#gemrb@irc.freenode.net logs for 13 Mar 2012 (GMT)

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[02:35:31] <CIA-28> GemRB: 03bradallred * rd3a524cef83a 10gemrb/ (7 files in 5 dirs): CocoaWrapper (mac): switch wrapper to Objective-C++ compiler (rename to CocoaWrapper.mm). Also replace GemRB.cpp in the build by performing GemRB setup and execution directly by the wrapper.
[02:35:39] <CIA-28> GemRB: 03bradallred * rd4980b2f67e8 10gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp: SDL20Video: remove use of private SDL header.
[02:35:39] <CIA-28> GemRB: 03bradallred * r40f9a6d84a14 10gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp: SDL20Video: remove now unneeded iphone hack.
[02:35:39] <CIA-28> GemRB: 03bradallred * r58ba30b71541 10gemrb/apple/AppleLogger.mm: AppleLogger: implement GUI alerts for FATAL errors on mac os.
[02:35:39] <CIA-28> GemRB: 03bradallred * r3d7ddeb101eb 10gemrb/gemrb/includes/CocoaWrapper.h: CocoaWrapper: prepare the header for use with both obj-c and obj-c++
[02:35:40] <CIA-28> GemRB: 03bradallred * r0c4abb0efcac 10gemrb/gemrb/core/Scriptable/Actor.cpp: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[03:04:14] <gembot> build #256 of osx-test is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/osx-test/builds/256 blamelist: bradallred@me.com
[03:04:31] <brad_a> turns out that test has been failing for quite sometime :)
[03:06:07] <brad_a> the test.cfg paths arent compatible with mac bundles
[03:06:14] <brad_a> not sure the best way to fix it
[03:07:24] <tomprince> brad_a: I can control what gets run, for the tests. If it needs to run with different paths, that is easy to do.
[03:08:33] <brad_a> it should work by removing all the paths except GamePath
[03:11:51] <tomprince> github fixed
[03:17:23] <brad_a> tomprince: i have to question the usefulness of a test that doesn't report failure when i fails :)
[03:17:53] <brad_a> this should have been failing for months now
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[14:40:51] <CIA-28> GemRB: 03bradallred * ra3becfe459b4 10gemrb/gemrb/plugins/SDLVideo/ (SDL20Video.cpp SDL20Video.h): SDL20Video: use an ivar to keep firstFingerDownTime. Some older versions of SDL 1.3 don't have a timestamp member in the finger struct.
[14:41:03] <brad_a> alx3apps: wanna try compiling again?
[14:41:38] <alx3apps> brad_a: yes, I'll try now
[14:54:22] <brad_a> also what header/function do i use to show/hide the keyboard on android?
[14:54:31] <alx3apps> brad_a: it compiles without patches and crashes in IWD first screen as yesterday. Should I collect crash logs?
[14:54:48] <brad_a> crash logs do no good unless they are symbolicated
[14:55:19] <brad_a> do you not have a debugger to run with it?
[14:57:22] <alx3apps> brad_a: I think this is the header for android keyboard https://github.com/pelya/commandergenius/blob/sdl_android/project/jni/sdl-1.3/include/SDL_screenkeyboard.h
[14:57:55] <brad_a> ok that seems to be what i included. should i change it to <SDL/SDL_screenkeyboard.h>?
[14:58:26] <alx3apps> brad_a: no I haven't it set up and cannot do it right now. I used it as "SDL/SDL_screenkeyboard.h"
[15:00:31] <brad_a> ok well when you get a chance to run though the debugger let me know where it is crashing.
[15:00:43] <brad_a> do you have another game to try with?
[15:00:56] <brad_a> or does it specifically crash when you touch the sreen?
[15:02:00] <brad_a> it could be a simple divide by 0 problem
[15:02:36] <brad_a> i could see certain fields being 0d out on android or at least this old version of SDL
[15:03:20] <brad_a> specifically im thinking of the touch resolution
[15:03:26] <alx3apps> you mean game to try pelya's SDL1.3 with?
[15:03:29] <brad_a> you could try hardcoding it to 1.0 on android
[15:03:38] <alx3apps> aa, you mean BG
[15:03:49] <brad_a> no i mean like BG2 but im sure it doesnt matter if it is crashing on touch
[15:04:41] <brad_a> but i would try hardcoding the xScaleFactor and yScaleFactor to 1.0
[15:04:48] <brad_a> see if that fixes the crash
[15:07:09] <alx3apps> BG1 is the same, it doesn't crash on first touch - only after some touches. I was able to open load menu in IWD once
[15:07:30] <alx3apps> could you specify line numbers?
