| Commit message (Collapse) | Author | Age | Files | Lines |
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It’s conventional that these tools have the form
tool name options data
so we should adhere to that.
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We can auto-escape execlines correctly if we model them as nix-style
lists, so we shoud certainly do so. It also helps abstraction.
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The upstream service was shut down at September 11th 2019, so there
really is no need anymore for this package.
Signed-off-by: aszlig <aszlig@nix.build>
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Qt applications are no longer implicitly wrapped since a while[1] and so
we new have to use wrapQtAppsHook instead, which also makes the wrapping
for Psi obsolete.
To make sure we don't run into startup errors again, I added a small VM
test, which checks whether the application starts up properly.
[1]: https://github.com/NixOS/nixpkgs/commit/f79fd2e826dd95b3b64839d3e0bec8ae1dfab17e
Signed-off-by: aszlig <aszlig@nix.build>
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The current master version contains a number of fixes, one of them I
encountered by myself, which is a crash when changing profile settings.
I've updated the configuration patch accordingly, because a few
(obsolete) settings got removed upstream.
Signed-off-by: aszlig <aszlig@nix.build>
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The standard functins in `malloc.h` are exported by `stdlib.h`, and
`malloc.h` is highly linux-specific.
See
https://stackoverflow.com/questions/56463049/should-mac-osx-have-a-malloc-h-file/56463133#56463133
and
https://stackoverflow.com/questions/12973311/difference-between-stdlib-h-and-malloc-h
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Both strace and xt are trace log formats, so imposing my own distaste
for overly long line length won't make a difference, as they won't
change their "coding style" ;-)
Signed-off-by: aszlig <aszlig@nix.build>
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Unfortunately these days I have to debug a lot of PHP code, so having
syntax highlighting (even though the syntax file is pretty terse) and
being able to fold Xdebug traces is quite useful to have.
Signed-off-by: aszlig <aszlig@nix.build>
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This is supported by the Stratagus/Wargus engine and it's using the data
files from the GOG version.
I had this laying in the repository for a while but didn't commit and
push it yet, so let's call it done by now :-)
Signed-off-by: aszlig <aszlig@nix.build>
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This is from the current 2.0 development version and has most of my own
configuration preferences built-in.
Right now, the theming is pretty much a work in progress and the chat
input currently shows black text on dark grey background, which is quite
a nuisance to use.
Another thing that's currently not working (or just for a very short
amount of time) are window manager urgency hints.
Nevertheless however, I'm already using it as my main XMPP client
despite these issues.
Signed-off-by: aszlig <aszlig@nix.build>
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This is basically a wrapper around ResidualVM, which I also patched so
that we can inject a basic config file from the Nix store that contains
the basic game information.
The ResidualVM build is pretty minimal in that we only use those
dependencies that we actually need for the game.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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Jinja2 seems to be quite popular these days for all sorts of templates,
so let's actually use the syntax file from the actual Jinja2 package.
Signed-off-by: aszlig <aszlig@nix.build>
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Unfortunately, I need to deal with PHP code occasionally, so let's make
syntax highlighting less painful.
I'm not sure why the option is called PHP_vintage_case_default_indent,
but I prefer case statements to be indented.
Apart from HTML/SQL syntax highlighting within PHP strings, I also want
to prevent short open tags, so that whenever I stumble on code using it
I can immediately fix them.
Signed-off-by: aszlig <aszlig@nix.build>
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If we're on a machine with remote builds enabled, we'd like to prefer
not having our login credentials to be pushed on a remote server.
We of course also don't want the actual games to end up on a different
machine, so let's use preferLocalBuild to avoid this.
Unfortunately avoidance is not at any cost, because if we for example
use a different system attribute, it might be built on a remote machine
nevertheless. Ideally there would be something like "forceLocalBuild",
which avoids remote builds at any cost.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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I had this laying around for quite a while but haven't committed it yet,
so I decided to update VCMI to the latest master version.
Instead of using the "mp3" directory in the game assets, I decided to go
for "music" instead, because all of the files within that directory are
actually Ogg Vorbis and it's the game's music.
Another thing I've changed is that the launcher now uses execl() instead
of QProcess::startDetached, because the latter doesn't work very well
with our sandbox and will subsequently cause the client to be killed.
Signed-off-by: aszlig <aszlig@nix.build>
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This introduces the arena in Rhombus Square, which was previously
closed, as a major update.
