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playgroundoss's Issues

Unexpected HTTP request generated

HTTP_API と sysCommand(pHTTP, NETAPI_SEND, url, nil, json, timeout) とかやった時に以下のようなRequestが飛ぶ
request_data=

Doc/Modules/Network.txt 上でもundocumentedであり、罠なのでなんとかしてほしいです。
ついでに、どういうリクエストが飛んでいるか、HTTP Request Headerとかをsyslogしてくれる的なしくみもほしいです。

Need CI (Continuous Integration) for detecting regressions

Integrating Travis CI would be great.

First step would be:

  • Build Android version APK with gradle
  • Build iOS version ipa (w/ Travis CI's OS X backend once they have completed Xcode 5 support)
  • Build Win32 version exe (when Travis CI supports Windows)

Second step would be combining these application binaries with sample projects to check whether things goes ok or not. As a preliminary level, checking sample projects don't crash for a period of time and output pre-defined console lines would be reasonable.

Tagged engine version

エンジンのバージョンをしっかり切ってほしいです。
http://semver.org/ に従うとなお良いです。
アップデートがバグフィクスならパッチバージョンを上げ、機能追加ならマイナーバージョンを上げ、機能の廃止を含むアップデートならメジャーバージョンをあげてほしいです。

Define standard code formats and apply them to current code

draft:

Java

Apply AOSP rule XML (with some changes; lineSplit=120, format_comments=false)

C++

  • base style: ANSI C++
  • tabs are treated as 4 spaces (still hard tabs, not soft ones)
  • not strict too much (as you know, strict C++ style guide could impact productivity)

notes:

  • For avoiding huge conflicts, we need to consider well about timing to apply.
  • Code written in the future should also obey the same rule.

We welcome for comments.

pointed out by.. many people (incl. @repeatedly )

Visual Studio release build error

Visual Stuido 2013 Express for Windows Desktop でPlaygroundをリリースビルドしたらエラーが発生します。現状はDebugビルドで対応可能。

デバッグビルドは成功するのでプロジェクト設定が足りない様子。
(リリースビルドでないとPlaygroundエンジンのバイナリを再配布できないので困った)

(1) Missing include directory settings

1>....\libs\curl-7.29.0-minimal\lib\amigaos.c : fatal error C1853: 'Release\OSSGameLibraryWin32.pch' プリコンパイル ヘッダー ファイルが旧バージョンのコンパイラで作成されています。また、C++ のプリコンパイル済みヘッダー ファイルを C で使用しています (その逆も考えられます)。

(2) Option setting is different from the debug build

プロジェクト > プロパティ > 文字セット「マルチバイト文字セットを使用する」 etc.

(3) Adding dependent libraries

エラー 613 error LNK1104: ファイル 'glut32.lib' を開くことができません。 C:\Users\mhidaka\Documents\PlaygroundOSS\Engine\porting\Win32\LINK OSSGameLibraryWin32

(4) Unresolved external lib Link

http://blog.yastrebkov.com/2010/08/unresolved-externals-while-linking.html

(5) Unresolved external lib Link

エラー 1 error LNK2001: 外部シンボル ""bool __cdecl GameSetup(void)" (?GameSetup@@YA_NXZ)" は未解決です。 C:\Users\mhidaka\Documents\PlaygroundOSS\Engine\porting\Win32\GameLibraryWin32.obj OSSGameLibraryWin32

gladle error "failed to find Build Tools revision 18.1.0"

以下の様に怒られる場合の対処法

:preBuild UP-TO-DATE
:preDebugBuild UP-TO-DATE
:prepareDebugDependencies
:compileDebugAidl
Ignoring sample 'android-11': does not contain source.properties.
:compileDebugAidl FAILED

FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':compileDebugAidl'.
> failed to find Build Tools revision 18.1.0

androidのコマンドを使ってBuild Tools revision 18.1.0とBuild Tools revision 18.1.1を追加すると動くようになる。(どっちかはいらないかも)
新しくインストールした場合やアップデートした場合にデフォルトでは入らないので
表示されてるバージョンを入れるようにする。

Game project separated by engine project

ゲームのプロジェクトのリポジトリにエンジンのコードが極力入らないようにしてほしいです。
プロジェクトは、そのフォルダ配下を持ってくるだけで、完全に動くようになっていて欲しいです。

sysExit() is not working

issue title describes well.

I dug code a bit and found out frameFlip() doesn't esteem bool value returned by execute().

We have to restructure sysExit scheme a bit and make it production quality (especially it's good for Android games).


btw, m_bExit is true when a game is running and turned off when exit, which is not appropriate by its name

pointed out by @zaki50

iOS Deployment Target 4.3 is invalid

The current iOS Deployment Target is 4.3.
But UITextAlignment... changes iOS6.0 to NSTextAlignment...

PlaygroundOSS used NSTextAlignment.

  • Emulator is noploblem.
  • Actual transfer output issue.

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