calls to <code>Localize</code> and collect the strings to update the translation files. For this reason, the call to <code>Localize</code> must not contain any other code, or the script cannot determine the text correctly.<syntaxhighlight lang="cpp"> // Do NOT do this: const char *pStr = Localize(Team == TEAM_RED ? "Red team" : "Blue team"); </div> <div lang="en" dir="ltr" class="mw-content-ltr"> // Do this instead: const char *pStr = Team == TEAM_RED ? Localize("Red team") : Localize("Blue team"); </syntaxhighlight> </div> <span id="External_resources"></span> == Recursos externos == <div lang="en" dir="ltr" class="mw-content-ltr"> *[https://edgarluque.com/blog/ui-code-ddnet/ UI Code in DDraceNetwork] by [[Special:MyLanguage/User:Ryozuki|Ryozuki]] *[https://edgarluque.com/blog/intro-to-ddnet/ An intro to the DDraceNetwork game source code] by [[Special:MyLanguage/User:Ryozuki|Ryozuki]] *[https://edgarluque.com/blog/code-conventions-in-ddnet/ Code conventions in DDraceNetwork] by [[Special:MyLanguage/User:Ryozuki|Ryozuki]] *[https://edgarluque.com/blog/chat-command-ddracenetwork/ Implementing a chat command in DDraceNetwork] by [[Special:MyLanguage/User:Ryozuki|Ryozuki]] *[https://codedoc.ddnet.org/ Auto generated docs] *[https://ddnet.org/libtw2-doc/ Technical documentation of Teeworlds file formats and network protocol] *[https://heinrich5991.github.io/blog/blog/one-tick-unfreeze The Anatomy of a One Tick Unfreeze] *[https://www.youtube.com/playlist?list=PLhJkqAQmOh5LyYOfnMy4PJB6CSZltQyTc Teeworlds programming YouTube tutorial] by [[User:ChillerDragon|ChillerDragon]] *[https://chillerdragon.github.io/teeworlds-protocol/ Teeworlds 0.6/0.7 network protocol documentation] by [[User:ChillerDragon|ChillerDragon]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==About Tee Skin Rendering== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> This section explains how to render a tee skin. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Values put together by Patiga Special Thanks to Jupstar Segment Scaling: body: 100% feet: 150% eyes: 120% eye blink: 45% hand: 93.75% Positioning: 64/64 = 1 = width or height of the body segment body: 4/64 up feet: 10/64 down 7/64 left/right eyes: 0.125 up 0.05 left/right eye movement: dir = angle of eyes (view angle), right = 0 eyes: x: cos(dir) * 0.125 y: sin(dir) * 0.1 each eye (away from the other): x: abs(cos(dir)) * 0.01 </div>
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