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* Don't use Null Game's extra source files for all GUI programsBen Harris2022-12-31
| | | | | | | | | | | | | All the not-quite-puzzle GUI programs (only galaxieseditor at this point) were using the extra source files from Null Game, presumably as a convenient way of asking not to have an icon on platforms where icons are provided as extra source files. Unfortunately, this all went wrong if Null Game did have a save file for an icon, causing CMake to complain about multiple definitions of a target. Now these programs look for extra files under their own names, which will work just as well since those have no save files to generate icons from either.
* js: Enable STRICT_JS in EmscriptenBen Harris2022-11-10
| | | | | This turns on "use strict" in JavaScript, which enforces declaring variables among other things, and may allow better optimisations.
* js: Distinguish manual resizes from device pixel ratio changesBen Harris2022-10-27
| | | | | | | | | | This adds a new callback, rescale_puzzle(), that's called when the device pixel ratio changes. This means that resize_puzzle() can safely set the nominal canvas size, which means that manual resizing of the puzzle now sticks. Still missing: paying attention to the device pixel ratio when choosing the initial (or reset) size.
* js: Add a CMake variable to control whether Emscripten emits WASMBen Harris2022-10-27
| | | | | I've finally got bored of keeping (and occasionally losing) a patch that turns it off unconditionally.
* Enable Apple Silicon in the MacOS builds.Simon Tatham2022-09-12
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* unix, gtk: Install and use HTML helpBen Hutchings2022-08-01
| | | | | | - Generate HTML pages from the manual, and install them - Add "Contents" and "Help on <name>" menu items that will open the appropriate page in a web browser
* Try to fix flakiness in the NestedVM build.Simon Tatham2022-01-06
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I've had a lot of Puzzles nightly builds fail recently in the NestedVM stage, with a 'jar' command producing a message along these lines: java.util.zip.ZipException: attempt to write past end of STORED entry at java.base/java.util.zip.ZipOutputStream.write(ZipOutputStream.java:337) at jdk.jartool/sun.tools.jar.Main.copy(Main.java:1250) at jdk.jartool/sun.tools.jar.Main.copy(Main.java:1263) at jdk.jartool/sun.tools.jar.Main.addFile(Main.java:1211) at jdk.jartool/sun.tools.jar.Main.create(Main.java:879) at jdk.jartool/sun.tools.jar.Main.run(Main.java:319) at jdk.jartool/sun.tools.jar.Main.main(Main.java:1681) Suppressed: java.util.zip.ZipException: invalid entry size (expected 0 but got 786 bytes) at java.base/java.util.zip.ZipOutputStream.closeEntry(ZipOutputStream.java:288) at java.base/java.util.zip.ZipOutputStream.finish(ZipOutputStream.java:361) at java.base/java.util.zip.DeflaterOutputStream.close(DeflaterOutputStream.java:238) at java.base/java.util.zip.ZipOutputStream.close(ZipOutputStream.java:378) at jdk.jartool/sun.tools.jar.Main.create(Main.java:854) ... 2 more It's hard to work out exactly what this error dump means, and web-searching for the error message isn't much help because the same exception can occur in application code using java.util.zip, and most mentions on the web are about that, and not about what I want to know, which is why it might happen in the 'jar' program in particular. However, the clues visible in that message suggest that 'jar' had somehow got confused about the size of one of the files it was adding to the jar archive, in that it initially decided it was 0 bytes long and later found it was longer. That suggests a problem of excessive parallelism between the build steps, perhaps due to a missing dependency in the makefile, which might plausibly cause the 'jar' step to be running already while some file it needs to read is still being written. (Which would also explain why it doesn't happen every time.) An eyeball review of cmake/platforms/nestedvm.cmake didn't find any obvious missing dependencies. But I vaguely remembered that in some other context I'd had trouble with cmake 'add_custom_command'. So in this commit I replace all those custom commands with custom _targets_, listing the previous OUTPUT files as BYPRODUCTS. And then the dependencies are written using the target names, instead of the file names. I don't fully understand why this should make a difference. But it seems more reliable in a soak test, and still builds the right things, so I'll commit it and see if it makes the flakiness in the actual nightly builds stop happening.
* malloc.c: check allocation sizes against PTRDIFF_MAX.Simon Tatham2021-12-11
| | | | | | | | | | | | | | | | | | | | | | | I don't expect this to actually come up in any circumstance, but it prevents a warning in some versions of gcc that would otherwise arise from the use of 'int' to compute the input size: if gcc isn't confident that the int is positive, then it complains that possible inputs to malloc might be in the region of 2^64 - (small multiple of a negative 32-bit int). I would hope malloc would fail in any case on such an input, so failing a couple of lines earlier makes no important difference. Annoyingly, stdint.h is missing in my NestedVM build setup (though it has stdbool.h - it's not _totally_ C90). So I have to check that at cmake time. Also, removed the #defines for smalloc and friends from the tree234 test mode. These were needed in the old build system, when tree234-test was built ad-hoc without being linked against malloc.c. But now tree234-test links against the same utils library as everything else, and can use the real smalloc - and doing so prevents another of these warnings when compiling with -flto.
