#gemrb@irc.freenode.net logs for 6 Sep 2011 (GMT)

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[02:56:54] <brad_a> bah. so the problem with compiling that objective c with cake was that i needed to add -include /path/to/pre-compiled/header.pch
[02:57:24] <brad_a> i don't really know what that is or why it creates an empty o without giving any warning or error
[03:00:53] <brad_a> i still don't get it because that pch file just has #import <Cocoa/Cocoa.h> and my header file already had that
[03:02:51] <brad_a> ah i see now. my header was conditionally importing cocoa.h based on it being compiled on a mac. Xcode must set some environment variable that triggers that. I'm dumb for not seeing that before!
[03:05:53] <brad_a> i still say its bizarre that it "compiled" without error
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[08:41:55] <Tching> Hi, I'm running GemRB from git on OS X 10.6.8. Commit 09488be92a2d8e1710532ca5615b0744dd788cff makes OpenAL work for music, but now the programs hangs when quitting. sdlaudio works fine.
[08:42:39] <lynxlynxlynx> hangs or crashes?
[08:44:02] <Tching> Hangs. I have to force-quit it (Cmd-Alt-ESC) in fullscreen mode.
[08:45:19] <lynxlynxlynx> that's odd
[08:45:48] <lynxlynxlynx> i would expect the other patch which didn't get in to be capable of an endless loop, not this
[08:45:51] <Tching> Console output:
[08:45:53] <Tching> [ResourceManager]: Searching for THEME/THEMEA... THEME/THEMEA.acm...[Music]
[08:45:53] <Tching> [OpenAL]: Uncaught AL error.: 0xa003 [WARNING]
[08:45:53] <Tching> Playing: THEME/THEMEA
[08:45:53] <Tching> [OPENAL]: Music in INITIAL State. AutoStarting
[08:45:53] <Tching> [ResourceManager]: Searching for gam_09... gam_09.wav...[chitin.key]
[08:45:54] <Tching> Killed
[08:46:50] <lynxlynxlynx> looks ok
[08:50:31] <lynxlynxlynx> i wonder if you could suspend it and look from gdb where it is cycling
[08:51:25] <lynxlynxlynx> oh, just to confirm this is an openal platform bug: worksforme
[08:51:59] <lynxlynxlynx> you can try catching brad_a here later
[08:54:38] <Tching> Here's what I get in gdb:
[08:54:44] <Tching> 0x947ecb36 in semaphore_wait_trap ()
[08:54:44] <Tching> (gdb) bt
[08:54:44] <Tching> #0 0x947ecb36 in semaphore_wait_trap ()
[08:54:44] <Tching> #1 0x94867a43 in pthread_join ()
[08:54:44] <Tching> #2 0x0020533c in SDL_ThreadID ()
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[08:55:15] <Tching> Excess Flood?
[08:58:56] <Tching> OK, so line by line then :)
[08:59:10] <Tching> irc://irc.freenode.net:6667/#3  0x001f7040 in SDL_KillThread ()
[08:59:19] <Tching> irc://irc.freenode.net:6667/#4  0x02b28140 in OpenALAudioDriver::~OpenALAudioDriver (this=0x401aa00) at
[08:59:19] <Tching> /Users/a0620/Developer/gemrb/gemrb/plugins/OpenALAudio/OpenALAudio.cpp:234
[09:02:00] <lynxlynxlynx> http://dl.dropbox.com/u/13866402/megapatch.patch <-- try [PATCH 04/13] here
[09:02:09] <lynxlynxlynx> the others are already in
[09:03:44] <lynxlynxlynx> the destructor calls that function, so this could be it
[09:03:58] <lynxlynxlynx> but i have to go now
[09:37:11] <Tching> FWIW, that patch didn't help. To me it looks as though the actual problem is in killing the SDL thread ...
[09:40:05] <wjp> lynxlynxlynx: that patch 04 isn't trying to fix a hang, but a leak
[10:37:28] <lynxlynxlynx> i know, but it didn't hurt to try
[11:19:21] <fuzzie> Tching: you're using SDL 1.2?
[11:20:47] <Tching> Yup. I tried installing SDL 1.3, but I couldn't successfully build GemRB against that installation.
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[14:52:30] <brad_a> hmmm i see some mac guy is having a hang on quit… i don't have that problem but i am on 10.7.1
[14:54:56] <brad_a> I'm having a hard time seeing how that hang could be related to the penal patch i submitted. all it does is clear errors.
