Re: [gentoo-dev] games.eclass

2015-08-22 Thread Rich Freeman
On Sat, Aug 22, 2015 at 3:33 AM, Daniel Campbell (zlg) z...@gentoo.org wrote:

 Great question on the 'cdinstall' flag. Games from Humble Bundle and
 GOG are basically fetch-restricted and require the user to put the
 relevant distfile in /usr/portage/distfiles to install. 'cdinstall'
 could be applied only for games that the user wants to install via
 optical media. With it off, it could default to the fetch restriction.
 However, that could result in different checksums for the source. It
 may not be feasible to go the cdinstall route forever. Honestly, I'd
 need a concrete example and knowledge of the other releases to offer a
 better-informed opinion.

You hit a few issues here, and without trying to solution any of them
I'll elaborate just a bit more, and I think it does make a case for
there being value in a team focused on games:
1. As there is more emphasis on CI/QA/etc how do we control quality on
proprietary packages?
2. How do we know if a proprietary ebuild even builds/works?
3. What is our stance on maintainership/responsiveness/etc on these
kinds of packages, since we're so dependent on maintainers who have
access?

Besides this there is also the fact that games tend to be demanding on
graphics drivers and opengl/sdl/etc.


 I think hasufell works on games... thoughts?


I've actually had a few contact me privately now expressing interest
in games, so perhaps there is an opportunity to put the band back
together.  If anybody else would like to be among them please let me
know, and for those who have contacted me thanks and if you have
concerns with me sharing your name/address (but not any private
comments you have made) with the rest of the interested team please
let me know.

Also, thanks for those who have taken a bit of time to vent
frustrations both on the list and privately.  I'd like to see
something constructive come out of all this, as James recently
expressed.  I don't want to promise miracles though - I will say that
some frustrations I've seen expressed (by more than one on this topic
already) are the sorts of things you can find on blogs across the FOSS
world.

We do work that is important and often unpaid.  We tend to have deep
technical skills but exercise them in huge communities where
interpersonal issues become magnified.  We are activists and artists
and architects all at once.  We're changing the world in ways that are
often unnoticed not only by the public, but by ourselves.  This is
true of the entire FOSS world, but it seems especially true of Gentoo.

-- 
Rich



Re: [gentoo-dev] games.eclass

2015-08-22 Thread hasufell
On 08/22/2015 09:33 AM, Daniel Campbell (zlg) wrote:
 On 08/21/2015 02:09 PM, James Le Cuirot wrote:
 On Fri, 21 Aug 2015 12:42:07 -0700 Daniel Campbell (zlg)
 z...@gentoo.org wrote:
 
 Sure, we did drop this, but I don't really see this line of 
 argument actually accomplishing anything productive.  Creating
 a games team that fixes these issues would be productive.
 Letting others fix them is also productive.  Nobody is opposed
 to having a games project - it just seems like nobody cares
 enough to actually make it happen. That's ok - we can still get
 things done.

 What would be required to revive the games project? One of the
 reasons I became a dev was to help out the games team, and if
 it's defunct, I want to see what's necessary to fix it. I'm still
 a new dev (May 2015), but I wouldn't mind doing some dirty work
 if it means we can put squabbles like this behind us and get
 enough devs together to give game ebuilds the attention they
 deserve. I don't have a lot of free time, but sitting here
 discussing stuff isn't fixing anything, either... If I can spend
 what little Gentoo time I have on fixing things, I'd be glad to.
 
 At last, some positivity! As I said before, I would like to work on
 a few games too. I would certainly take up any Java-based ones and
 I have four of those in mind already. I've dabbled with ebuilds for
 many other games in the past, some already in the tree and some
 not, and some from source, some not. The Humble Bundle games are of
 particular interest to me. I'm obviously bogged with the more
 boring Java stuff for the foreseeable future though so as much as
 I'd like to, stepping up to be a lead would be unwise.
 
 I, too, have interest in Humble Bundle games since most of the games I
 have and can test come from them.
 
