MacOsX Version issues

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.Id
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Re: MacOsX Version issues

#181 Post by .Id » Sat Jul 04, 2009 8:25 pm

Is there a preferred place to submit patches?
Is here fine? Maybe via Sourceforge is better?

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.Id
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Re: MacOsX Version issues

#182 Post by .Id » Sat Jul 04, 2009 9:15 pm

And if anyone can help me figure out how I can manage file releases on Sourceforge, what with its new UI and all, I'd appreciate it.
Sourceforge is being incredibly slow, unintuitive, and frustrating so I need to take a break for a while.

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Geoff the Medio
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Re: MacOsX Version issues

#183 Post by Geoff the Medio » Sat Jul 04, 2009 11:56 pm

.Id wrote:Is there a preferred place to submit patches?
Is here fine? Maybe via Sourceforge is better?
Forum posts are best.

If it involves a change to any GG files, then email or PM tzlaine as well.

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Re: MacOsX Version issues

#184 Post by Geoff the Medio » Sun Jul 05, 2009 11:55 pm

.Id wrote:Turns out to be either a bug or a feature in Ogre when using the Carbon framework.

https://www.ogre3d.org/forums/viewtopic ... 56&start=0
http://www.wreckedgames.com/forum/index ... 079.0.html

Unfortunately the proposed workaround solved the problem in a simple ogre demo/tutorial I used to recreate the problem, but not in FreeOrion.

Switching over to Cocoa sidesteps this, so I've included the patch I used to do this.
I don't think there will be any resulting problems from the change, but I'm still a newbie
I've committed the patch, hopefully without messing it up.

If you've got access to releases, presumably you should be given SVN commit access as well... so I have done so. In future, you should be able to just commit changes, although discussing them when they might impact other code would probably still be a good idea.

(I don't know about how to use the new sourceforge web interface, though.)

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Re: MacOsX Version issues

#185 Post by .Id » Tue Jul 07, 2009 12:27 am

Geoff the Medio wrote: I've committed the patch, hopefully without messing it up.

If you've got access to releases, presumably you should be given SVN commit access as well... so I have done so. In future, you should be able to just commit changes, although discussing them when they might impact other code would probably still be a good idea.

(I don't know about how to use the new sourceforge web interface, though.)
Thanks, Geoff. The commit looks fine.

I'll probably take up my release management woes with sourceforge support. I just want to make sure I'm not overlooking something: is the option to manage releases showing up for the project admins on the web interface? What's the alternative? SSH access?

I gather from the SF forums that people are still able to release, so I wonder if they just didn't take into account that a person could be under the "packager" status and not a project admin.

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Re: MacOsX Version issues

#186 Post by .Id » Thu Jul 09, 2009 11:53 am

Figured it out...
The option to "Manage Releases" was not on the main "Files" page, had to go into the "Release Notes" for a specific release to see it.
grumble

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Re: MacOsX Version issues

#187 Post by Geoff the Medio » Thu Jul 09, 2009 12:14 pm

It looks like you've put up a new version or two of the OSX release. There are two versions current available for v0.3.13, though, which is confusing... You might want to call the new version v0.3.13.1 or somesuch, rather than -p1 or whatever the file name is now, so it's clearer that it's an update rather than the first part or somesuch.

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Re: MacOsX Version issues

#188 Post by Geoff the Medio » Sun Aug 30, 2009 9:56 pm

I'd like to modify chmain.mm a bit so that running with the -h flag will produce console debug output and then exit without starting the game. Will this work?

Code: Select all

Index: chmain.mm
===================================================================
--- chmain.mm	(revision 3130)
+++ chmain.mm	(working copy)
@@ -2,6 +2,8 @@
 
 #import <Cocoa/Cocoa.h>
 
+#include "../../util/OptionsDB.h"
+
 #include "chmain.h"
 #include <iostream>
 
@@ -11,6 +13,12 @@
         std::cerr << "main() failed config." << std::endl;
         return 1;
     }
-        
+
+    // did the player request help output?
+    if (GetOptionsDB().Get<bool>("help")) {
+        GetOptionsDB().GetUsage(std::cerr);
+        return 0;   // quit without actually starting game
+    }
+
     return NSApplicationMain(argc,  (const char **) argv);
 }

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.Id
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Re: MacOsX Version issues

#189 Post by .Id » Wed Oct 07, 2009 7:19 pm

Geoff the Medio wrote:I'd like to modify chmain.mm a bit so that running with the -h flag will produce console debug output and then exit without starting the game. Will this work?

Code: Select all

Index: chmain.mm
===================================================================
--- chmain.mm	(revision 3130)
+++ chmain.mm	(working copy)
@@ -2,6 +2,8 @@
 
 #import <Cocoa/Cocoa.h>
 
+#include "../../util/OptionsDB.h"
+
 #include "chmain.h"
 #include <iostream>
 
@@ -11,6 +13,12 @@
         std::cerr << "main() failed config." << std::endl;
         return 1;
     }
-        
+
+    // did the player request help output?
+    if (GetOptionsDB().Get<bool>("help")) {
+        GetOptionsDB().GetUsage(std::cerr);
+        return 0;   // quit without actually starting game
+    }
+
     return NSApplicationMain(argc,  (const char **) argv);
 }
Go ahead, works for me.

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.Id
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Re: MacOsX Version issues

#190 Post by .Id » Wed Feb 03, 2010 2:09 am

The Mac OS X text for this protected wiki page should be updated. (binary is no longer in two parts... also "OS X" is more proper than "OSX")

New wiki source can be pasted in:

Code: Select all

==Mac OS X==

Binaries for Intel Mac OS X are available [https://sourceforge.net/project/showfiles.php?group_id=75752&package_id=111134 on sourceforge].   See [http://www.freeorion.org/forum/viewtopic.php?f=9&t=872 this forum thread] for discussion of the OS X binaries.

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