- build-3rdparty.yml cross-builds all third-party dependencies for
Windows. This workflow is meant to be run only sparingly, since
it fetches source code from many repositories and takes a long time to
build.
- build-w64-mingw32.yml cross-builds the game engine and tools for
Windows. It requires a pre-existing build of the third-party libraries.
These get reflected by the web browser interface, enhancing readability.
However, splitting into different steps requires to specify the working
directory.
Even if most of the project follows the 4-space convention, 2 spaces
seems more comfortable for YAML files, specially for workflows where
deeper levels of indentations are common.
The existing scripts for Debian and NSIS packaging were too complex and
dealt unnecessarily with lower level details that should be already
handled by CMake and CPack.
- Packaging-related scripts have been moved to the new cpack/ directory.
There, CPack variables common to all generators are defined in
cpack/common.cmake, and then generator-specific variables are defined
independently (e.g.: cpack/debian.cmake and cpack/nsis.cmake).
- Packaging is now optionally done at a second stage, by running
`cpack -G <generator>` on the build directory. This removes the
requirement to branch based on the system name, and instead all CPack
variables are assigned unconditionally.
- Since now only one version of the game is packaged, there is no need
to maintain the complex scripts in packaging/ and packaging/windows that
used to deal with all variants (e.g.: "wip-cars-and-tracks",
"hq-cars-and-tracks", etc.).
- The use of CPACK_NSIS_EXTRA_INSTALL_COMMANDS,
CPACK_NSIS_EXTRA_UNINSTALL_COMMANDS and CPACK_NSIS_CREATE_ICONS_EXTRA
should not be required, let alone modifying the HKLM registry manually,
since CPack already provides everything required to set up the
installer, the uninstaller and shortcuts.
- $INSTDIR is not required, since NSIS would already prepend the
target installation directory.
- PROJECT_VERSION_METADATA is not a standard CMake variable.
CMAKE_PROJECT_VERSION_TWEAK is instead meant for this purpose. [1]
- OPTION_PACKAGING and OPTION_ALL_IN_ONE_PACKAGING were removed since
packaging will always be available, yet optional. Packagers must then
run CPack on a second stage, as described above.
- Outdated comments were removed to avoid confusion.
TODO:
- Add shortcut to track editor on NSIS.
- dmg packaging was not revamped because of lacking compatible
hardware, but still it has been moved to cpack/dmg.cmake.
- Windows portable packaging (OPTION_PORTABLE_PACKAGING) has been left
out since it required 7z and relied on several hacks to work.
Furthermore, portable versions of the game were already not released on
the latest release, either. [2]
[1]: https://cmake.org/cmake/help/latest/variable/CMAKE_PROJECT_VERSION_TWEAK.html
[2]: https://sourceforge.net/projects/speed-dreams/files/2.3.0/
rmdir_r's POSIX counterpart returns 0 on non-existing directories.
However, when SHFileOperation is called on a non-existing directory,
usually with DE_INVALIDFILES (0x7C) as its return code, although it is
considered unreliable. [1] Therefore, its existence must be checked
first.
[1]: https://learn.microsoft.com/en-us/windows/win32/api/shellapi/nf-shellapi-shfileoperationa
By default, std::ofstream objects are opened under the std::ios::out
mode, equivalent to "r" mode in fopen(3), which has non-portable
behaviour. [1]
In order to avoid non-portable behaviour, std::ios::binary must be used
instead, equivalent to "rb" mode in fopen(3).
[1]: https://en.cppreference.com/w/cpp/io/basic_ofstream/basic_ofstream
Until version 2.4.0 is not released, it is better to keep it as 2.3.0
since `git describe --tags --dirty` would return `v2.3.0-...` until the
`v2.4.0` tag is created.
Accordingly, speed-dreams-data also reduced its version to 2.3.0. [1]
[1]: 5c58ce805d
This repository depends on the speed-dreams-data package in order to
generate a working package. However, in the context of CI/CD, it is
desirable to build this package without depending on the
speed-dreams-data, and instead assume it would be found on a standard
location.
Therefore, this would allow the generation of artifacts that install to
standard locations, such as Debian packages.
Otherwise, pressing the "arrow down" key would jump with the following
order:
Options -> Downloads -> Credits -> Quit
Instead of the expected order:
Options -> Credits -> Downloads -> Quit
When GfFileSetup is called on a fresh installation, none of the
destination directories might exist.
On the other hand, robustness has been slightly improved by adding calls
to good() and is_open().
Now that the game ships without any driver by default, it is very likely
that simplix.xml does not exist on fresh installations. In fact, the
game already did not consider this as an error, so this was a leftover.
Commit 744677c3a6f3e6c1c463fe55b7b5408355ffe89b from speed-dreams-data
replaced the definition for SD_DATADIR from an absolute path to a
relative path. This was done in order to allow a relative path to be
looked up first by GfApplication::parseOptions() (as required by Windows
and macOS builds), and then look SD_DATADIR_ABS if not found (as
required by in-tree builds).
Now that the project has been migrated from SVN to Git,
the complex logic to determine the project version is now no longer
needed, since Git can achieve the same effect with git-describe(1). [1]
TODO: CPack-related code should be also updated accordingly.
[1]: https://git-scm.com/docs/git-describe
CMake 3.0.2 was released over ten years ago. [1] It is therefore assumed
that more modern CMake versions are already widely available.
[1]: https://cmake.org/files/v3.0/
Since the migration from SVN to Git, the data/ directory was put into a
separate repository, so that the engine repository should never install
anything there.
Otherwise, if the speed-dreams-data package is not found, SD_DATADIR
would expand to "/", which is a valid directory that the game would
attempt to look up.
Otherwise, even if srcPath is empty, a trailing '/' would be appended to
tgtPath, and therefore it would not be possible to get an empty data
directory if SD_DATADIR is undefined or empty.
This command line tool was meant to generate a XML file (typically,
version.xml) containing the version numbers for a list of files defined
by the SD_INSTALL_FILES CMake macro. Then, the game would read this XML
file and copy files around if an update was needed.
Unfortunately, this introduced a circular dependency between the engine
and data repositories, as the engine repository would rely on the data
directory to know the file list, and the data repository would rely on
the xmlversion executable to be available, and therefore the engine
repository.
Ultimately, none of this was needed: it is much simpler to define a
static, line-separated list of files in the data repository, and then
let the game figure out the versioning by itself. This renders
xmlversion entirely redundant, and therefore breaks the circular
dependency. As a bonus, some overly complex CMake stuff could be
removed.
So far, the game assets were located in the same repository as the game
engine. Since data and engine are split into different repositories, now
this project requires users to assign the CMAKE_PREFIX_PATH variable [1]
to indicate the location, only in the case of non-standard locations.
[1]: https://cmake.org/cmake/help/latest/variable/CMAKE_PREFIX_PATH.html