refactor: extract AI/agent files into separate repo
ObsidianDragon-agent/ is now a standalone git repo (future submodule) so AI configuration files are not pushed to the main repository. - Remove copilot-instructions.md and ARCHITECTURE.md from main tracking - Remove symlinks from .github/ and docs/ - Add ObsidianDragon-agent/ and .github/ to .gitignore
This commit is contained in:
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.github/copilot-instructions.md
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../ObsidianDragon-agent/copilot-instructions.md
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.gitignore
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.gitignore
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/external/xmrig-hac
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/memory
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/todo.md
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/.github/
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/ObsidianDragon-agent/
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# macOS
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.DS_Store
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@@ -1,154 +0,0 @@
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# ObsidianDragon — Architecture Guide
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A native C++17 desktop wallet for DragonX (DRGX), built with ImGui + SDL3.
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## Directory Layout
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```
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src/
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├── main.cpp Entry point, SDL3/backend init, render loop
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├── app.h / app.cpp App class: init, shutdown, frame dispatch
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├── app_network.cpp RPC connection, data refresh, mining ops
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├── app_security.cpp Encryption, lock screen, PIN management
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├── app_wizard.cpp First-run setup wizard
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├── config/
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│ └── settings.h/.cpp JSON settings persistence (~/.config/ObsidianDragon/)
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├── daemon/
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│ ├── embedded_daemon.h/.cpp dragonxd process lifecycle
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│ └── xmrig_manager.h/.cpp xmrig-hac pool mining management
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├── rpc/
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│ ├── rpc_client.h/.cpp JSON-RPC over HTTPS (libcurl)
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│ ├── rpc_worker.h/.cpp Background work queue + main-thread drain
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│ ├── connection.h/.cpp DRAGONX.conf auto-detection
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│ └── types.h Transaction, address data types
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├── ui/
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│ ├── sidebar.h NavPage enum, sidebar rendering
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│ ├── notifications.h/.cpp Toast notification system
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│ ├── schema/
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│ │ ├── ui_schema.h/.cpp UISchema singleton (TOML → typed lookups)
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│ │ ├── skin_manager.h/.cpp Skin enumeration, switching, import
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│ │ └── color_var_resolver.h/.cpp CSS-style color resolution
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│ └── windows/ Per-tab render functions (console, settings, etc.)
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├── util/
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│ ├── i18n.h/.cpp Internationalization (TR() macro, I18n singleton)
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│ ├── platform.h/.cpp Cross-platform utilities (paths, URLs)
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│ └── logger.h DEBUG_LOGF / VERBOSE_LOGF macros
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├── platform/ Windows-specific (DX11 context, backdrop effects)
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├── embedded/ Build-generated headers (embedded resources)
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└── resources/ Runtime resource loading (fonts, images)
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```
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## Threading Model
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```
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┌─────────────────────────────────────────────────────────────┐
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│ Main Thread (UI) │
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│ • ImGui render loop (App::update()) │
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│ • drainResults() each frame → executes completed callbacks │
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│ • NEVER does blocking I/O │
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└────────────┬────────────────────────┬───────────────────────┘
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│ post() │ post()
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▼ ▼
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┌────────────────────┐ ┌────────────────────────────────┐
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│ worker_ (RPCWorker)│ │ fast_worker_ (RPCWorker) │
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│ General RPC polling│ │ Console commands, hashrate │
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│ refreshData() 5s │ │ Avoids head-of-line blocking │
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└────────────────────┘ └────────────────────────────────┘
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┌────────────────────────────────────────────┐
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│ Monitor Threads (per child process) │
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│ • EmbeddedDaemon: reads dragonxd stdout │
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│ • XmrigManager: reads xmrig-hac stdout │
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└────────────────────────────────────────────┘
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```
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### Work Submission Pattern
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```cpp
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worker_->post([this]() -> rpc::RPCWorker::MainCb {
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json result = rpc_->call("getinfo"); // Runs on worker thread
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return [this, result]() {
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state_.connected = true; // Runs on main thread
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};
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});
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```
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## RPC Architecture
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**Dual-client design** avoids head-of-line blocking:
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| Client | Worker | Purpose |
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|--------|--------|---------|
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| `rpc_` | `worker_` | Main polling: balance, transactions, sync status |
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| `fast_rpc_` | `fast_worker_` | Console commands, mining stats |
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Both are `RPCClient` instances wrapping libcurl for JSON-RPC over HTTPS to `dragonxd`.
