This is the same commit as 4bb31f084e, reverted in 5d1899785a. Noted
issues were fixed.
Partial revert/fix of 2f19cf86d3 and 2567fee329.
Before this diff, it was possible for a mod containing a cache/ or a
config/ folder to get written to incorrectly.
The issue is VFS can map multiple directories to one 'virtual' path, for
reading mods. However, writing data is problematic: which path to
choose?
The only viable solution is to use a path relative to the highest
priority directory encountered in the VFS path, or write paths could be
'hijacked' by lower-priority mods.
This fixes these issues by:
- Adding a new lookup mode ('Real-path') that explicitly picks the real
path relative to the highest-priority subdirectory in the VFS Path.
- Preventing overwriting a real directory with a lower priority one in
general.
- Revert c0c8132dd4's GetRealPath change, re-introducing the function as
GetOriginalPath.
This also cleans up some duplication that led to empty mod folders in
the user mod path, and cleans up loading the 'user' mod.
It also makes it explicit that a directory must be passed to Mount().
Note that the new 'realpath' lookup can still be somewhat complex with
many mount points at various hierarchy levels, but it is at least
predictable/deterministic without having to be careful about populating
order.
Fixes#2553
Differential Revision: https://code.wildfiregames.com/D3728
This was SVN commit r25107.
Partial revert/fix of 2f19cf86d3 and 2567fee329.
Before this diff, it was possible for a mod containing a cache/ or a
config/ folder to get written to incorrectly.
The issue is VFS can map multiple directories to one 'virtual' path, for
reading mods. However, writing data is problematic: which path to
choose?
The only viable solution is to use a path relative to the highest
priority directory encountered in the VFS path, or write paths could be
'hijacked' by lower-priority mods.
This fixes these issues by:
- Adding a new lookup mode ('Real-path') that explicitly picks the real
path relative to the highest-priority subdirectory in the VFS Path.
- Preventing overwriting a real directory with a lower priority one in
general.
- Revert c0c8132dd4's GetRealPath change, re-introducing the function as
GetOriginalPath.
This also cleans up some duplication that led to empty mod folders in
the user mod path, and cleans up loading the 'user' mod.
Note that the new 'realpath' lookup can still be somewhat complex with
many mount points at various hierarchy levels, but it is at least
predictable/deterministic without having to be careful about populating
order.
Fixes#2553
Differential Revision: https://code.wildfiregames.com/D3217
This was SVN commit r25104.
Implement a simple HTTP server to start games, receive the gamestate and
pass commands to the simulation.
This is mainly intended for training reinforcement learning agents in 0
AD. As such, a python client and a small example are included.
This option can be enabled using the -rl-interface flag.
Patch by: irishninja
Reviewed By: wraitii, Itms
Fixes#5548
Differential Revision: https://code.wildfiregames.com/D2199
This was SVN commit r23917.
Added in df6fceba62 to (most likely) have some control over brightness,
this conflicted with dimming utilities and would not play nice with
starting 0 A.D. in windowed mode.
If gamma handling were to be reintroduced later, it should only affect
the 0 A.D. window.
Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D1976
This was SVN commit r23722.
The previous code only tested quick hashes every 100 turns and could not
be used to confirm replay hashes matching.
The option can become used for visual replays too.
Differential Revision: https://code.wildfiregames.com/D1538
Refs #5162
Reviewed By: temple
This was SVN commit r21829.
pyrogenesis can now take a zip file (rename it to .pyromod for direct
file association following 943a61e4ea) and install it. It then starts
the mod selector.
Patch by vladislavbelov, with contributions from Imarok, elexis and
myself.
Differential Revision: https://code.wildfiregames.com/D1142
This was SVN commit r21726.
Add an autostart-player option, so that one can start as an observer too
and watch some knockout bots.
Precise the "Needed for autostart loading option" comment from
d5bd374586 which
become increasingly incomprehensible with each a68d5dae0d, 506350d6fa,
9f796068f8 and 6c5a8269f3.
This was SVN commit r21659.
This allows automated testing of AIs without any GUI or sound (similar
to non-visual replays).
Differential Revision: https://code.wildfiregames.com/D379
This was SVN commit r19645.
Contrary to the serializationtest, initializes the secondary simstate
only once
before progressively applying updates.
Thus reproducing actual multiplayer rejoining, enabling developers to
analyze OOS reports solely from the replay file of the rejoined and a
non-rejoined client.
This was SVN commit r18940.
Cleans up some of the autostart logic, removes and renames a few options
for clarity.
Updates readme.txt to reflect these changes and include some examples
This was SVN commit r15761.
This approach isn't used anymore. Now we start the archive building with
parameters to pyrogeneis.
Refs #2241 (the code used g_ScriptingHost which is going to be removed)
This was SVN commit r14102.
fixes#510
unfortunately, anyone compiling with VC2005 must now ensure all Visual
Studio service packs and patches are applied - or manually strip out the
additional manifest dependency on subversion 762 after every build
(ugh), or we could add an application config file to redirect SxS
version from .762 to .4053 (ugh)
This was SVN commit r7641.