On 9 February 2010 12:04, James Paige <[email protected]> wrote:
> On Tue, Feb 09, 2010 at 11:49:37AM +1300, Ralph Versteegen wrote:
>>
>>    Is it too late to delay release? I found a rather large bug in music
>>    importation.
>>
>>    Ralph
>
> Yep, it too late to hold ypsiliform+2
> But I see absolutely no good reason why we couldn't release +3 tomorrow
> :)
>
> What is the import bug?
>
> ---
> James

Calling oggenc and madplay doesn't work when Custom's path contains
spaces. In addition, the fix for the SHELL call to oggenc/madplay
causing gfx_sdl to lose track of the state of the keyboard didn't work
either (recall that this happens on windows only, when not compiling
with -s console). GLOW reported that trying to import an mp3 file into
his game (his Custom's path contained all kinds of spaces, commas and
exclamation marks) caused the import to loop, walked through several
of his songs, and overwrote them with whatever ogg file was first in
the directory!

On testing, I managed to see SHELL cause SDL to get confused just
once, but GLOW reported that it happens most of the time on his
computer. As a workaround, I got him to switch to gfx_fb.

The way that Windows' system() (which is all that a call to SHELL on
windows is) handles spaces and quotes is braindead (seems to be a
holdover from the DOS 1.0 or whatever days, type "cmd /?" to read
about it) - its behaviour changes depending whether the last character
in the string is a quote, and much other insanity - but I figured out
how to fix it, the patch is attached (didn't wrap it in #ifdefs).
However, I didn't check it in because it doesn't fix the root problem,
which is that SHELL just doesn't work well enough. I want some
alternative to SHELL which runs asynchronously, returns program output
simply, optionally runs hidden without popping up a console on
Windows, and returns the program exit code. Since FB doesn't have
anything like this, I think we'll have wrap platform specific system
calls and build our own.
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