 
 Do we actually need a team? Games come in all shapes and sizes so
 I think the assertion that they should be handled like any other 
 application is somewhat valid. Many games are commercial so it's 
 likely that certain games would only be handled by one or two team 
 members anyway. The main thing I've been concerned about in the
 past is how to handle data. Should it be packaged separately? How
 do we handle the cdinstall flag these days when there are also
 multiple online sources like Humble Bundle and GOG? Do we just do
 whatever seems best for the game in question? I'd be happy to hold
 such discussions in a distro-wide fashion though.
 
 Despite games being just another application, I think they differ
 simply because they're a *different type* of application. Fonts and
 icon-sets are similar to games in that they are mostly assets, and
 they get the separate treatment they deserve. Games are an odd mix of
 software and assets, so I think they deserve to be considered their
 own type of software. They're also built in different ways than most
 typical software is.
 

Games differ in a lot of ways and they _require_ different policies. In
some cases this also means more lax policies and in some cases more
strict policies.

An example is unbundling libraries. While unbundling libraries is often
a good idea for regular well-maintained projects, it can often cause
various problems for games:
* games upstreams often modify 3rd party libraries
* games upstreams often use libraries in very fishy ways, so you really
need a very specific version
* for proprietary games breakage often happens randomly at runtime
* proprietary games may also break silently when library XY is bumped in
the tree

I've seen both opensource games and proprietary games that break when
you unbundle libraries. One example is games-action/supertuxkart that
was broken by a lot of packagers (including archlinux), because they
didn't ask upstream if it was a good idea to unbundle Irrlicht. It wasn't.
Another example is games-rpg/baldurs-gate-ee which has some weird
graphical glitches when you unbundle libraries.

The primary concern of gamers is that the game runs and that they can
reasonably install it (see the games-roguelike/nethack bug which was
unsolved for 8 years).

Because of that, I provide a 'bundled-libs' USE flag for almost all
proprietary games I package (e.g. those from GOG). So in case something
breaks, the user can still opt-out of all this.

Similarly, when upstream starts to heavily patch a library or when the
system version of the library doesn't work half of the time for this
game, then I simply drop back to the bundled version (probably creating
a bug report or a note for that too), so that people can still enjoy it.

And this is just one example where games-specific policies/guidelines
are necessary. Another topic is ebuild cleanups which have to be handled
differently for various reasons.

 Great question on the 'cdinstall' flag. Games from Humble Bundle and
 GOG are basically fetch-restricted and require the user to put the
 relevant distfile in /usr/portage/distfiles to install. 'cdinstall'
 could be applied only for games that the user wants to install 

Re: [gentoo-dev] games.eclass

2015-08-22 Thread Daniel Campbell (zlg)
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA256

On 08/21/2015 02:09 PM, James Le Cuirot wrote:
 On Fri, 21 Aug 2015 12:42:07 -0700 Daniel Campbell (zlg)
 z...@gentoo.org wrote:
 
 Sure, we did drop this, but I don't really see this line of 
 argument actually accomplishing anything productive.  Creating
 a games team that fixes these issues would be productive.
 Letting others fix them is also productive.  Nobody is opposed
 to having a games project - it just seems like nobody cares
 enough to actually make it happen. That's ok - we can still get
 things done.
 
 What would be required to revive the games project? One of the
 reasons I became a dev was to help out the games team, and if
 it's defunct, I want to see what's necessary to fix it. I'm still
 a new dev (May 2015), but I wouldn't mind doing some dirty work
 if it means we can put squabbles like this behind us and get
 enough devs together to give game ebuilds the attention they
 deserve. I don't have a lot of free time, but sitting here
 discussing stuff isn't fixing anything, either... If I can spend
 what little Gentoo time I have on fixing things, I'd be glad to.
 
 At last, some positivity! As I said before, I would like to work on
 a few games too. I would certainly take up any Java-based ones and
 I have four of those in mind already. I've dabbled with ebuilds for
 many other games in the past, some already in the tree and some
 not, and some from source, some not. The Humble Bundle games are of
 particular interest to me. I'm obviously bogged with the more
 boring Java stuff for the foreseeable future though so as much as
 I'd like to, stepping up to be a lead would be unwise.

I, too, have interest in Humble Bundle games since most of the games I
have and can test come from them.