[15:11:06] <brad_a> 271 & 272
[15:12:04] <brad_a> but now that you said it doesnt crash on first touch that may not be it
[15:12:21] <brad_a> it may not event be the touching that is crashing
[15:13:16] <brad_a> still try to comment out those lines tho
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[17:06:15] <alx3apps> brad_a: I tried with fix - all stays the same. It crashes after 5 seconds after first touch click or faster
[17:06:34] <brad_a> i never said it was a fix :)
[17:06:48] <brad_a> you will need to run though a debugger
[17:12:05] <alx3apps> brad_a: yeah, I know :) but first time setup of such things is never fast
[17:12:28] <brad_a> well hopefully its something that can be fixed easily by us
[17:19:10] <lynxlynxlynx> maybe android-x86 could be used
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[17:56:24] <brad_a> is that the android simulator?
[17:57:11] <fuzzie> no
[17:57:40] <fuzzie> there isn't one
[17:57:51] <fuzzie> but the android emulator is probably way too slow to debug gemrb
[17:57:56] <fuzzie> so android-x86 is probably a good idea
[17:59:23] <fuzzie> and it can refer to various things but I imagine lynx means the open android-x86.org project which produces isos etc, although I have no idea if they have touch input emulation of some kind
[17:59:58] <lynxlynxlynx> yes, that one
[18:00:29] <lynxlynxlynx> if you can run gdb in there for userspace, it could be useful for general debugging
[18:00:38] <lynxlynxlynx> it's not clear if this crash is input related at all
[18:01:05] <fuzzie> gdb to a real android device is relatively painless though
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[18:09:29] <alx3apps> > gdb to a real android device - I wan't to do exactly this
[18:12:57] <brad_a> yes that would be best
[18:14:15] <brad_a> also an updated libSDL wouldnt hurt :)
[18:14:41] <fuzzie> updated to what, though? :P
[18:14:51] <fuzzie> upstream's 2.0 is pathetic, as discussed
[18:14:55] <brad_a> yes
[18:15:26] <brad_a> but there were a ton of android changes/fixes over the 3 months since the one he is using
[18:16:10] <fuzzie> no
[18:16:16] <fuzzie> i mean, i don't think you understand
[18:16:20] <fuzzie> or i don't
[18:16:22] <brad_a> probably not
[18:16:24] <fuzzie> i mean, is he not using pelya's?
[18:16:33] <brad_a> im not sure but i think so
[18:16:35] <fuzzie> pelya's android port is independent
[18:16:42] <fuzzie> so, not using the official SDL code
[18:17:06] <brad_a> i thought he would still merge changes
[18:17:12] <brad_a> at least certain ones
[18:17:17] <fuzzie> yeah, but it's a really painful thing to do
[18:17:25] <brad_a> sure
[18:17:35] <fuzzie> and any android changes/fixes upstream are irrelevant :)
[18:18:03] <brad_a> alx3apps: you can try cahnging line 284 to incude android
[18:18:05] <fuzzie> but, obviously there's plenty of code which isn't in the android-specific stuff.
[18:18:17] <fuzzie> i am trying to make gdb cooperate here but it's actually not so trivial without Eclipse. :/
[18:18:20] <brad_a> in case "mouse" input is causing problems
[18:19:06] <brad_a> fuzzie: yes if the crash isnt input related those changes may be relavant :)
[18:19:27] <brad_a> we shall see if eithr of you can get a debugger running android gemrb
[18:19:30] <fuzzie> yes, so I just mean, don't get excited about the idea of input fixes :)
[18:20:45] <fuzzie> the system seems to be a bit insane
[18:20:50] <alx3apps> brad_a: I'll try
[18:20:52] <fuzzie> basically you need gdbserver shipped *with your package
[18:21:20] <fuzzie> at least, on non-rooted device
[18:21:40] <fuzzie> but I don't know how alx3apps is doing builds, I guess it's easy if you're using the official build system
[18:22:59] <alx3apps> brad_a: I should include code on 284 that marked as IPHONE now?
[18:23:26] <brad_a> yes. i think its possible the mouse events may be to blame
[18:23:43] <brad_a> its just an easy thing to check :)
[18:24:37] <alx3apps> fuzzie: yes, I'm using official android ndk-build script with pelya's build wrapper around it
[18:24:52] <fuzzie> ok, so probably you can do it :)
[18:28:58] <alx3apps> brad_a: crashes anyway. And I spot that it crashes after 10-15 seconds even without touching screen
[18:30:30] <alx3apps> m, strange, it's not repeatable
[18:30:48] <alx3apps> definitely need debugger :)
[18:31:42] <alx3apps> it hangs without crash now after keyboard opening
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[18:38:21] <brad_a> heh
[18:38:31] <brad_a> well i guess its probably not touch related then
[18:39:32] <brad_a> sounds audio related
[18:39:39] <brad_a> if it is always 10-15 seconds
[18:40:00] <brad_a> try disabling audio
[18:49:08] <alx3apps> tried with AufioDriver=none - crash after 15 secs of touching
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