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coding-standards.md

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SpatialOS GDK for Unity C# coding standards

Contributions: We are not currently taking public contributions - see our contributions policy. However, we are accepting issues and we do want your feedback.

Table of contents

Introduction

Generally, we use Microsoft's C# Coding Conventions. See also the Framework Design Guidelines. Anything noted below overrides these conventions.

ReSharper and formatting

(Optional) Install ReSharper for Visual Studio.

Please format any code files that you've touched (normally Ctrl+Alt+F) before committing changes.

General

  • Avoid interfaces with fewer than two implementations.
  • Avoid extension methods. They can introduce magic and make implementation hard to find.
  • Avoid Linq. It often introduces unnecessary allocation.
  • Non-obvious constant-value arguments (e.g. - 42 and true) should use named parameters:
    • SomeFunction(answer: 42)
  • Callbacks passed to native code need to be static methods marked with the [MonoPInvokeCallback] attribute. GCHandle should be used for dynamic object storage and lookup.
  • Disposable objects should throw ObjectDisposedException when methods are called on them, where appropriate.
  • Use interpolation strings, string.Format, or Log*Format rather than string concatenation.
    • var message = Console.WriteLine($"Hello, {name}! Today is {date.DayOfWeek}, it's {date:HH:mm} now.");
    • var message = String.Format("The current price is {0} per ounce.", pricePerOunce)
    • var message = "The current price is " + pricePerOunce + " per ounce."
  • Avoid lines longer than 120 characters.
  • Use braces for any kind of conditional or loop statements.
  • Add an empty line at the end of the file.
  • Avoid any kind of redundant whitespace.
  • Use spaces instead of tabs for indentation.

Casing

  • PascalCase for class and method names.
  • PascalCase for public variables and private const variables, camelCase for private variables.
  • Acronyms have only their first letter capitalised in variable or method names. In comments, acronyms are fully-capitalised.
    • EntityAcl GetEntityAcl();
    • EntityACL GetEntityACL();
    • var entityAcl = GetEntityAcl(); // Gets the Entity ACL.
    • var entityAcl = GetEntityAcl(); //Gets the Entity Acl.

Deprecation

  • Annotate deprecated functions with [System.Obsolete(<string>)] where <string> is a short summary of the deprecation reason and either a guide on how to upgrade or a link to a guide on how to upgrade.

Tests

  • Name test fixtures as <class>Tests
  • Name test methods as <method>_should_<action>_when_<conditions>

Unity specific

  • We are using the .NET 4.x support in the SpatialOS GDK for Unity (mandated by use of the Unity ECS). This equates to C# 7 so newer language features are supported.
  • Implement logic in a ComponentSystem instead of a MonoBehaviour wherever possible.
  • Make sure you remove all Debug.Log statements before opening a PR.
  • Avoid running foreach over an IEnumerable<T> because it allocates excessively. See this StackOverflow question for an explanation of why IEnumerable<T> allocates.
  • Be aware of the possible allocations when using collections and avoid doing so where the volume would impact performance.
  • When using structs as keys dictionaries, sets or in comparisons, ensure to implement a custom hash code function and the IEquatable<> interface to avoid a performance drop.
  • Avoid using enums as dictionary keys. This leads to extra allocations due to boxing in the Mono runtime. The boxing can be avoided by implementing EqualityComparer<MyEnum> for your enum as described here.
  • When writing Unity code that's not compatible with all supported versions of Unity, use ifdefs:
    • Write all of them in a forward-compatible way.
    • Write if (!(UNITY_2018_0 | UNITY_2018_1)) instead of if (UNITY_2018_2) if you want to specify 2018.2 or newer.
    • Be careful with defines such as UNITY_2018_1_OR_NEWER - they might not be available in all versions of Unity 2018.1.
  • Use == null when testing GameObjects and MonoBehaviours even though they overload the operator!.
  • Avoid using custom threads. They complicate things and can easily cause crashes.