- copilot-instructions.md → ObsidianDragon-agent/copilot-instructions.md - ARCHITECTURE.md → ObsidianDragon-agent/ARCHITECTURE.md - Symlinks at original locations preserve Copilot auto-discovery
176 lines
7.1 KiB
Markdown
176 lines
7.1 KiB
Markdown
# 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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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
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4. **Use `ICON_MD_*` for icons** — Material Design icon font, never raw Unicode
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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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