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**Error flow:** `RPCClient::call()` throws `std::runtime_error` →
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caught in worker lambda → error string captured → `MainCb` calls
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`Notifications::instance().error(msg)` on main thread.
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## Connection Lifecycle
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```
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[Disconnected] → tryConnect() every 5s
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→ auto-detect DRAGONX.conf (host, port, rpcuser, rpcpassword)
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→ if no config: start embedded daemon → retry
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→ post async rpc_->connect() to worker_
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→ success: onConnected() → state_.connected = true
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→ auth 401: try .cookie auth → retry
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→ failure: onDisconnected(reason) → may restart daemon
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```
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## UI System
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### Page Routing
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`NavPage` enum defines all pages. `App::update()` dispatches via switch on
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`current_page_` to render functions (e.g., `RenderBalanceTab(this)`).
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### Theme System
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- Layout defined in `res/themes/ui.toml`, accessed via `schema::UI()`
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- Skins are TOML files in `res/themes/` defining color palettes
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- `scripts/expand_themes.py` merges layout into skins at build time
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- Colors support CSS-style variables resolved by `ColorVarResolver`
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- Hot-reload: `UISchema::pollForChanges()` watches file mtime
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### Internationalization
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- All UI strings use `TR("key")` macro → `I18n` singleton lookup
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- Language files: `res/lang/{locale}.json` with compiled-in fallbacks
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- Supported: en, es, zh, ru, de, fr, pt, ja, ko
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### Notifications
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```cpp
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Notifications::instance().success("Transaction sent");
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Notifications::instance().error("Insufficient funds");
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```
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Toast-style popups, bottom-right corner, 5-second default duration.
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## Build System
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CMake 3.20+, C++17. FetchContent for SDL3, nlohmann/json, toml++.
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Bundled: ImGui, GLAD, miniz, libsodium, qrcode.
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```bash
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./build.sh # Dev build
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./build.sh --mac-release # macOS universal .app + DMG
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./build.sh --linux-release # Linux AppImage + zip
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./build.sh --win-release # Windows cross-compile (MinGW)
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```
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### Platform Backends
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| Platform | Renderer | Notes |
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|----------|----------|-------|
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| Windows | DirectX 11 | `imgui_impl_dx11`, backdrop effects |
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| macOS | OpenGL 3 | Universal binary (arm64+x86_64), target 11.0+ |
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| Linux | OpenGL 3 | GLAD loader |
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## Key Conventions
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1. **Never block the main thread** — all I/O goes through `worker_->post()`
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2. **Never hardcode pixel sizes** — use `schema::UI()` lookups from `ui.toml`
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3. **Always use `TR()` for strings** — no hardcoded English in UI code
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4. **Use `ICON_MD_*` for icons** — Material Design icon font
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5. **`std::unique_ptr` for ownership** — no raw `new`/`delete`
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6. **Check the right connection state** — `state_.connected` vs `rpc_->isConnected()`
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@@ -1,175 +0,0 @@
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# ObsidianDragon — Coding Standards & Architecture
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## Project Identity
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ObsidianDragon is a native C++17 desktop wallet for the DragonX (DRGX) cryptocurrency.
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It uses ImGui (immediate-mode GUI) with SDL3, ships an embedded full-node daemon (`dragonxd`),
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and includes an integrated CPU miner (`xmrig-hac`). Licensed GPLv3.
