| Commit message (Collapse) | Author | Age | Files | Lines |
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If we sandbox each run of our youtube-dl script inside of the UCSPI
TCP server, we get a temporary directory “for free”, plus guarantees
that the files are cleaned up after the process exits.
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EXECLINE_STRICT does not apply to the `execlineb` command itself, so
we don’t get any errors if the nesting is incorrect. `-W` does set it
for `execlineb` however.
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Small sandboxing utility, which unshares the filesystem via
user-namespaces and can optionally bind-mount existing paths into the
sandbox.
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Minimal PoC of a small application which can download and convert a
youtube video with youtube-dl and then serve it via HTTP.
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This probably needs a bit of refinement when it comes to indentation,
but at least we get proper syntax highlighting, which is the main point
here.
Signed-off-by: aszlig <aszlig@nix.build>
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Introduced in commit e9975c9a39cb4e654d9132de4b952f51174a0926.
The write-execline.nix file is inside the execline/ directory but the
import doesn't reflect that, so since there isn't any write-execline.nix
in other locations, I assume that this is what the author actually
intended.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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similar to writeScript, but writes an execline instead. Should be
upstreams to `lib.writers` sometimes.
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A simple way to reference binary paths in an attribute set without
string interpolations everywhere.
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This adds the latest release of "Baba Is You", a puzzle video game.
Since I do not own this game, I can't test whether it's working, but the
Nix expression overall doesn't look controversial, so I'm merging
anyway.
Thanks to @layus for the contribution.
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Both were contributed by @layus, thanks a lot :-)
While there are a few other pull requests pending, these two games are
Unity3d based and thus quite non-controversal.
I don't own these games, so I can't test whether they actually work.
Merges: #25
Merges: #26
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The way GOG embeds recaptcha has changed a while ago and it's now
embedded via additional JavaScript which no longer directly contains
"google.com/recaptcha", because it is now contained within an iframe.
Fortunately, the fix is relatively easy, because everything else is
still implemented in the same way, we just need to match portions of
that JavaScript code.
I also fixed up the Qt plugin path for the captcha prompt if a newer
nixpkgs revision is used, where we have wrapQtAppsHook.
Signed-off-by: aszlig <aszlig@nix.build>
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HumbleBundle has introduced a new guard code, which is sent to the email
address of the account owner after the captcha has been solved.
Unfortunately, the humblebundle-python[1] library is no longer
maintained and there are no forks with fixups. In addition, the code of
the library is sub-par and also doesn't support Python 3.
So I added a patch containing a _very_ dirty fix to include the guard
code during the login procedure for now until we have decided to either
go with the existing library and fork it or use another library or
implement it ourselves, since we only use a tiny fraction of the HB API.
I also fixed up the Qt plugin path for the captcha prompt if a newer
nixpkgs revision is used, where we have wrapQtAppsHook.
One downside of the guard code is that we get prompted for it _every_
time we download something, which might be annoying, but at least it's
better than not working at all.
Signed-off-by: aszlig <aszlig@nix.build>
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Earlier, it would just append the execline bin path on every
invocation, which would clobber the path on nested invocations.
We (ab)use the fact that nix paths have a known hash to check whether
it was already added before.
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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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