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Everything posted by Stan`
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Removed the old poll, you can you try again?
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Ah it would seem I never updated this file https://trac.wildfiregames.com/browser/ps/trunk/build/jenkins/pipelines/docker-reset.Jenkinsfile /* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>. */ // This is a helper pipeline to build Docker images and setup ZFS volumes. pipeline { agent { node { label 'LinuxSlave' customWorkspace '/zpool0/trunk' } } parameters { booleanParam(name: 'no-cache', defaultValue: false, description: 'Rebuild containers from scratch') booleanParam(name: 'reset-volumes', defaultValue: false, description: 'Reset ZFS volumes') } stages { stage("Cleanup") { steps { sh 'docker system prune -f' } } stage("Full Rebuild") { when { environment name: 'no-cache', value: 'true' } steps { sh 'docker build --no-cache -t build-base ~/dockerfiles/build-base' sh 'docker build --no-cache -t 0ad-gcc7 ~/dockerfiles/gcc7' sh 'docker build --no-cache -t 0ad-gcc7-docs ~/dockerfiles/gcc7-docs' sh 'docker build --no-cache -t 0ad-clang8 ~/dockerfiles/clang8' sh 'docker build --no-cache -t 0ad-translations ~/dockerfiles/translations' } } stage("Build") { when { environment name: 'no-cache', value: 'true' } steps { sh 'docker build -t build-base ~/dockerfiles/build-base' sh 'docker build -t 0ad-gcc7 ~/dockerfiles/gcc7' sh 'docker build -t 0ad-gcc7-docs ~/dockerfiles/gcc7-docs' sh 'docker build -t 0ad-clang8 ~/dockerfiles/clang8' sh 'docker build -t 0ad-translations ~/dockerfiles/translations' sh """ docker rmi debian:buster DANGLING_IMAGES="\$(docker images --filter \"\"\"dangling=true\"\"\" -q --no-trunc)" if [ -n "\$DANGLING_IMAGES" ]; then echo "Removing dangling images: \$DANGLING_IMAGES" docker rmi \$(docker images --filter \"\"\"dangling=true\"\"\" -q --no-trunc) echo "Done." else echo "No dangling images found." fi """ } } stage("Update") { steps { sh "svn cleanup 2>/dev/null || true" svn "https://svn.wildfiregames.com/public/ps/trunk" sh "svn st --no-ignore | cut -c 9- | xargs rm -rf" sh "svn revert -R ." } } stage("Volumes") { when { environment name: 'reset-volumes', value: 'true' } steps { sh "sudo zfs destroy -R zpool0/trunk@base || true" sh "sudo zfs destroy -R zpool0/trunk@latest || true" sh "sudo zfs snapshot zpool0/trunk@base" sh "sudo zfs clone zpool0/trunk@base zpool0/gcc7" sh "sudo zfs clone zpool0/trunk@base zpool0/clang8" sh "sudo zfs snapshot zpool0/trunk@latest" sh "sudo zfs snapshot zpool0/clang8@latest" sh "sudo zfs snapshot zpool0/gcc7@latest" } } } } But basically you need to build base, then gcc7 then the docs one. docker build -t build-base build-base.Dockerfile docker build -t 0ad-gcc7 gcc7.Dockerfile docker build -t 0ad-gcc7-docs gcc7-docs.Dockerfile Yeah @Itmsdid some nice engineering there. Basically disk space is sparse on the VM and and cloning is very long, so we saved a lot of time and space.
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See https://trac.wildfiregames.com/wiki/Mod_Verification_Process (the mod.json section)
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PLS fix sever crashing at min 30+
Stan` replied to Barcodes's topic in Game Development & Technical Discussion
Yeah once you reach 4GB of used RAM for the game, there is nowhere else to write data (Imagine having filled a notebook and the only place left blank is the table but your pen doesn't work on that surface. So at best you manage to find some blank spot in your notebook, or you write over something else and you go OOS. I'm not sure what you can do to minimize RAM usage on windows. Since most games have no AIs they shouldn't be the culprit. Hopefully some bits of code aren't behaving and leaking memory and we can figure it out, if not this just means the simulation is complex and takes that much space. @wraitii or @Itms or @elexis might know more or how to get more info. -
Default install path is in %localappdata%/0A.D. Alpha. We don't install it in program files because that requires admin rights.