The full release announcement can be found at:
https://www.radicalfishgames.com/?p=6772
Apart from the arena update here are the rest of the changes:
* Finally fix "Wet Work" quest softlock
* New Arena tab in Statistics Menu
* Introduce pets
* A new quest can be found in Sapphire Ridge
* A new quest in Ba'kii Kum
* New challenges available for the Turret Defense Quests
* New equipment and trade offer in Rhombus Square
* More guest role NPCs here and there
* Remove "Save FIle" version from the save/load menu
Signed-off-by: aszlig <aszlig@nix.build>
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So far if the login credentials were wrong, you get something like this:
Traceback (most recent call last):
File "/nix/store/...-fetch-gog.py", line 113, in <module>
GogFetcher(sys.argv[1], sys.argv[2], sys.argv[3]).fetch()
File "/nix/store/...-fetch-gog.py", line 15, in __init__
self.login()
File "/nix/store/...-fetch-gog.py", line 28, in login
auth_code = parse_qs(urlsplit(browser.get_url()).query)['code']
KeyError: 'code'
This is isn't very helpful and might hint that there is something wrong
with the fetcher. Of course, if GOG would change their login interface
and no longer expose the "code" query string item, it might still say
login failure, but right now we don't have a better way to detect it.
At least if we get a login failure with a login that has been working so
far, we know something has changed upstream :-)
Signed-off-by: aszlig <aszlig@nix.build>
Reported-by: @Profpatsch
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Upstream changes:
* Add a couple of new quests, new NPC dialogs and a few small details
here and there
* Finish the "A Promise is a Promise" quest line
* The Last Minute Heroes guild headquarters is finally open to
everyone, with a new quest
* New consumable item is now dropped by the Moon bugs in Sapphire
Ridge
Signed-off-by: aszlig <aszlig@nix.build>
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First working mockup of a dhall Haskell API that can read files of
the (normalized) form
```
\(CustomType: Type) ->
\(AnotherType: Type) ->
…
```
and set their actual representation on the Haskell side.
This has various advantages:
- dhall files still type check & normalize with the normal dhall
tooling, they are standalone (and the types can be instantiated from
dhall as well without any workarounds)
- It can be used like the default `input` function, no injection of
custom symbols in the Normalizer is reqired
- Brings this style of dhall integration to Haskell, where it was only
feasible in nix before, because that is untyped
The dhall types can be instantiated by every Haskell type that has an
`Interpret` instance. The “name” of the type lambda variable is
compared on the Haskell side with a type-level string that the user
provides, to prevent mixups.
TODO:
- Improve error messages (!)
- Provide a way to re-use the type mapping on the Haskell side, so
that the returned values are not just the normal `Interpret` types,
but the mapped ones (with name phantom type)
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The battery life is displayed as an [sft] timespan.
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Enables us to run nix *inside* of a sandbox.
We have to mount the whole store, because otherwise realized store
paths built inside of the sandbox are not accessible.
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Since we want to create a transparent sandbox, returning the same exit
code as the wrapped process is very important.
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First version of a way to build s6 services using `dhall-to-nix`.
Includes a small library that formalizes the tables in `man 7 signal`.
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A set of utilities to generate and query a git commit index, which is
a database that knows which revs (that is: commits) are in which git
repository. That way we can query for the project that contains a
commit and show them, e.g. with xdg-open.
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So far I mostly used this implementation for the games we have packaged,
where we pretty much patch out all commands that execute external
programs.
However in order to be useful in a more generic way, it makes sense to
provide a /bin/sh implementation, especially when you have to deal with
scripting languages.
I'm using dash here, because it's a more minimal implementation rather
than the default shell (bash) we use in nixpkgs and it practically only
needs to be able to run constructs like "/bin/sh -c foo".
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream changes:
* Improved performance in locations with lots of light sources (e.g.
torches).
* Improved performance on farms with lots of animals.
* Tweaked new "H" health icon.
Upstream bug fixes:
* Fixed multiplayer visual glitch when another player uses a tool and
then starts moving in a new direction.
* Fixed "fishing stance" visual glitches in multiplayer.
Signed-off-by: aszlig <aszlig@nix.build>
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I checked the archives against the previous versions and the contents
match, however the archives themselves had differences with the file
order so the hashes are different now.
In the long term, we probably should use fetchzip instead so we don't
get a hash mismatch if none of the actual contents change.
Signed-off-by: aszlig <aszlig@nix.build>
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The use of mono50 was just an old relic where I was debugging some issue
with a game, but I used it as a template for packaging other games, so
it spread throughout the code base.
I've tested all these games just to make sure they still work with the
latest version.
Signed-off-by: aszlig <aszlig@nix.build>
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The "Product" model expects to have a "supports_canonical" attribute in
the JSON Product object, which since a while is no longer there.
