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[00:05] <travis-ci> scummvm/scummvm#12524 (master - 121fb47 : Filippos Karapetis): The build passed.
[00:05] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/d205578d4df1...121fb4798b7e
[00:05] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/662858755
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[00:21] <ScummBot> Port build status changed with 7a68ee57: Success: master-openpandora, master-ouya
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[00:48] <ScummBot> Port build status changed with 7a68ee57: Success: master-ds, master-android_arm64
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[01:15] <ScummBot> Port build status changed with 7a68ee57: Success: master-caanoo, master-dingux, master-gcw0, master-gp2xwiz, master-android_arm, master-android_x86. Nice work, all ports built fine now
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[08:20] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JvPIX
[08:20] <Scummette> scummvm/master 4428ecb sev-: CONFIGURE: Move saved flags to beginning of config.mk
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[11:02] <grogbot> <ZvikaZ> Hi. I've sent PR, and the Mac build failed with: No output has been received in the last 10m0s, this potentially indicates a stalled build or something wrong with the build itself. Check the details on how to adjust your build configuration on: https://docs.travis-ci.com/user/common-build-problems/#Build-times-out-because-no-output-was-received The build has been terminated (the other builds passed)
[11:02] <grogbot> https://travis-ci.org/github/scummvm/scummvm/jobs/663007054?utm_medium=notification&utm_source=github_status
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[11:17] <grogbot> <ZvikaZ> Any idea? Just push --force, and hope that it'll be better next time?
[11:18] <grogbot> <mduggan> Yep, most likely..
[11:24] <grogbot> <Henke37> or just ask the right guy (i think it's sev) to redo the build. that's possible
[11:25] <grogbot> <ZvikaZ> OK. I just pushed again. Thanks
[11:45] <Scummette> [scummvm] ZvikaZ opened pull request #2148: SCI: stop audio on restore, fixing #9953 (master...z_lb2_speech_continues) https://git.io/JvPYp
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[15:11] <Scummette> [scummvm] ZvikaZ opened pull request #2149: SCI: fix #9907 by choosing queued sound with highest priority (master...z_lb1_priority) https://git.io/JvPnC
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[16:04] <grogbot> <DreamMaster> edheldil: I'm not seeing any answering of your question, so I'll chime in now. It's due to forward slashes being non-portable. For things like that we have Common::FSNode
[16:05] <grogbot> <DreamMaster> I'll admit to not being an expert on the file system abstraction, but I use something similar to the below to access files in a subdirectory Common::File f; f.open(Common::FSNode("gamepath").getChild("folder").getChild("filename.bin"))
[16:06] <grogbot> <DreamMaster> Whoops, sorry, the first bit should be Common::FSNode(ConfMan.get("gamepath"))
[16:13] <grogbot> <DreamMaster> Another option is to set the subdirectory scan depth when you create the engine. That way, ScummVM will scan the subfolders and allow you to just specify the filename directly, so long as multiple subfolders don't have the same filenames. Just set something like "_maxScanDepth = 2" in your meta engine constructor
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[16:59] <grogbot> <criezy> @DreamMaster Don't you mean ConfMan.get("path")?
[16:59] <grogbot> <criezy> edheldil: Or you can add the subdirs to SearchMan so that it will find it in the subdir when you create a Common::File with only the file name: SearchMan.addSubDirectoryMatching(ConfMan.get("path"), "scripts");
[17:00] <grogbot> <DreamMaster> Ah thanks. I'm at work at the moment, so I was pretty much speaking from memory
[17:07] <grogbot> <sev> edheldil: File::open() take care of backslashes
[17:07] <grogbot> <sev> what it doesn't take care of is MacOS 9 pathes, but that is because so far only Director was using it
[17:10] <grogbot> <DreamMaster> Does it? Huh. I had the same problem recently with the Ultima engine. Didn't know I could just replace forward slashes with blackslashes for it to work. At least it'll make things simpler in the future.
[17:23] <grogbot> <sev> ah, apologies
[17:23] <grogbot> <sev> that is DumpFile
[17:23] <grogbot> <sev> not File::
[17:26] <grogbot> <Henke37> I've been considering removing the class entirely.