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Platforms: Linux (x86_64), Windows (x86_64, cross-compiled via MinGW), macOS (universal arm64+x86_64).
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## Code Style
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### Naming
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- **Classes/structs/enums:** `CamelCase` — `RPCClient`, `WalletState`, `NavPage`
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- **Member variables:** `snake_case_` with trailing underscore — `rpc_`, `connection_status_`, `fast_worker_`
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- **Functions/methods:** `camelCase` — `tryConnect()`, `isConnected()`, `drainResults()`
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- **Constants:** `UPPER_SNAKE` for macros, `camelCase` for const vars — `REFRESH_INTERVAL`, `DEFAULT_FEE`
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- **Enum values:** `CamelCase` — `NavPage::Overview`, `State::Running`
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- **Type aliases:** `using MainCb = std::function<void()>;`
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### Formatting
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- 4-space indentation, no tabs
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- Opening brace on same line: `void foo() {`
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- `#pragma once` (not include guards)
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- Include order: self header, standard library, third-party, project headers
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### Memory & Ownership
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- `std::unique_ptr<T>` for ownership — never raw `new`/`delete`
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- Raw pointers for non-owning references (e.g., function parameters)
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- RAII for all resource management (threads, handles, mutexes)
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### Documentation
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- `///` Doxygen comments on public APIs in headers
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- Implementation files: explain *why*, not *what*
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- Use `DEBUG_LOGF()` for debug logging, not `printf`/`std::cout`
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## Threading Model
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**Main thread** — ImGui render loop (`App::update()`), all UI code, `drainResults()` callbacks.
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Never block this thread with network I/O or disk I/O.
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**`worker_`** (RPCWorker) — General-purpose background thread for batched RPC polling.
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Executes the `refreshData()` cycle every 5 seconds.
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**`fast_worker_`** (RPCWorker) — Fast-lane background thread for latency-sensitive operations:
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console commands, mining hashrate polls. Avoids head-of-line blocking behind main refresh batch.
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**Monitor threads** — `EmbeddedDaemon` and `XmrigManager` each spawn a monitor thread
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to read stdout/stderr pipes from their child processes.
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### Work Submission Pattern
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```cpp
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// Post work to background thread; return a callback for the main thread
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worker_->post([this]() -> rpc::RPCWorker::MainCb {
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json result = rpc_->call("getinfo"); // Runs on worker thread (blocking OK)
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return [this, result]() {
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state_.connected = true; // Runs on main thread via drainResults()
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};
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});
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```
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`drainResults()` is called each frame in `App::update()` to execute completed callbacks.
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## RPC Architecture
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**Dual-client design:**
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- `rpc_` + `worker_` — main polling (balance, transactions, sync status)
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- `fast_rpc_` + `fast_worker_` — console commands, mining stats
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Both are `RPCClient` instances wrapping libcurl for JSON-RPC over HTTPS.
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**Callback types:**
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```cpp
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using Callback = std::function<void(const json&)>;
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using ErrorCallback = std::function<void(const std::string&)>;
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```
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**Error flow:** RPC errors throw `std::runtime_error` → caught in `doRPC()` → invokes
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`ErrorCallback` → surfaces via `Notifications::instance().error(msg)`.
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**Connection state:** `state_.connected` (app-level, set in `onConnected()`) vs
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`rpc_->isConnected()` (per-client, set after successful `getinfo()`). These can differ —
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always check the right one for the context.
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## Connection Lifecycle
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```
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[Disconnected] → tryConnect() every 5s
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→ auto-detect DRAGONX.conf (host, port, rpcuser, rpcpassword)
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→ if no config: start embedded daemon → retry
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→ post async rpc_->connect() to worker_
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→ success: onConnected() → state_.connected = true
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→ auth 401: try .cookie auth → retry
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→ failure: onDisconnected(reason) → may restart daemon
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```
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## UI Patterns
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### Page Routing
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`NavPage` enum in `src/ui/sidebar.h` defines all pages. `App::update()` dispatches
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via switch on `current_page_` to render functions like `RenderBalanceTab(this)` or
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`console_tab_.render(...)`.