[14:55:01] <brad_a> wow
[14:55:14] <brad_a> stupid utocorrect? I've gotta figure out how to turn that off
[14:55:26] <fuzzie> heh :p
[14:55:33] <fuzzie> and you're using SDL 1.2 also?
[14:55:57] <brad_a> i use both
[14:56:00] <brad_a> for testing
[15:27:40] <Tching> I'm about to head out. I didn't say that your patch brought about the problem. I'd been using sdlaudio because OpenAL didn't have music before.
[15:28:20] <Tching> When I saw that your commit was supposed to fix that, I gave it a try. The fix works, i.e. now there is music with OpenAL.
[15:29:03] <Tching> It's entirely possible that the hang was there before as well. All I can say is that it doesn't hang when I'm using sdlaudio.
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[15:36:13] <brad_a> i see
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[16:10:56] <brad_a> as far as i can tell CMAKE_INSTALL_PREFIX is defined by cmake unless you supply PREFIX argument is that correct?
[16:12:29] <tomprince> Well, it always defines it.
[16:12:44] <brad_a> well i mean the fact that it is /usr/whatever
[16:12:57] <brad_a> because thats not a good place for things on mac
[16:13:10] <brad_a> trying to get everything in the apple prescribed location
[16:15:39] <Maighstir> GemRB on the Mac also need to be aware that it may be moved around (sure, most people will probably put the .app bundle under /Applications/, but not everyone does).
[16:16:21] <brad_a> sure but isnt that why you can override those with arguments when building?
[16:16:48] <brad_a> im mostly concerned with the plugins et al which chould go under ~/library/application support/gemrb
[16:16:49] <Maighstir> Aye, but that'doesn't help those who download a binary.
[16:17:04] <brad_a> afik there is no binary distribution for mac
[16:17:06] <Maighstir> shouldn
[16:17:31] <Maighstir> shouldn't plugins go inside the bundle, so they're moved to another machine if I move the application?
[16:17:43] <brad_a> oh yes that would work too
[16:17:53] <brad_a> i can certainly do that
[16:18:03] <brad_a> much better idea i suppose actually
[16:18:13] <Maighstir> isn't a binary distribution yet, no
[16:18:19] <brad_a> same with all the guiscripts etc
[16:18:24] <Maighstir> indeed
[16:18:31] <brad_a> except for the config probably
[16:19:00] <Maighstir> I'd like the bility to include a whole game package into a bundle and move it around freely
[16:19:15] <brad_a> that would be massive!
[16:19:21] <brad_a> but ok
[16:19:39] <brad_a> since gemrb looks for the config in multiple places
[16:19:52] <brad_a> we can have it look in both the bundle and the library
[16:20:27] <Maighstir> yes it would be massive, but easier for the users (once I manage to get over this hurdle I have with my GemRB game project)
[16:20:47] <brad_a> and what hurdle is that?
[16:23:03] <Maighstir> I don't exactly know where the fault lies (and I've been to busy to experiment the last month or so), but it crashes when I run GemRB.EnterGame()
[16:24:19] <brad_a> oh is this some kind of program separate form gemrb?
[16:24:34] <brad_a> if so what does it do?
[16:24:41] <brad_a> if you dont mind :)
[16:25:28] <Maighstir> nono, I'm building a game dataset for use with GemRB, completely independent of any of the original Infinity Engine games
[16:25:58] <brad_a> oh really? that sounds like quite the undertaking?
[16:26:54] <Maighstir> It is, progress has been slow for a while though since I'm often too tired after work to do much else than eat and sleep,
[16:28:18] <brad_a> i hear that. good experience though; at least for me since id like to do coding like this (mac specifically) professionally.
[16:28:48] <Maighstir> Also, I'm not working completely alone, but we're not at a stage yet where we have much use of the otherwise all-important artists (I need to understand and tame the tech first).
[16:29:44] <Maighstir> For some reason GemRB's complaining about not being able to build a playlist, and I cannot really figure out WHERE it gets the idea to try doing that.
[16:30:17] <brad_a> :( im completely unfamiliar with that area of gemrb.
[16:36:01] <tomprince> brad_a: Sounds like you might want to add another LAYOUT, for osx
[16:36:16] <brad_a> good to know
[16:37:32] <brad_a> im still trying to decipher cmake but i did finally get it to build correctly
[16:38:36] <brad_a> with app icon and everything 8)
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