[17:39] <Scummette> [scummvm] bgK opened pull request #2150: SWITCH: Use ScummVM file buffering instead of newlib's implementation (master...switch-scummvm-buffering) https://git.io/JvP4t
[17:40] <Scummette> [scummvm] bgK closed pull request #2138: SDL: Enable joystick input by default (master...keymapper-default-joy) https://git.io/Jv6ax
[17:40] <Scummette> [scummvm] bgK pushed 1 new commits to master: https://git.io/JvP4Y
[17:40] <Scummette> scummvm/master 9cc2fee bgK: SDL: Enable joystick input by default
[18:07] <grogbot> <DreamMaster> I wouldn't mind that. Or just making it a wrapper for creating an OutSaveFile. I'm not aware of any engine that really needs it's implementation as is.. does SCI use it for Quest for Glory import files?. Mostly I'm aware of it being used with various debugger dump commands, and those could work just as easily for an OutSaveFile.
[18:09] <grogbot> <DreamMaster> Or what about screenshots? Is DumpFile used for them, to put them in the right folder? I don't have time right now to review the relevant code
[18:13] <grogbot> <DreamMaster> It'd really need someone to review all the use cases currently to see if it can be refactored out. Another thing that could be a potential problem is if anything using them also does file seeking. Back when I was introducing SeekableWriteStream, there was the warning that not all backends necessarily supporting seeking in OutSaveFiles, so if there is anything that does seeking, it might prove problematic. Unless you refactor
[18:13] <grogbot> DumpFile to cache any data written to a seekable memory stream and then dump it out to a savefile on close in one go, just to be on the safe side.
[18:16] <edheldil> Thank you very much, folks, for the hints.
[18:21] <grogbot> <sev> you mean removing DumpFile?
[18:22] <grogbot> <sev> no, please don't. I am using it all the time
[18:23] <grogbot> <sev> and it is used for dumping scripts and other stuff in 29 or so engines
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[18:37] <edheldil> hmm, not so fast :(. The scripts/ dir is under engine directory, not gameDataDir. What should I add to SearchMan then? And strange thing is, it used to work for me, but then I moved some things around and now it does not
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[18:37] <edheldil> it works if I put the script into the engine directory, though :(
[18:41] <grogbot> <DreamMaster> I'll admit I'm confused, and not sure what you mean by "engine" directory vs "gameDataDir". Is engine itself a subfolder?
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[19:02] <edheldil> DreamMaster: well, I mean directory with my engine sources - if I put the script there, it's found, if I put it into a subdirectory, it's not - whether I try to open "ROOM3.scc" or "scripts/ROOM3.scc"
[19:03] <edheldil> (the game does not have its own scripts, these are mine)
[19:04] <edheldil> I admit I know too little about scummvm and c++
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[19:10] <grogbot> <DreamMaster> That's honestly surprising that it's finding anything in your seperate sources folder. Are you by any chance running ScummVM from that folder as your working directory? Or did you put that folder in your game detection's Extra Path in the GUI or something?
[19:17] <grogbot> <DreamMaster> Something that may be a happy medium for you is to explicitly define your sources folder in the game detection entry's extra path. Then you should be able to do something like: SearchMan.addSubDirectoryMatching(ConfMan.get("extrapath"), "scripts");
[19:19] <grogbot> <DreamMaster> It's one of the options if, in the GUI, you click to edit a game's options, and go to the Paths tab
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[19:26] <edheldil> thank you
[19:33] <edheldil> is there a way to debug file lookup?
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[19:39] <edheldil> it works now, thank you
[19:39] <grogbot> <DreamMaster> Glad to hear it 🙂
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[21:19] <Strangerke> g'day
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[22:53] <edheldil> DreamMaster: the reason it previously appeared to work even w/o an extra path was due to a spurious script file copied to the scummvm root when I was testing Makefile changes. Sorry for the noise
[22:57] <grogbot> <DreamMaster> No worries. We've all had our fair share of head slapping moments. 😉
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[00:00] --- Tue Mar 17 2020