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### Dialogs
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Modal dialogs use `show_*` boolean flags (e.g., `show_import_key_`, `show_backup_`).
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Set the flag to `true` to open; the dialog renders in `App::update()` and clears
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the flag when dismissed.
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### Notifications
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```cpp
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Notifications::instance().success("Transaction sent");
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Notifications::instance().error("Insufficient funds");
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```
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Toast-style popups in the bottom-right corner.
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### Lock Screen & Loading Overlay
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- Lock screen gates all interaction when `state_.isLocked()`
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- Loading overlay shown while daemon isn't ready, gates all tabs except Peers, Console, Settings
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## Platform Abstractions
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Detection: `#ifdef _WIN32` / `#elif __APPLE__` / `#elif __linux__`
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Platform-specific files live in `src/platform/` (Windows only: DX11 context, backdrop effects).
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Shared platform utilities in `src/util/platform.h` — `openUrl()`, `getHomeDir()`, `getDragonXDataDir()`.
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Rendering backends:
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- Windows: DirectX 11 (`imgui_impl_dx11`)
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- macOS/Linux: OpenGL 3 (`imgui_impl_opengl3`) + GLAD loader
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## Build System
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CMake 3.20+, C++17. Single `CMakeLists.txt` at root.
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**FetchContent dependencies:** SDL3, nlohmann/json v3.11.3, toml++ v3.4.0, libcurl (Windows only)
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**Bundled libraries:** ImGui, GLAD, miniz, libsodium (pre-built per platform), qrcode
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**macOS:** Universal binary (arm64+x86_64), deployment target 11.0 (Big Sur+).
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Set `CMAKE_OSX_DEPLOYMENT_TARGET` and `CMAKE_OSX_ARCHITECTURES` before `project()`.
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**Build commands:**
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```bash
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./build.sh # Dev build
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./build.sh --mac-release # macOS universal .app + DMG
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./build.sh --linux-release # Linux AppImage + zip
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./build.sh --win-release # Windows cross-compile
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```
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## Theme System
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UI layout values are defined in `res/themes/ui.toml` and accessed via `schema::UI()` —
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**never hardcode pixel sizes in C++ code**.
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Skins are self-contained TOML files in `res/themes/` defining color palettes.
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`scripts/expand_themes.py` merges layout sections from `ui.toml` into each skin at build time.
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Colors support CSS-style variables: `--primary`, `--surface`, `--on-surface-medium`, resolved
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by `ColorVarResolver` at runtime.
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## Internationalization
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All user-visible strings use `TR("key")` macro → `dragonx::util::tr()` → lookup in
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`I18n` singleton. Never hardcode English strings in UI code.
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Language files: `res/lang/{locale}.json` (runtime) with embedded fallback compiled into binary.
|
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Supported: en, es, zh, ru, de, fr, pt, ja, ko.
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## Key Rules
|
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|
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1. **Never block the main thread** — all network/disk I/O goes through `worker_->post()`
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2. **Never hardcode pixel sizes** — use `ui.toml` schema values via `schema::UI()`
|
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3. **Always use `TR()` for strings** — no hardcoded English in UI rendering code
|
||||
4. **Use `ICON_MD_*` for icons** — Material Design icon font, never raw Unicode
|
||||
5. **Use `std::unique_ptr`** — no raw `new`/`delete` in application code
|
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6. **Check the right connection state** — `state_.connected` for app-level, `rpc_->isConnected()` for per-client
|
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7. **Test all three platforms** — build must pass Linux; cross-compile test if touching platform code
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@@ -1 +0,0 @@
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||||
../ObsidianDragon-agent/ARCHITECTURE.md
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||||
Reference in New Issue
Block a user