 
 Do we actually need a team? Games come in all shapes and sizes so
 I think the assertion that they should be handled like any other 
 application is somewhat valid. Many games are commercial so it's 
 likely that certain games would only be handled by one or two team 
 members anyway. The main thing I've been concerned about in the
 past is how to handle data. Should it be packaged separately? How
 do we handle the cdinstall flag these days when there are also
 multiple online sources like Humble Bundle and GOG? Do we just do
 whatever seems best for the game in question? I'd be happy to hold
 such discussions in a distro-wide fashion though.
 
Despite games being just another application, I think they differ
simply because they're a *different type* of application. Fonts and
icon-sets are similar to games in that they are mostly assets, and
they get the separate treatment they deserve. Games are an odd mix of
software and assets, so I think they deserve to be considered their
own type of software. They're also built in different ways than most
typical software is.

Great question on the 'cdinstall' flag. Games from Humble Bundle and
GOG are basically fetch-restricted and require the user to put the
relevant distfile in /usr/portage/distfiles to install. 'cdinstall'
could be applied only for games that the user wants to install via
optical media. With it off, it could default to the fetch restriction.
However, that could result in different checksums for the source. It
may not be feasible to go the cdinstall route forever. Honestly, I'd
need a concrete example and knowledge of the other releases to offer a
better-informed opinion.

I think hasufell works on games... thoughts?

- -- 
Daniel Campbell - Gentoo Developer
OpenPGP Key: 0x1EA055D6 @ hkp://keys.gnupg.net
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Re: [gentoo-dev] games.eclass

2015-08-22 Thread James Le Cuirot
On Sat, 22 Aug 2015 13:10:54 +0200
hasufell hasuf...@gentoo.org wrote:

Great response, thanks!

 Because of that, I provide a 'bundled-libs' USE flag for almost all
 proprietary games I package (e.g. those from GOG). So in case
 something breaks, the user can still opt-out of all this.

I like unbundling but I also like this compromise. I wrote a wrapper
for launching Minecraft that allows the libraries to be unbundled but
because Minecraft updates are automatically downloaded by the official
launcher, I had to make it resilient to new dependencies suddenly
appearing and I also had to make it easy to disable entirely in the
event of problems. As things stand, it is woefully out of date due to
my other Java duties but I'll get there.

 Data ebuilds with cdinstall and optional gog sources are already
 available, see
 https://gitweb.gentoo.org/repo/gentoo.git/tree/games-fps/duke3d-data/duke3d-data-1.0-r2.ebuild
 https://gitweb.gentoo.org/repo/gentoo.git/tree/games-rpg/arx-fatalis-data/arx-fatalis-data-1.21-r2.ebuild

REQUIRED_USE=^^ ( cdinstall gog )

That is great use of REQUIRED_USE. Last time I looked at this,
REQUIRED_USE didn't exist so I hadn't seen any examples but this is
exactly what I would have done.

 About data ebuilds... they make sense when at least some of these
 points are true:
 * data is very very big (you don't want extract 8GB just because you
 changed an engine USE flag)
 * upstream provides the engine and the data separately anyway
 * upstream sometimes bumps the data without bumping the engine or
 vice versa
 * we have a lot of data-specific USE flags (you don't want to
 recompile the whole engine just because you are trying different
 music-packs)
 * the data portion uses the cdinstall USE flag (you definitely want to
 decrease the number of times users have to look for their CD...)
 
 In some cases, we are forced to make data ebuilds anyway, e.g. when
 you have opensource engines for proprietary games.
 
 But there's no reason to split off -data ebuilds for every possible
 package. It's done if it makes sense and doesn't overcomplicate ebuild
 development and user-side configuration/installation.

I'm pleased to say I was thinking along the same lines. This gives me
confidence that I could contribute games without upsetting anybody, be
it alone or part of a team.

