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Fix entdocs generation
AbandonedPublic

Authored by Stan on Jul 24 2020, 8:05 PM.

Details

Reviewers
Itms
Summary

Currently the version of entdocs at https://svn.wildfiregames.com/entity-docs/ is severly outdated.
The problem is that one cannot regenerate the full docs, this is because the mods are not loaded before running the -dumpSchema. This patch loads mods prior to that to fix it and update the script to make it only one command

Test Plan

Test that the game runs normally with and without mods, check you can generate different docs by changing your mods

Event Timeline

Stan created this revision.Jul 24 2020, 8:05 PM

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/2770/display/redirect

Stan updated this revision to Diff 12890.Jul 24 2020, 8:16 PM

Fix indent

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/2771/display/redirect

Imarok added a subscriber: Imarok.Jul 24 2020, 10:28 PM

Did this ever worked correctly?
If so when and what broke it?

Stan added a comment.Jul 24 2020, 10:31 PM

Well at least once see the link in the summary :)
Maybe the mod selection?

In D2902#125748, @Stan wrote:

Well at least once see the link in the summary :)
Maybe the mod selection?

If you think it worked for A22 then your change to GameSetup.cpp is not needed because the last change in the area you change is 6 years ago...

Stan added a comment.Jul 24 2020, 11:31 PM

Right. The lack of doc doesnt help ^^ i will try A22 to see

Stan added a comment.Jul 24 2020, 11:41 PM

Was indeed broken in A22

Itms added a comment.Jul 25 2020, 6:52 PM

Hey! I'm the one at fault here.

The docs generation works fine if you call pyrogenesis -mod=public -dumpSchema. Your patch looks correct at first sight, but I think there is a catch and it's not needed ?

On the other hand, I moved the docs generation to Jenkins, and the docs are sent to docs.wildfiregames.com, which used to be my hopeful home for the new design docs and stuff like this. I never found time to redirect documentation from svn.wfg.com to docs.wfg.com, and I think the latter is not going to be used anymore. So I just have to tweak Jenkins here.

Stan added a comment.EditedJul 27 2020, 12:01 PM

Okay I figured it out. Indeed specifying the mods work because InitVFS calls getmods which parses the args thus filling g_modsLoaded

So up to you whether one should pass mods or enable them in the game. If the former I will abandon this patch.

 	pyrogenesis_dbg.exe!GetMods(const CmdLineArgs & args={...}, int flags=8) Line 374	C++	Symbols loaded.
>	pyrogenesis_dbg.exe!InitVfs(const CmdLineArgs & args={...}, int flags=8) Line 460	C++	Symbols loaded.
 	pyrogenesis_dbg.exe!Init(const CmdLineArgs & args={...}, int flags=8) Line 874	C++	Symbols loaded.
 	pyrogenesis_dbg.exe!RunGameOrAtlas(int argc=3, const char * * argv=0x03c60008) Line 609	C++	Symbols loaded.
 	pyrogenesis_dbg.exe!SDL_main(int argc=3, char * * argv=0x03c60008) Line 686	C++	Symbols loaded.
 	pyrogenesis_dbg.exe!main_utf8(int argc=3, char * * argv=0x03c60008) Line 126	C	Symbols loaded.
 	pyrogenesis_dbg.exe!wmain(int argc=3, unsigned short * * wargv=0x014a6420, unsigned short * wenvp=0x014856b0) Line 151	C	Symbols loaded.
Stan abandoned this revision.Dec 7 2020, 4:55 PM

Meh.