| Commit message (Collapse) | Author | Age | Files | Lines |
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Upstream URL: http://www.zachtronics.com/opus-magnum/
For this I've ripped apart all of the bundled shared objects including
Mono itself, so we're using Mono from <nixpkgs> instead of the provided
one.
In addition to that I had to patch the intermediate language because the
game really doesn't cope very well when the data files are read-only,
which is the case in the Nix store.
Instead of replacing the CIL, I could have used an LD preloader as well,
but I think this is way less error-prone even though we had to patch a
few internal classes where we couldn't match the name properly.
Compared to this an LD preloader would involve patching several symbols
and also implement some logic to distinguish between files read from the
data directory and files read/written to XDG_DATA_HOME.
The reason why I added $HOME/Desktop to the required sandbox paths is
because the game saves gif images into that directory.
Signed-off-by: aszlig <aszlig@nix.build>
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Tyree is dead, no further comment...
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @brokkoliberta
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I'm using Firefox now and also having a label which only says "Browser"
is a bit more browser-agnostic.
Signed-off-by: aszlig <aszlig@nix.build>
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I no longer use Chromium on a regular basis, so let's open URLs in
Firefox instead.
Signed-off-by: aszlig <aszlig@nix.build>
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DNSCrypt doesn't cope well with Uni's network configuration. We need
Google nameservers so dnscrypt can fetch its information. Meh.
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For example if you have something like cabal2nix as a lazy package,
using "cabal2nix --shell . > default.nix" will result in the store path
of cabal2nix being present in the resulting default.nix as the first
line.
We obviously do not want that, so let's redirect stdout of nix-store -r
to /dev/null.
Signed-off-by: aszlig <aszlig@nix.build>
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One of many attempt to follow in making the code more readable and DRY
if possible.
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I find myself turning this on manually more and more, so might as well
turn it on automatically.
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I'll need some docker love for a bit, so here it is.
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DNSCrypt is pretty cool so far, but networkd is using the nameservers
adviertised through DHCP on respective interfaces which defeats the
point of DNSCrypt a bit. So, unfortunately we'll have to work around it
this way.
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The patch for <= 4.14 no longer applies, because elevator_get() now has
an additional argument.
Signed-off-by: aszlig <aszlig@nix.build>
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Though we're already checking the realpath() let's actually make sure
that the path begins with a slash, otherwise we'll run into a segfault
later when we try to access the second byte of path.
Signed-off-by: aszlig <aszlig@nix.build>
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We only handle XDG_DATA_HOME and XDG_CONFIG_HOME, but we've missed
XDG_CACHE_HOME. While the latter is used very rarely as it doesn't
matter a lot if it ends up within a tmpfs anyway. However if the cache
directory gets pretty large we might run out of space.
Not only do we now have proper fallbacks but this also adds tests for
all of the XDG environment variables we're using.
Signed-off-by: aszlig <aszlig@nix.build>
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In 38d3fe573f4d0ad2115eaca71a0b8f67fd01a580 we have moved the sandbox
builder to the top-level vuizvui namespace so we no longer need to do
weird workarounds by providing an empty game configuration.
Signed-off-by: aszlig <aszlig@nix.build>
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I'll move eris over to the same setup titan has now as it has been
working like a charm. At some point I'll eliminate network-manager here
too.
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While we already have support for mounting plain files, this is done on
a very specific basis, mainly the .Xauthority file.
Whenever we use bind_mount() and the file is a regular file, mounting
that file will fail. So let's actually do a stat on the file and decide
whether we want to do bind_file() or bind_mount().
I've stumbled on this because one of the store paths of the run time
dependency graph was a plain file and thus the sandbox wrapper was
unable to mount it.
Signed-off-by: aszlig <aszlig@nix.build>
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This is not only useful for packaging games, so let's make it available
from the vuizvui scope, so we can use it from other packages as well.
Signed-off-by: aszlig <aszlig@nix.build>
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Apart from using the go compiler, switch from `nix-shell -p`, which only worked
in certain cases, to a `nix-build` with fallback for `man` and default outputs.
Thanks to @muesli for the golang intro.
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It seems that dnscrypt is working, so for now I'll remove Google's
nameservers.
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I tried. I can't work without it at the moment.
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I want to test this and see how it performs.
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For replays and custom phrases, Invisigun Heroes writes them to
"$HOME/Invisigun Heroes", so we need to bind-mount that directory to the
chroot as well.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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Forgot that I do like to use this at Uni when I can't be bothered with
the IPMI webinterface (which I have yet to update from Java to HTML5).
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The wlp-supplicant module is just too buggy (especially after waking from
standby it mostly doesn’t reinitialize the connection).
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That’s from back when I wasn’t accustomed to the module system yet.