We really don't need that attribute for our purposes, so we can simply
drop the line where we do the lookup.
Signed-off-by: aszlig <aszlig@nix.build>
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The object in question to get the response from the Recaptcha widget is
now called "grecaptcha" instead of just "captcha" and the method to call
now is also called "getResponse" instead of "get_response".
Another change is that the grecaptcha object isn't available immediately
once the page is loaded, so I added a try...catch loop for that. I know
it's evil to do that, but I tried to check just for whether grecaptcha
is available and then call the getResponse method but found out that
during object construction there is a small time window where
getResponse is available but isn't a callable method.
There is still another issue with the HB fetcher, but the first step is
hereby fixed.
Signed-off-by: aszlig <aszlig@nix.build>
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If taalo-build is used on a Nix expression returning multiple
derivations either by a list or an attribute set, nix-instantiate will
return multiple paths.
Quoting the argument to "nix-store -r" however will pass the newline-
separated files returned by nix-instantiate as one big file name, which
in turn causes the realize to fail.
Removing those quotes doesn't have this problems and we also don't get
into trouble because those paths are under our control and don't contain
spaces or tabs (which would then be splitted by the shell).
Signed-off-by: aszlig <aszlig@nix.build>
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Since add_DT_NEEDED_for_dynamic is no longer the default for ld[1],
we'll get a linking error like this:
nix-query.o: undefined reference to symbol '_ZNK3nix5Store22followLinksToStorePathERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE'
Unfortunately, the only way to work around this without re-enabling the
same flag is directly specify dependencies we really *should* not need
to specify because they're a transient dependency of libnixmain.
So for now I'm reverting back to the previous behaviour with
--copy-dt-needed-entries until I got time to look into it in detail.
From the ld(1) manual page:
--copy-dt-needed-entries
--no-copy-dt-needed-entries
This option affects the treatment of dynamic libraries referred to
by DT_NEEDED tags inside ELF dynamic libraries mentioned on the
command line. Normally the linker will add a DT_NEEDED tag to the
output binary for each library mentioned in a DT_NEEDED tag in an
input dynamic library. With --no-copy-dt-needed-entries specified on
the command line however any dynamic libraries that follow it will
have their DT_NEEDED entries ignored. The default behaviour can be
restored with --copy-dt-needed-entries.
This option also has an effect on the resolution of symbols in
dynamic libraries. With the default setting dynamic libraries
mentioned on the command line will be recursively searched,
following their DT_NEEDED tags to other libraries, in order to
resolve symbols required by the output binary. With
--no-copy-dt-needed-entries specified however the searching of
dynamic libraries that follow it will stop with the dynamic library
itself. No DT_NEEDED links will be traversed to resolve symbols.
[1]: https://github.com/NixOS/nixpkgs/commit/bcfe7af84b3628a31bfcc43dde30fc553a73adac
Signed-off-by: aszlig <aszlig@nix.build>
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I refactored the two tools a while ago but eventually rendered
taalo-realize useless, because it doesn't copy the derivation to realize
to the remote host.
This is done now, plus the taalo-build command now makes sure that we
instantiate on the local machine, thus speeding up builds a lot (except
maybe if the local host is under very high load).
In addition I added an indirect gcroot inside a temporary directory, so
that we don't get into a race condition when garbage collecting between
instantiate and realize.
Instead of nix-copy-closure, I now use "nix copy", which properly
supports the ssh-ng store backend. However I didn't use "nix build" and
friends, because these commands still lack a few features.
Signed-off-by: aszlig <aszlig@nix.build>
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This update contains mostly Steam-related changes, which are not
relevant to the GOG version.
However here are the changes that affect us:
* The plaza of the Last Minute Heroes HQ can be entered and it
includes the first few statues! The interior is still closed off,
but it will open up with the next update.
* There are a few more NPCs in CrossWorlds including a new cameo guest
role somewhere in Bergen village.
* The new stat "Time played with Assist Mode" was added to the
Statistics menu.
The full upstream blog post can be found at:
http://www.radicalfishgames.com/?p=6520
With this update a bunch of different Greenworks[1] versions are now in
a new "modules" subdirectory, which I removed because they contain
native code for interfacing with Steamworks. This doesn't apply to us,
so let's actually make sure that this code never runs by removing the
modules directory entirely.
[1]: https://github.com/greenheartgames/greenworks
Signed-off-by: aszlig <aszlig@nix.build>
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With other games we already use dashed delimiters, so it's more
consistent to also use them for "The Bridge".
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @layus
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