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PLS fix sever crashing at min 30+
Stan` replied to Barcodes's topic in Game Development & Technical Discussion
It's alright In this case this probably means the other went out of memory, so either it got corrupted in a way that was recoverable (hence the oos message) or it wasn't and therefore it crashed. -
PLS fix sever crashing at min 30+
Stan` replied to Barcodes's topic in Game Development & Technical Discussion
Wait you said the macos host crashed -
It seems the game fails to copy some files. Where/how did you install it?
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PLS fix sever crashing at min 30+
Stan` replied to Barcodes's topic in Game Development & Technical Discussion
Mmmh. If you replay the game on your machine does it still crash ? -
PLS fix sever crashing at min 30+
Stan` replied to Barcodes's topic in Game Development & Technical Discussion
https://trac.wildfiregames.com/ticket/6906 -
PLS fix sever crashing at min 30+
Stan` replied to Barcodes's topic in Game Development & Technical Discussion
@chrstgtr How much RAM does your Mac have ? -
I don't think anyone is actively maintaining the CI now that I retired. The point is that we usually update dependencies when we can no longer support the platform because say we updated spidermonkey and it requires C++17. We have a custom image based on the other for doxygen here. https://trac.wildfiregames.com/browser/ps/trunk/build/jenkins/dockerfiles/gcc7-docs.Dockerfile So in theory it wouldn't be too much breaking to only update that image to generate docs. We could also bundle whatever css is in there in the image dunno.
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Currently there is not really a doxygen policy other than follow the style of the files you're touching. Everything we generate is at docs.wildfiregames.com
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Well there shouldn't be a dong in vanilla (ideally it should be part of the texture instead of geometry so it's easy to switch for DE) Regarding the fence it could be 14 (7x2 for backface) planes (28 tris) with a texture with alpha. This should be added as a separate mesh so only that uses transparency. (The rest could use alpha for player color) Ideally yes it should be one texture for both statue and pedestal. You can texture it in multiple uvmaps and materials and then bake it all at once on a final uv and texture. You could leave some space to add the fence details as a rectangle to reuse as much space as possible.
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can not capture enemy buildings (latest github mirror build 25.2.2024)
Stan` replied to Cayleb-Ordo's topic in Bug reports
My memory may be wrong about this, but I think it was mostly new players complaining about it not being logical. This made the feature discovery easy but it confused new players coming from other RTS. -
Nah depending on what versioning system you are using you should either revert or switch to another branch.
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can not capture enemy buildings (latest github mirror build 25.2.2024)
Stan` replied to Cayleb-Ordo's topic in Bug reports
It's funny that the tide went from Capture should be optional to Capture should be the default when it eventually changed X) -
Last update I saw was last week for the git migration so hopefully slowly but steady. Regarding Trac the problem seems to be that someone is having fun taking it down. So hopefully Gitea won't have the same issue.
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PLS fix sever crashing at min 30+
Stan` replied to Barcodes's topic in Game Development & Technical Discussion
No date yet as far as I know. -
If you use the biome files to place objects it's just a matter of editing those to use new textures by @wowgetoffyourcellphone
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PLS fix sever crashing at min 30+
Stan` replied to Barcodes's topic in Game Development & Technical Discussion
And that too yes. If there is no RAM left, it could corrupt the state and explain the OOS. -
Two suggestions regarding the naming of some files
Stan` replied to Vantha's topic in Game Development & Technical Discussion
Playing with yourself I see. -
PLS fix sever crashing at min 30+
Stan` replied to Barcodes's topic in Game Development & Technical Discussion
We possibly have an undiagnosed OOS. To debug that we need the ooslogs of at least two players and the replays. I wonder if it happens if players do nothing for 30 minutes. Ideally we'd get one with 0 mods just to be sure. -
PLS fix sever crashing at min 30+
Stan` replied to Barcodes's topic in Game Development & Technical Discussion
Do you play with mods?