[Ohrrpgce] Hróðvitnir blockers?

Ralph Versteegen teeemcee at gmail.com
Tue Nov 17 17:12:48 PST 2020


On Wed, 18 Nov 2020 at 07:19, James Paige <Bob at hamsterrepublic.com> wrote:

> On Tue, Nov 17, 2020 at 8:18 AM Ralph Versteegen <teeemcee at gmail.com>
> wrote:
>
>> I've made gfx_sdl2 the default build on Linux and Windows, though I don't
>> know whether anyone got the svn commit messages. I didn't.
>>
>
> Yeah, the commit message e-mails are borked.
>
But oddly I did get a single email from one of my commits yesterday.


> I dug into it a but today and found two different problems
> 1) Dreamhost changed svn to run as an apache service user (www-data)
> instead of as my user (james_paige) and the commit e-mail script contained
> a ~ which resolved to the wrong place when it was run for real. I fixed
> that part.
> 2) The dreamhost mail server associated with lists.motherhamster.org is
> blocking the IP address of the dreamhost apache/svn server due to a
> Spamhaus RBL. I checked all of the relevant IP addresses and e-mail
> addresses in Spamhaus's online tool, and none of them listed, which
> probably means dreamhost is using an obsolete cached copy of the the
> blocklist, so I reported it to their tech support. Maybe they'll fix it?
>
Hopefully!

>
>
>> However, Linux nightlies are failing because the libsdl2 and
>> libsdl2_mixer libraries are missing from both build VMs.
>>
>
> Fixed!
>
>
>>
>> I think gfx_sdl2 on Mac is not complete and not ready yet and should be
>> put off until a later release, due to:
>> <https://github.com/ohrrpgce/ohrrpgce/issues/1183>
>> #1175: Mac/gfx_sdl2: crash when unplugging and replugging a controller
>> <https://github.com/ohrrpgce/ohrrpgce/issues/1175>
>> #1181: Mac/gfx_sdl2: Random crash when resizing window
>> <https://github.com/ohrrpgce/ohrrpgce/issues/1181>
>> #1183: Mac/gfx_sdl2 lacks custom menu bar
>> <https://github.com/ohrrpgce/ohrrpgce/issues/1183>
>>
>> However, #1181 won't actually affect games distributed for Mac, and #1183
>> isn't very important, so we could still make sdl2 the default for
>> distributed games. And when SDL 2.0.14 is finally released we can re-upload
>> the mac-minimal package for hróðvitnir with the fix for #1175. Considering
>> that every Mac game that uses SDL2 is affected by #1175, which is an awful
>> lot of them, I guess it's not such a showstopper.
>>
>> The change in backends also causes problems for the Distribute Game menu
>> which we need to sort out, because it needs to know which backends are in
>> use by downloaded builds for Windows and Linux (not Mac). Plus we don't
>> want to break older versions of the engine. I'll file a bug with more
>> details.
>>
>
> Yeah, I can see is treating those as non-blockers for those reasons.
>

To be comfortable using gfx_sdl2 when distributing for Mac it ought to get
some more testing.
Hmm... we could do like we did on Windows until a few days ago, and use
gfx_sdl for Custom and gfx_sdl2 for Game for 64-bit Mac builds. That should
give people the best of both worlds.


> for bug #1181 does it happen when maximizing/unmaximizing or switching
> between full-screen and windowed?
>

I don't think I've seen it happen when switching to fullscreen. I don't
know whether that even causes a window resize event. But I can't test
anything on Mac right now.

There is also the possibility that #1181 is fixed in SDL Hg/2.0.14, as
there is a fix for a very similar bug except it's when calling SDL on
multiple threads. I'll need to compile it myself to test it.

>
>
>>
>> I'm going to try add the gamecontroller API to gfx_sdl2 before release
>> too.
>>
>> One more blocker, I found some bugs in the Local/Global NPC editor a
>> while back that I didn't get around to fixing, but to re-find and document
>> them is time consuming. But I do remember that there's a bug on this line!
>>
>>     IF starts_with(menu(state.pt), "Global") THEN
>>      'Oh my gosh this is such a hack I hope TMC doesn't see. SHHH! Nobody
>> tell him!
>>      npcdef = @st.global_npc_def(npcinst->id - 1)
>>
>
> Haha! You caught me! :D
> No worries, I fixed it this morning.
>

Ahaha, that is a very creative fix :)
But I didn't mean the elegant string-based duck-typing, the *actual* bug
was that st.global_npc_def(npcinst->id - 1) can be an OOB access (as
mentioned in my other email).