-- 
James Le Cuirot (chewi)
Gentoo Linux Developer


pgpPMW8AvIpij.pgp
Description: OpenPGP digital signature


[gentoo-dev] Last rites: x11-base/nouveau-drm

2015-08-22 Thread Matt Turner
# Matt Turner matts...@gentoo.org (22 Aug 2015)
# nouveau has been in the kernel since 2.6.33
# Masked for removal in 30 days.
x11-base/nouveau-drm



Re: [gentoo-dev] games.eclass

2015-08-22 Thread Rich Freeman
On Sat, Aug 22, 2015 at 4:47 PM, hasufell hasuf...@gentoo.org wrote:
 So my point stands. Games require their own set of policies (and ebuild
 writing guidelines).

I think we're somewhat talking past each other.  I'm not debating that
it may be beneficial for games to have some specific policies, and
those should be taken as they come.  However, many of the examples
that are coming up don't really strike me as games-specific so much as
general issues that apply often to games.

Just take it one issue at a time, and think about both the tree and
games when you make them.  We can always revisit at the distro level
if necessary.


-- 
Rich



Re: [gentoo-dev] games.eclass

2015-08-22 Thread hasufell
On 08/22/2015 05:25 PM, Rich Freeman wrote:
 On Saturday, August 22, 2015, hasufell hasuf...@gentoo.org wrote:


 Games differ in a lot of ways and they _require_ different policies. In
 some cases this also means more lax policies and in some cases more
 strict policies.

 An example is unbundling libraries. While unbundling libraries is often
 a good idea for regular well-maintained projects, it can often cause
 various problems for games:
 * games upstreams often modify 3rd party libraries
 * games upstreams often use libraries in very fishy ways, so you really
 need a very specific version
 * for proprietary games breakage often happens randomly at runtime
 * proprietary games may also break silently when library XY is bumped in
 the tree
 
 
 While I get what you're saying, none of the specific issues you listed
 are actually unique to games, especially FOSS games.  These sorts of
 issues tend to happen with lots of desktop/multimedia-oriented
 applications.  I do agree that they hit games pretty hard though and
 games maintainers should have a forum for discussing them.
 

Sure. You could say that there is no herd with special ebuilds. They all
have build systems, bundled libraries and dependencies. But that was not
the point.

The point are the common pitfalls and the way they are handled. And that
may differ greatly from other projects/herds, because you must keep in
mind what your users expect and what is reasonable in that context.
Tree-cleaning a vulnerable proprietary game is not reasonable. You just
hardmask it. That is different for kernel packages.
There are lots of other examples.

Most herds (like python, ruby and whatnot) have their own understanding
of consistency and quality that particularly applies to their domain.
You can't make everything global. Some thing you should make global
(e.g. if it is about dependency resolution, when to do revision bumps
and so on) and others not.

So my point stands. Games require their own set of policies (and ebuild
writing guidelines).



Re: [gentoo-dev] Re: Excessive rsync time after git migration

2015-08-22 Thread Philip Webb
150815 Holger Hoffstätte wrote:
 On Sat, 15 Aug 2015 15:29:21 -0400, Joshua Kinard wrote:
 I've been super-busy as of late and just recently ran 'emerge --sync'
 on my main dev box for the first time after the git migration.
 I just synced my main dev box again, ~10 hours after the last sync,
 but it looks like the 'Manifest' files for *every* package in the tree
 are getting downloaded with each sync.
 https://bugs.gentoo.org/show_bug.cgi?id=557192

I've just done my weekly 'eix-sync', which took  c 2 min :
it seems smoother than in CVS days  lack the lengthy 'metadata' list.
The problem seems to have been solved : thanks to whoever fixed it.

-- 
,,
SUPPORT ___//___,   Philip Webb
ELECTRIC   /] [] [] [] [] []|   Cities Centre, University of Toronto
TRANSIT`-O--O---'   purslowatchassdotutorontodotca




Re: [gentoo-dev] games.eclass

2015-08-22 Thread hasufell
On 08/22/2015 08:01 PM, Daniel Campbell (zlg) wrote:
 The primary concern of gamers is that the game runs and that they
 can reasonably install it (see the games-roguelike/nethack bug
 which was unsolved for 8 years).
 
 What happened with that bug? 8 years? That's insane!
 

It got fixed in several overlays and then later got force-fixed by QA.

 And this is just one example where games-specific
 policies/guidelines are necessary. Another topic is ebuild cleanups
 which have to be handled differently for various reasons.
 