* Fix benchmark.sh for the new cmake world.Simon Tatham2021-09-06
| | | | | | | | | It relied on reading gamedesc.txt to find a list of puzzle binaries to run. But gamedesc.txt is now specific to the Windows build (since it contains Windows executable names), and isn't available in the Unix cmake build directory. Fixed by making a simpler gamelist.txt available on all platforms.
* Permit building GUI helper tools.Simon Tatham2021-05-25
| | | | | | | | | These look like puzzles, in that they link against a frontend and provide the usual 'struct game', but they don't count as a puzzle for purposes of shipping, or even having to have descriptions and icons. There's one of these buried in the code already under an ifdef, which I'll re-enable in the next commit.
* nestedvm.cmake: fix accidental use of dynamic scope.Simon Tatham2021-05-25
| | | | | | | | | | | In this platform's set_platform_puzzle_target_properties, I referred to ${EXENAME} twice, which is not one of the function parameters. It worked anyway, because CMake has dynamic scope, and that variable was defined - to the right value - within the local-variable scope of the calling function. But that wasn't at all what I meant to do! Renamed it to ${TARGET}, which is the actual parameter name we get passed.
* Toolchain file for MinGW cross-compilation.Jacob Nevins2021-04-27
| | | | | Cribbed from the PuTTY one. Use with something like cmake . -DCMAKE_TOOLCHAIN_FILE=cmake/toolchain-mingw.cmake
* wasm/js/emscripten: Fix page loading raceIan Jackson2021-04-22
| | | | | | | | | | | | | | | | Using a stunt webserver which artificially introduces a 3s delay just before the last line of the HTML output, I have reproduced a uwer-reported loading/startup race bug: Previously the wasm loading was started by the <script> element, synchronously. If the wasm loading is fast, and finishes before the HTML loading, the onRuntimeInitialized event may occur before initPuzzles. But initPuzzles sets up the event handler. Fix this bug, and introduce a new comment containing an argument for the correctness of the new approach. Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
* Suppress too-noisy Visual Studio warnings.Simon Tatham2021-04-19
| | | | | With this and the previous commit's fix for real problems, the Puzzles build on VS is now warning-free.
* Set ALLOW_MEMORY_GROWTH in the Emscripten build.Simon Tatham2021-04-16
| | | | | | | | | | | | How embarrassing. When I updated the Emscripten build to use WASM, a major reason I bothered to do it at all was that I'd heard that WASM was capable of reallocating its memory arena larger on the fly. Turns out that it _can_, but only if you specifically set the option in Emscripten to allow it. With this option set, I can finish a 25x25 Galaxies, where previously the game would crash part way through (and not even a very large part) with errors about memory growth in the Javascript console.
* Stop advertising GTK 1 as an option!Simon Tatham2021-04-05
| | | | | | When I wrote yesterday's commit c0c64dc1051bcbd I momentarily forgot which of my projects still support GTK 1 and which don't. Puzzles doesn't.
* Advertise user-configurable cmake-time config options.Simon Tatham2021-04-04
| | | | | | | | | | | | | | | | | | Various cmake variables that I was informally expecting users to set on the cmake command line (e.g. cmake -DSTRICT=ON, or cmake -DPUZZLES_GTK_VERSION=2) are now labelled explicitly with the CACHE tag, and provided with a documentation string indicating what they're for. One effect of this is that GUI-like interfaces to your cmake build directory, such as ccmake or cmake-gui, will show those variables explicitly to give you a hint that you might want to change them. Another is that when you do change them, cmake will recognise that it needs to redo the rest of its configuration. Previously, if you sat in an existing cmake build directory and did 'cmake -DSTRICT=ON .' followed by 'cmake -DSTRICT=OFF .', nothing would happen, even though you obviously meant it to.
* Install desktop files and pixmaps from CMakeDmitry Marakasov2021-04-03
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* Update web puzzles to current WASM-based Emscripten.Simon Tatham2021-04-03
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I presume this will improve performance. Also, if I've understood correctly, WASM-based compiled web code is capable of automatically growing its memory, which the previous asm.js build of the puzzles could not do, and occasionally caused people to complain that if they tried to play a _really big_ game in their browser, the JS would eventually freeze because the emulated memory ran out. I've been putting off doing this for ages because my previous Emscripten build setup was so finicky that I didn't like to meddle with it. But now that the new cmake system in this source tree makes things generally easier, and particularly since I've just found out that the up-to-date Emscripten is available as a Docker image (namely "emscripten/emsdk"), this seemed like a good moment to give it a try. The source and build changes required for this update weren't too onerous. I was half expecting a huge API upheaval, and indeed there was _some_ change, but very little: - in the JS initPuzzle function, move the call to Module.callMain() into Module.onRuntimeInitialized instead of doing it at the top level, because New Emscripten's .js output likes to load the accompanying .wasm file asynchronously, so you can't call the WASM main() until it actually exists. - in the JS-side library code, replace all uses of Emscripten's Pointer_stringify() function with the new name UTF8ToString(). (The new version also has an ASCIIToString(), so I guess the reason for the name change is that now you get to choose which character set you meant. I need to use UTF-8, so that the × and ÷ signs in Keen will work.) - set EXTRA_EXPORTED_RUNTIME_METHODS=[cwrap,callMain] on the emcc link command line, otherwise they aren't available for my JS setup code to call. - (removed -s ASM_JS=1 from the link options, though I'm not actually sure it made any difference one way or the other in the new WASM world) - be prepared for a set of .wasm files to show up as build products alongside the .js ones. - stop building with -DCMAKE_BUILD_TYPE=Release! I'm not sure why that was needed, but if I leave that flag on my cmake command line, the output .js file fails to embed my emccpre.js, so the initial call to initPuzzle() fails from the HTML wrapper page, meaning nothing at all happens.
