| Commit message (Collapse) | Author | Age | Files | Lines |
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I already updated the game a while ago, but didn't commit it yet and
since the update has been out since a year, I think it's time to
actually update it here as well (shame on me).
This essentially includes the "new" bounty hunter update from June 2019,
which has a lot of changes.
So instead of including the changelog here, I'm hereby referring to the
upstream release announcement:
https://playstarbound.com/starbound-1-4-bounty-hunter-update/
I also changed the -Werror flag in the preloader to -Wall, since the
errors/warnings we're getting are false-positives:
error: '__builtin_strncpy' specified bound depends on the length of
the source argument [-Werror=stringop-overflow=]
While a warning like this usually is a concern, it's not in our case,
since the size of the destination *also* depends on the length of the
source argument.
Additionally, I changed the test to use the new
networking.interfaces.*.ipv4.addresses option instead of the legacy one
which has been deprecated for ages.
Signed-off-by: aszlig <aszlig@nix.build>
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Since the removal[1] of the Perl test driver, our tests will no longer
run or even evaluate.
Fortunately, the test API is more or less the same, so the transition to
Python was not very involved.
However, I did add a "# fmt: off" on top of every testScript, since
formatting with black not only has issues with parameterised
antiquotations but is also plain ugly to mix 2 spaces of indentation
with 4 spaces of indentation.
Additionally, I'd like to have a maximum line length of 79 characters in
my Nix expressions while black on the other side even *insists* of using
longer lines.
[1]: https://github.com/NixOS/nixpkgs/commit/0620184f3f94f1bf8de014ab168
Signed-off-by: aszlig <aszlig@nix.build>
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This was an error I made in 7b7f782c93fafe2c42f882b933cf49ba99e3e3bc.
Basically the change was to replace "import ../../nixpkgs-path.nix" by
thu "nixpkgsPath" argument, but I forgot to remove the ".nix" and it
became "nixpkgsPath.nix".
Signed-off-by: aszlig <aszlig@nix.build>
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Yet another occasion where we import nixpkgs-path.nix unconditionally,
so let's actually pass a nixpkgsPath to every test function.
Signed-off-by: aszlig <aszlig@nix.build>
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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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Major upstream changes are:
* Navigation Overhaul: The cockpit navigation interface has been
completely overhauled. Planets, moons and ships are all visible and
orbit each other in real time. Systems will now contain NPC stations,
friendly and hostile NPC ships, and strange space anomalies to visit!
* Customizable Mechs: Explore these new space locations in customizable
spacefaring mechs! Traverse hostile space in zero gravity, fight
powerful new space monsters, and collect unique rewards as you
upgrade your mech to progress through more difficult hazards. Mechs
can also be deployed to planets, to crush your enemies with
overwhelming firepower!
* Modular Space Stations: Make a permanent home among the stars with
player-owned stations! Use a station transponder to place your
station into orbit, then expand it with modular rooms to suit your
needs.
The full changes can be found at the announcement blog post at:
http://playstarbound.com/spacefarer-update/
One of the changes not listed there is that the archive now consists of
a server_linux and client_linux directory, where the latter is
structured the same as in previous versions. However, both contain the
server binary and both of these binaries match in content.
So I'm assuming that the server_linux directory is only a trimmed-down
version in terms of assets but otherwise pretty much the same.
I've also fixed the VM test, which didn't recognize the font of
"Species" anymore, so we're now matching on "randomise".
In addition to that I've added a sleep of 30 seconds before the final
screenshot, so we get a picture of the fully rendered intro scenario.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Since version 1.0, the coordinates for the menu labels no longer apply
and need to be fixed. Also we no longer land on our ship but in the
protectorate building, so there won't be a quest dialog to close.
This also simplifies the test because we can now detect whether we're
in-game using OCR matching parts of the quest marker for "Attend your
graduation ceremony".
I've also increased the available memory for the server, because it
seems that for this simple test the base memory required for running a
Starbound server seems to have increased.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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The Steam version is old anyway and since we've reached 1.0 there is no
point in extracting it from Steam anymore.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Very preliminary and doesn't have all the option descriptions right, nor
does it have convenience features such as setting allowAdminCommands
based on whether any users are defined with admin privileges.
Of course the latter needs to undergo the decision on how to handle RCON
connections, because the latter *might* need that option.
But apart from that single option, there are a lot more options we need
to flesh out.
Also, the test currently is very limited and only spins up a client,
connects to the server and does a movement (just walk to the right).
Needless to say, it's even quite fragile and relies on OCR to properly
detect the custom pixel fonts from Starbound. Which unfortunately fails
most of the time.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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