 What ebuild cleanups are we talking about, specifically?
 

A great example is games-strategy/openra, which is very shaky in terms
of stability and if you want to play it on LAN, you definitely want more
than one version to try out.

Another example are fps games like games-fps/urbanterror where a lot of
servers still run older versions (and you might even want to play these
on LAN).

 
 Since you have some experience working on game ebuilds and are clearly
 invested in seeing games maintain their quality, what do you want to
 see happen to games on Gentoo? If we can gather a list of things we
 want to do or fix (from games maintainers, users, and other devs),
 maybe we can settle on actionable things and find a way forward.
 

Things I think that need to stay the same, although they can be improved:
* strict review policies, because I don't think it makes a lot of sense
to not communicate (we already had that). We have git, we can
communicate quickly and double check each others ebuilds/fixes. Games
ebuilds in particular have a lot of pitfalls.
* the team should have the freedom to enforce their own set of policies
and guidelines to a certain extent
* the team should be the go-to guys when it comes to games ebuilds
(pretty similar to what we have with other projects already... ofc you
can maintain your own python/games package without the python/games
herd, but it's really not very good style)

Things that need to change
* communicate more and be more open to global discussions
* be more open to community collaborations (github PRs for example)
* be proactive... don't just wait that people contact you
* actually process membership applications and extend the team
* be more active on the wiki and create useful sites (e.g. I started
https://wiki.gentoo.org/wiki/Games)
* try to bring more GoG and humble bundle games to the tree
* have an official games overlay for packages that really cannot meet
our current minimum standards (or other trash/graveyard/WIP things)...
the main work/collaboration however should happen in the tree
* help improve steam gaming on gentoo, even if it's just documentation
* improve official gentoo gaming support channels in general



Re: [gentoo-dev] games.eclass

2015-08-22 Thread Daniel Campbell (zlg)
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA256

On 08/22/2015 04:10 AM, hasufell wrote:
 On 08/22/2015 09:33 AM, Daniel Campbell (zlg) wrote:
 On 08/21/2015 02:09 PM, James Le Cuirot wrote:
 On Fri, 21 Aug 2015 12:42:07 -0700 Daniel Campbell (zlg) 
 z...@gentoo.org wrote:
 
 Sure, we did drop this, but I don't really see this line of
  argument actually accomplishing anything productive.
 Creating a games team that fixes these issues would be
 productive. Letting others fix them is also productive.
 Nobody is opposed to having a games project - it just seems
 like nobody cares enough to actually make it happen. That's
 ok - we can still get things done.
 
 What would be required to revive the games project? One of
 the reasons I became a dev was to help out the games team,
 and if it's defunct, I want to see what's necessary to fix
 it. I'm still a new dev (May 2015), but I wouldn't mind doing
 some dirty work if it means we can put squabbles like this
 behind us and get enough devs together to give game ebuilds
 the attention they deserve. I don't have a lot of free time,
 but sitting here discussing stuff isn't fixing anything,
 either... If I can spend what little Gentoo time I have on
 fixing things, I'd be glad to.
 
 At last, some positivity! As I said before, I would like to
 work on a few games too. I would certainly take up any
 Java-based ones and I have four of those in mind already. I've
 dabbled with ebuilds for many other games in the past, some
 already in the tree and some not, and some from source, some
 not. The Humble Bundle games are of particular interest to me.
 I'm obviously bogged with the more boring Java stuff for the
 foreseeable future though so as much as I'd like to, stepping
 up to be a lead would be unwise.
 
 I, too, have interest in Humble Bundle games since most of the
 games I have and can test come from them.
 
 
 Do we actually need a team? Games come in all shapes and sizes
 so I think the assertion that they should be handled like any
 other application is somewhat valid. Many games are commercial
 so it's likely that certain games would only be handled by one
 or two team members anyway. The main thing I've been concerned
 about in the past is how to handle data. Should it be packaged
 separately? How do we handle the cdinstall flag these days when
 there are also multiple online sources like Humble Bundle and
 GOG? Do we just do whatever seems best for the game in
 question? I'd be happy to hold such discussions in a
 distro-wide fashion though.
 