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We have excluded all tests within the games directory from being built
by Hydra, rightfully so because they're proprietary. However our sandbox
is *not* proprietary so we want to have it tested.
Besides, we might want to use that sandbox for other things rather than
just games in the future, which saves us that rename later ;-)
Signed-off-by: aszlig <aszlig@nix.build>
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This is only a very rudimentary test of the sandbox implementation, but
it already serves as a series of regression test for a few problems I
ran into so far.
Signed-off-by: aszlig <aszlig@nix.build>
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If the saveDir isn't set the game only gets access to all the saveDirs
from other Unity games, so missing that attribute shouldn't be a deal
breaker.
Signed-off-by: aszlig <aszlig@nix.build>
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This is used for sandboxing and instead of letting all Unity games
access the data of every other Unity game we now restrict it to its own
save directory only.
Signed-off-by: aszlig <aszlig@nix.build>
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We now distinguish between paths that have to exist and paths that are
fine to skip during bind mounting.
So far we had hard failures whenever a path that needed to be mounted
didn't exist, for example something like $XDG_CONFIG_HOME/unity3d failed
whenever the directory didn't exist.
Apart from that we now have a more clean attribute structure for sandbox
parameters, which are now:
* paths.required: Created prior to bind-mounting
* paths.wanted: Skipped if it doesn't exist
* paths.runtimeVars: Extracted from PATH-like environment variables
Signed-off-by: aszlig <aszlig@nix.build>
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This originally was in the nixgames repository but I accidentally
omitted the attribute emitting the error message during refactoring.
Signed-off-by: aszlig <aszlig@nix.build>
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We're going to add a test for our buildSandbox function, so we need to
have the buildSandbox function available from outside the package scope
and thus within the resulting attribute set.
Signed-off-by: aszlig <aszlig@nix.build>
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Forgot that my volume controls are bound to pamixer, so reenabling it.
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Introduced in NixOS/nixpkgs@53730c5a9228be45add3f71482f6827b3d950fa0.
Let's stay on version 4.14 for now and backport patches from later
releases, because 4.14 is the latest LTS release which includes enough
hardware support for the T100HA to work.
Signed-off-by: aszlig <aszlig@nix.build>
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In an effort to make my footprint a bit smaller I've taken a bit of time
to disable pkgs I'm sure I won't be needing anytime soon. However, I'm
keeping them commented for historic reasons and in case I do need
something back I don't have to look far.
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In an effort to make my footprint a bit smaller I've taken a bit of time
to disable pkgs I'm sure I won't be needing anytime soon. However, I'm
keeping them commented for historic reasons and in case I do need
something back I don't have to look far.
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Yeah! Finally I can do work again without having to use Ubuntu in a VM
or Windows!
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Running kernel 4.14 allows btrfs with zstd compression, so let's enable
that and also remove "ssd" enforcement on eris.
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Currently VBox 5.2 is not working with Linux Kernel 4.14. I'll try and
work with libvirtd instead for the moment.
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This build error is quite annoying, so I applied the patch on v0.11.0
and rebased it against v0.12.0. The only hunk that's failing is the
import of get_secret_app_key in searx/webapp.py, so no big conflicts
with the actual logic of the patch.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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The config attribute set is recursive, so "vuizvui" within that scope
refers to the "vuizvui" attribute within config directly instead of
using the one from pkgs.
Prepending "pkgs." explicitly to the attribute path now avoids this.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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We no longer use the legacy SSH store protocol for taalo but the new
ssh-ng protocol, which makes the implementation of taalo-build a LOT
less clunky.
It also didn't make sense to have this as a NixOS module when we after
all just emit a static store path without any stuff depending on
configuration options.
The new implementation basically just wraps nix-build and nix-store -r
along with the right NIX_REMOTE variable.
With Nix 1.2 this can also be done with the new "nix build" command
using the --store option, but unfortunately "nix build" doesn't yet have
the same functionality as nix-build.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch, @bendlas
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While grepping for occurences of importing nixpkgs-path.nix I found this
and it really is unused, so let's remove it.
No functional changes.
Signed-off-by: aszlig <aszlig@nix.build>
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It's a bit weird to need to write something like this:
nix-build pkgs -A vuizvui.aszlig.vim
We're already within vuizvui, and the filesystem paths are already
structured in a way so that the above is in pkgs/aszlig/vim, so the need
to add the vuizvui attribute to that seems quite pointless and
unnatural.
I have tested this by evaluating a few machines, tests and packages.
Signed-off-by: aszlig <aszlig@nix.build>
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And here I've been sitting, wondering what the hell was wrong and why it
would wait ages to access a partition that doesn't (as it turns out)
exist. Duh.
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This is due to a bug and should be reenabled once solved.
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