>
>
>
>>
>> On Wed, 28 Oct 2020 at 12:41, Ralph Versteegen <teeemcee at gmail.com>
>> wrote:
>>
>>>
>>>
>>> On Wed, 28 Oct 2020 at 12:30, James Paige <Bob at hamsterrepublic.com>
>>> wrote:
>>>
>>>> Okay, actually, you have me convinced. Let's go ahead and switch to
>>>> sdl2, and make that the main release goal for Hróðvitnir
>>>>
>>>> Somehow I had it in my head that sdl2 was unfinished, but that seems to
>>>> be somewhere between barely true, and not true at all :D
>>>>
>>>
>>> I considered and have described gfx_sdl2 as unfinished because it didn't
>>> allow changing the window zoom. However it turns out that was actually due
>>> to a typo bug, rather than being unimplemented!
>>>
>>>
>>>> I am assuming that Android will be the one platform exception, since
>>>> we'll have to figure out how to do sdl2-centric android builds instead of
>>>> commandergenius style builds.
>>>>
>>>
>>> Yes. I've never looked into it, but since sdl2 is also in the
>>> commandergenius repo, I wonder whether that sdl2 fork has support for
>>> onscreen gamepad buttons patched in, like the sdl1.2 fork? That would save
>>> us a lot of trouble!
>>>
>>> Also, SDL2 requires Win XP at the minimum, so we will have to advertise
>>> separate builds for old and new Windows versions, the same as we already
>>> have for Linux (32-bit vs 64-bit) and Mac (32-bit gfx_sdl vs 64-bit
>>> gfx_sdl2), including in the Distribute Game menu. I don't think that's a
>>> concern.
>>>
>>>
>>>>
>>>> ---
>>>> James Paige
>>>>
>>>> On Tue, Oct 27, 2020 at 6:52 PM Ralph Versteegen <teeemcee at gmail.com>
>>>> wrote:
>>>>
>>>>> Unfortunately I didn't foresee that I would spend almost no time
>>>>> working on the engine over the last two months. In hindsight we should just
>>>>> have released two months ago.
>>>>> You might be pleased to know I almost, but didn't, merge my huge
>>>>> incomplete branch for better text rendering and font support last night!
>>>>> But it's still incomplete enough that it hardly adds any new features.
>>>>>
>>>>> That missing sprite component bug (#1137) really needs fixing.
>>>>> I need to file a bunch of bugs (eg from crash reports, which I'm
>>>>> really not keeping on top of), but none of them are blockers... except
>>>>> maybe "(BUG) KILLSCRIPTTHREAD: Inappropriate call" which has been reported
>>>>> at least 4 times by different people; worth prioritising.
>>>>>
>>>>> I know this will make you *super nervous* but I would like to make
>>>>> gfx_sdl2 the default for Hróðvitnir. I am working on the gfx_sdl2
>>>>> zoom-changing bug right now, and will fix the Mac+gfx_sdl2 bug #1171 next.
>>>>> SDL 2 and SDL_mixer 2 fix many problems but introduce no new bugs I
>>>>> know about aside from those two and
>>>>> https://github.com/ohrrpgce/ohrrpgce/issues/1175.
>>>>> See
>>>>>
>>>>> https://github.com/ohrrpgce/ohrrpgce/issues?q=is%3Aissue+is%3Aopen+label%3Agfx_sdl
>>>>>
>>>>> https://github.com/ohrrpgce/ohrrpgce/issues?q=is%3Aissue+is%3Aopen+label%3Amusic_sdl
>>>>> (sigh, no support for OR queries when searching the issue tracker... I
>>>>> still miss bugzilla)
>>>>> There are also other problems not filed on bugzilla, especially the
>>>>> very bad fullscreen handling in SDL 1.2 which ruins all my monitor settings
>>>>> every time I accidentally fullscreen.
>>>>>
>>>>> In fact, a number of people have been using gfx_sdl2 as their main
>>>>> backend for up to two years now, so most of the gfx_sdl2 bugs were found
>>>>> and fixed already last year. I don't even know anyone who still uses
>>>>> gfx_sdl on Mac, they all migrated to gfx_sdl2 because of the numerous bugs.
>>>>>
>>>>
>>> Oh, turns out kylekrack went back to gfx_sdl due to the aforementioned
>>> gfx_sdl2 bugs (that I'm fixing).
>>> Unfortunately SDL 2.0.14 still hasn't been released with the fix for the
>>> controller reconnection crash. I don't want to have to compile SDL 2 for
>>> Mac myself.
>>>
>>>
>>>>
>>>>> Actually, a main reason for switching to gfx_sdl2 is to make sure it
>>>>> gets enough testing that it can confidently be used for Axe Cop, because I
>>>>> want to use the new SDL2 Controller API, which will finally give us full
>>>>> gamepad support, which RMZ is desperate to have. So better to switch to
>>>>> gfx_sdl2 now rather than in a month.
>>>>>
>>>>>
>>>>> On Wed, 28 Oct 2020 at 06:25, James Paige <Bob at hamsterrepublic.com>
>>>>> wrote:
>>>>>
>>>>>> What bugs do we currently have that should block the Hróðvitnir
>>>>>> release?
>>>>>>
>>>>>> Looking at the bug tracker, I only see two with the release-blocker
>>>>>> tag, one of which I think is already resolved
>>>>>>
>>>>>>
>>>>>> https://github.com/ohrrpgce/ohrrpgce/issues?q=is%3Aissue+is%3Aopen+label%3Arelease-blocker
>>>>>>
>>>>>> I also know I need to add the latest Vikings of Midgard data files,
>>>>>> because, well: *Hróðvitnir*
>>>>>>
>>>>>> ---
>>>>>> James Paige
>>>>>> _______________________________________________
>>>>>> Ohrrpgce mailing list
>>>>>> ohrrpgce at lists.motherhamster.org
>>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>>>
>>>>> _______________________________________________
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>>>>>
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