 Despite games being just another application, I think they
 differ simply because they're a *different type* of application.
 Fonts and icon-sets are similar to games in that they are mostly
 assets, and they get the separate treatment they deserve. Games
 are an odd mix of software and assets, so I think they deserve to
 be considered their own type of software. They're also built in
 different ways than most typical software is.
 
 
 Games differ in a lot of ways and they _require_ different
 policies. In some cases this also means more lax policies and in
 some cases more strict policies.
 
 An example is unbundling libraries. While unbundling libraries is
 often a good idea for regular well-maintained projects, it can
 often cause various problems for games: * games upstreams often
 modify 3rd party libraries * games upstreams often use libraries in
 very fishy ways, so you really need a very specific version * for
 proprietary games breakage often happens randomly at runtime *
 proprietary games may also break silently when library XY is bumped
 in the tree

Great points. Games often do rely on their bundled libraries, and
that's one of the biggest exceptions to the rule that I see *needs* to
apply to games; if bumping a dependent library breaks it, then we at
least need an option to make sure the game continues to work.

 I've seen both opensource games and proprietary games that break
 when you unbundle libraries. One example is
 games-action/supertuxkart that was broken by a lot of packagers
 (including archlinux), because they didn't ask upstream if it was a
 good idea to unbundle Irrlicht. It wasn't. Another example is
 games-rpg/baldurs-gate-ee which has some weird graphical glitches
 when you unbundle libraries.
 
 The primary concern of gamers is that the game runs and that they
 can reasonably install it (see the games-roguelike/nethack bug
 which was unsolved for 8 years).

What happened with that bug? 8 years? That's insane!

 Because of that, I provide a 'bundled-libs' USE flag for almost
 all proprietary games I package (e.g. those from GOG). So in case
 something breaks, the user can still opt-out of all this.

Right, that flag is really handy in my experience. If you've worked on
Torchlight, Rochard, or Shatter, I'd like to thank you for your work
on them. 'bundled-libs' is a lifesaver with those games because they
*do* use modified libraries and it's the path of least pain to get
them to work. 

Re: [gentoo-dev] games.eclass

2015-08-22 Thread Rich Freeman
On Saturday, August 22, 2015, hasufell hasuf...@gentoo.org wrote:


 Games differ in a lot of ways and they _require_ different policies. In
 some cases this also means more lax policies and in some cases more
 strict policies.

 An example is unbundling libraries. While unbundling libraries is often
 a good idea for regular well-maintained projects, it can often cause
 various problems for games:
 * games upstreams often modify 3rd party libraries
 * games upstreams often use libraries in very fishy ways, so you really
 need a very specific version
 * for proprietary games breakage often happens randomly at runtime
 * proprietary games may also break silently when library XY is bumped in
 the tree


While I get what you're saying, none of the specific issues you listed
are actually unique to games, especially FOSS games.  These sorts of
issues tend to happen with lots of desktop/multimedia-oriented
applications.  I do agree that they hit games pretty hard though and
games maintainers should have a forum for discussing them.

Where I think games tend to exacerbate this issue is that they're
often proprietary and non-free which makes detecting these issues
harder, and fixing them almost impossible for the library maintainers.
Also, they tend to not have equal FOSS substitutes.  A proprietary
word processor will tend to not have much interest in Gentoo because
there are so many decent FOSS alternatives.  Since games tend to be
more about the content then the engines, they tend to be expensive to
write FOSS replacements for, so people tend to use the proprietary
ones.

And that is why I think we have to be careful about just taking any
games issue and leaving it up to the games team.  I think they can
take the lead on raising these issues, and when nobody else has a
solution to their problems they should certainly have a bias for
action in solving them on their own.  However, when a problem does
have competing solutions across the tree or where there is value in
consistency we shouldn't just leave it up to the games team to do
whatever they want with the games.  Do we really want a world where
multimedia applications go in /usr/multimedia/bin, toolchain goes in
/usr/toolchain/bin, science goes in /usr/science/bin, and so on?  All
of those have projects, and all of them have unique concerns.  That
doesn't make all of their concerns unique.

--
Rich