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Delete duplicate art/textures/texture rng/rnc/xml files following rP15678
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Authored by elexis on Dec 8 2018, 1:45 PM.
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Summary

Since the public mod doesn't change these two files of the mod mod, the duplicates can be removed.
The files should be identical, because it's the C++ engine that determines which textures validation is correct.
public mod files added in r15377, rP15678 added the copy which should have been a file-move.

Test Plan

One can doublecheck that these are all rng/rnc/textures.xml duplicates.

Diff Detail

Repository
rP 0 A.D. Public Repository
Branch
/ps/trunk
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Unit
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Build Status
Buildable 6496
Build 10749: Vulcan BuildJenkins
Build 10748: arc lint + arc unit

Event Timeline

elexis created this revision.Dec 8 2018, 1:45 PM
Vulcan added a subscriber: Vulcan.Dec 8 2018, 1:49 PM

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

Linter detected issues:

Link to build: https://jenkins.wildfiregames.com/job/differential/817/

Stan added a subscriber: Stan.Dec 8 2018, 4:02 PM

One has to be careful to add a dependency to modmod when packaging the mods. Otherwise you will get bad textures if you remove textures.xml. Those files decide what compression will be used on a png file.

This will probably break validate.pl at line 177 if it doesn't suport mods, which I don't think it does.

elexis added a comment.EditedDec 8 2018, 5:37 PM

Whut? It's impossible to package without the modmod currently.

(Edit: I could run the script without problems.)

Stan added a comment.EditedDec 8 2018, 5:38 PM

I package without it all the time :) Unless it's loaded without me knowing.

elexis added a comment.Dec 8 2018, 5:48 PM

It's the same situation with mod/art/textures/ui/textures.xml it's only present in the "mod" mod, but the directory (without the xml file) also exists in "public".
And these rngs/rncs only exist in the public mod.
./mod/art/textures/texture.rng
./mod/audio/sound_group.rng
./mod/shaders/program.rng
./mod/gui/gui.rng
./mod/gui/gui_page.rng

The script you mentioned loads files from all mods present in the directory. The "mod" mod cannot be disabled in the pyrogenesis engine, so it's reasonable that the script may also rely on the presence of that mod or its successor.

Stan added a comment.Dec 8 2018, 5:51 PM

For the textures.xml i'm not sure whether it's not better to have it in the public mod and not in the mod mod. Sounds sane that xml validation be part of the engine, but textures.xml are directly relevant to the textures files one put in his mod. So I don't think it should be part of the engine.