[Ohrrpgce] Hróðvitnir blockers?

Ralph Versteegen teeemcee at gmail.com
Wed Nov 18 00:43:35 PST 2020


On Wed, 18 Nov 2020 at 17:02, James Paige <Bob at hamsterrepublic.com> wrote:

>
>
> On Tue., Nov. 17, 2020, 8:13 p.m. Ralph Versteegen, <teeemcee at gmail.com>
> wrote:
>
>>
>>
>> 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!
>>
>
> They mailed me back and said they fixed it, but it will take a few hours
> to take effect-- so probably was a dnsbl caching issue.
>
>
>>>
>>>> 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.
>>
>
> Reasonable!
>
>
>>
>>> 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).
>>
>
>
> Oh! Yes it needs a check for cases where npcinst->id might be 0
>

I don't think that's possible, but always good to be safe. But this was
just one example (surely no reason to pick out this one) where if you
delete an NPC definition while editing one map, global NPCs on all other
maps might now have invalid IDs! We should have a function to return the
NPCInst for an NPC or NULL or false if it doesn't exist.

>
>
>
>>
>>>
>>>
>>>
>>>>
>>>> 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
>>>>>>>> _______________________________________________
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>>>>>>>> ohrrpgce at lists.motherhamster.org
>>>>>>>>
>>>>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>>>>>
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