* emscripten.cmake: remove a rogue diagnostic.Simon Tatham2021-04-03
| | | | | I somehow left this in while I was trying to get the Emscripten cmake build to work in the first place.
* Support earlier versions of CMake.Simon Tatham2021-04-03
| | | | | | | | | At least, for the Unix build, so as to support Debian stable and a couple of prior Ubuntu LTSes. Not much needed to change in the cmake scripts; the only noticeable difference was that the 'install' command needs an explicit RUNTIME DESTINATION.
* Don't try to build the icons when cross-compiling.Simon Tatham2021-04-01
| | | | | | The puzzle icons are built by compiling and running a preliminary set of puzzle binaries. We can't do that if the binaries won't run on the build host.
* Unix: allow adding a prefix to all the puzzle names.Simon Tatham2021-03-31
| | | | | | A distro maintainer reminds me that downstreams often want to rename my quite generic executable names to avoid clashes in bin directories. Added a cmake option -DOUTPUT_NAME to make that easy.
* Stop automatically adding warning flags and -Werror.Simon Tatham2021-03-31
| | | | | | | | | | | It's better to be lax for normal users trying to build the puzzles from source to actually run them. That way, warning changes in some particular compiler I haven't seen yet won't break the build. Instead, I've invented a cmake setting -DSTRICT=ON which turns on all those flags. So I can build with them myself, to ensure the code is as portable as possible. And that flag is set in Buildscr, so that my official builds won't complete until that warning mode is satisfied.
* Provide pre-built icons in the source tarball.Simon Tatham2021-03-31
| | | | | | | | | | | | | | | | | This reinstates the feature of the previous build system, that the C icon files for the GTK puzzles were included in the source tarball, so that users building from that instead of from the raw git repo would not need to run the fiddly piece of build that regenerates them. Running that fiddly piece of build is much easier in the CMake world (because it's integrated with the main makefile), but it has a build dependency on ImageMagick which is easily avoided. The makefile will still build the icons if it _can_. But in the case where it can't, it will use pre-built icon source files if they're available, and only fall back to no-icon.c if it can't even do that. (So a user checking out from git and building without ImageMagick present will still be able to build _something_ playable.)
* Migrate to a CMake-based build system.Simon Tatham2021-03-29
This completely removes the old system of mkfiles.pl + Recipe + .R files that I used to manage the various per-platform makefiles and other build scripts in this code base. In its place is a CMakeLists.txt setup, which is still able to compile for Linux, Windows, MacOS, NestedVM and Emscripten. The main reason for doing this is because mkfiles.pl was a horrible pile of unmaintainable cruft. It was hard to keep up to date (e.g. didn't reliably support the latest Visual Studio project files); it was so specific to me that nobody else could maintain it (or was even interested in trying, and who can blame them?), and it wasn't even easy to _use_ if you weren't me. And it didn't even produce very good makefiles. In fact I've been wanting to hurl mkfiles.pl in the bin for years, but was blocked by CMake not quite being able to support my clang-cl based system for cross-compiling for Windows on Linux. But CMake 3.20 was released this month and fixes the last bug in that area (it had to do with preprocessing of .rc files), so now I'm unblocked! CMake is not perfect, but it's better at mkfiles.pl's job than mkfiles.pl was, and it has the great advantage that lots of other people already know about it. Other advantages of the CMake system: - Easier to build with. At least for the big three platforms, it's possible to write down a list of build commands that's actually the same everywhere ("cmake ." followed by "cmake --build ."). There's endless scope for making your end-user cmake commands more fancy than that, for various advantages, but very few people _have_ to. - Less effort required to add a new puzzle. You just add a puzzle() statement to the top-level CMakeLists.txt, instead of needing to remember eight separate fiddly things to put in the .R file. (Look at the reduction in CHECKLST.txt!) - The 'unfinished' subdirectory is now _built_ unconditionally, even if the things in it don't go into the 'make install' target. So they won't bit-rot in future. - Unix build: unified the old icons makefile with the main build, so that each puzzle builds without an icon, runs to build its icon, then relinks with it. - Windows build: far easier to switch back and forth between debug and release than with the old makefiles. - MacOS build: CMake has its own .dmg generator, which is surely better thought out than my ten-line bodge. - net reduction in the number of lines of code in the code base. In fact, that's still true _even_ if you don't count the deletion of mkfiles.pl itself - that script didn't even have the virtue of allowing everything else to be done exceptionally concisely.