[Pkg-pascal-devel] New Castle Game Engine (7.0-alpha.3) and Castle Model Viewer (5.2.0) releases
Michalis Kamburelis
michalis.kambi at gmail.com
Mon Oct 21 23:05:32 BST 2024
Hi Abou,
1. About missing units in fpmake.pp:
Indeed, confirmed and fixed in CGE master, thanks!
Please take this patch for Debian:
https://github.com/castle-engine/castle-engine/commit/86607487fcfa845f5ed777569baa276b33156995
. It applies correctly over 7.0-alpha.3 sources (with some offsets,
but no rejects). Naturally it is only temporary, can be dropped for
future 7.0-alpha.4 (or 7.0) whenever they happen.
Details:
- I have also implemented in CGE master an automatic test of
completeness of fpmake.pp (in tools/internal/check_packages,
https://github.com/castle-engine/castle-engine/tree/master/tools/internal/check_packages
) to avoid this issue in the future.
- I also considered changing our fpmake.pp to just search in
subdirectories using wildcard, i.e. add all src/xxx/*.pas -- for now
resigned, but maybe I'll do this in the future. We maintain now a few
build methods for CGE (our CGE build tool, fpmake, Delphi, Lazarus
packages...), it's becoming a burden to maintain them all without any
mistakes. Automatic tests help to keep this under control, but for
fpmake.pp maybe just adding wildcard src/xxx/*.pas would be most
future-resilient.
- We already checked manually a number of things before the release,
including if fpmake.pp is complete -- see
https://github.com/castle-engine/cge-www/blob/master/RELEASE_MAKING_TESTS.md
, see section "Test: fpmake installation and InstantFPC". But, well,
that manual test was not complete -- I was checking if all units
required by "examples/fps_game/" and utils in "examples/instantfpc/"
are present in fpmake.pp. But the unit CastleInternalUrlUtils was not
used there -- it is actually only used by tests and editor now.
2. I looked at patches in
https://salsa.debian.org/pascal-team/castle-game-engine/-/tree/master/debian/patches?ref_type=heads
, what to pull upstream:
- debian/patches/Fix-UTF-8-BOM.patch - should not be necessary with
latest PasDoc (the handling of UTF-8 BOM was fixed there,
https://github.com/pasdoc/pasdoc/blob/master/ChangeLog.md ). So I
should finally release new PasDoc, so that Debian can also take it :)
- debian/patches/Fixed-compilation-on-mipsel.patch - I solved it in
upstream a bit differently (to make it more obvious what's going on
and make each line easily independently), see
https://github.com/castle-engine/castle-engine/commit/a5ba861a68640805df53ff8900df8d3e75171e07
.
- debian/patches/fix-generation-of-man-files.patch - I solved it again
a bit differently,
https://github.com/castle-engine/castle-engine/commit/3954072a28a67f24ee51c8239657940010ce46bf
. Instead of xxx_compile.sh one can use our build tool "castle-engine
compile", that's why we removed xxx_compile.sh scripts, they were
unnecessary.
- debian/patches/force-unit-compilation-in-release-mode.diff -
Undecided for now. FPC should not recompile CGE units without need (or
it should pass -Ur always), but I know that past FPC had a bug that
did this. I need to do some tests, maybe I'll pull it to upstream
later. If you have a link to bugreport that necessitated this (and
it's still relevant for FPC >= 3.2.0), I will appreciate it.
- debian/patches/inkscape-dropped--export-png.patch - Applied upstream.
- debian/patches/use_system_font_files_instead_of_embedded.patch -
Applied upstream with additional comment,
https://github.com/castle-engine/castle-engine/commit/0312a2a64a45fed463a4acbbb3381f16bc43b9f6
.
Thank you and regards,
Michalis
śr., 16 paź 2024 o 23:39 Abou Al Montacir <abou.almontacir at sfr.fr> napisał(a):
>
> Hi Michalis,
>
>
> On Sun, 2024-10-13 at 10:30 +0200, Abou Al Montacir wrote:
>
> I've finally managed to build CGE.
>
> Can you please have a look at the applied patches and let me know if you decide to apply some of them upstream?
> https://salsa.debian.org/pascal-team/castle-game-engine/-/tree/master/debian/patches?ref_type=heads
>
> As you can see in https://tracker.debian.org/pkg/castle-game-engine , all tests are failing.
> This is because we are missing few units likes CastleInternalUrlUtils, which are not build whit build-using-fpmake.
>
> Can you please check how to fix this?
>
> --
>
> Cheers,
> Abou Al Montacir
>
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