Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-06 Thread Per Inge Mathisen
On Mon, Oct 6, 2008 at 10:41 AM, Giel van Schijndel [EMAIL PROTECTED] wrote:
 Why do we even need the videos under revision control?

People asked the same question about the data/ stuff. It quickly
became clear that not having data under version control invited to
total chaos. Just image when someone updates one or more videos
through better re-encoding, and we have multiple versions floating
around. Or someone adds more subtitles, or whatever. IMHO, we need
one, authoritative source for all our stuff, and I do not feel
confident in anything short of a version controlled repository. A
tarball on some FTP/HTTP server is just not the same.

  - Per

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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-06 Thread Giel van Schijndel
Per Inge Mathisen schreef:
 On Mon, Oct 6, 2008 at 1:23 AM, Giel van Schijndel [EMAIL PROTECTED] wrote:
 Per Inge Mathisen schreef:
 BTW - what will happen to existing, checked out working copies if the
 current contents of trunk/ is moved?

 I don't want my existing working copies to die a sudden death.
 If you have any changes you in any of the directories (subdirectories
 included) that will be moved you'll find svn update to fail halfway
 (i.e. fail at anything  0% progress and  100% progress).
 
 In other words, pretty much all existing checked out working copies
 will stop working. I would prefer not doing the reorganization, then.
 Too much pain.
 
 Can we make a new directory videos/ side by side with originals/ and
 trunk/ to store the FMVs instead?

Why do we even need the videos under revision control?

 Then we can reorganize once we get a better revision control tool
 (subversion 1.5 or git or whatever).

Subversion 1.5 is released for quite a long time already and wouldn't
solve the above problem it's only got some better merge tracking.

As for Git, unlike Subversion, Git isn't capable of only
cloning/checking out a subdirectory of the repository, it checks out the
entire directory tree. Instead Git promotes the use of multiple
repositories if you want different trees.

-- 
Giel



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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-06 Thread Giel van Schijndel
Per Inge Mathisen schreef:
 On Mon, Oct 6, 2008 at 10:41 AM, Giel van Schijndel [EMAIL PROTECTED] wrote:
 Why do we even need the videos under revision control?
 
 People asked the same question about the data/ stuff. It quickly
 became clear that not having data under version control invited to
 total chaos. Just image when someone updates one or more videos
 through better re-encoding, and we have multiple versions floating
 around. Or someone adds more subtitles, or whatever. IMHO, we need
 one, authoritative source for all our stuff, and I do not feel
 confident in anything short of a version controlled repository. A
 tarball on some FTP/HTTP server is just not the same.

Ok, point taken. However I'd like to suggest that we use a *separate*
repository for those videos. I would personally prefer a git repository.
Because of its speed with cloning and checking out different revisions
(even with large data sets).

-- 
Giel



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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-06 Thread Per Inge Mathisen
On Mon, Oct 6, 2008 at 11:02 AM, Giel van Schijndel [EMAIL PROTECTED] wrote:
 Ok, point taken. However I'd like to suggest that we use a *separate*
 repository for those videos. I would personally prefer a git repository.
 Because of its speed with cloning and checking out different revisions
 (even with large data sets).

I am fine with that.

  - Per

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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Per Inge Mathisen
On Sun, Oct 5, 2008 at 7:50 AM, bugs buggy [EMAIL PROTECTED] wrote:
 With the upcoming release of the FMV patch in trunk, *before* we add the
 fmvs into the repo, I would like to confirm the data structure.

 trunk/data  (only pumpkin official stuff, + derivatives of their work?)
 trunk/code or trunk/source
 trunk/FMVs  (since it is optional?)
 trunk/tools  (for editors, utilities, and whatever else)
 trunk/3rdparty (*If* we go this route.  Though, I rather not.)

I would prefer to have tools as part of the code/ directory, since
they are (or should be) closely linked to the rest of the code.

trunk/FMVs - trunk/video ? Otherwise, I think this is a good idea,
since they are so big.

trunk/3rdparty - trunk/mods ? I am in favour of putting the best and
well-licensed mods in the repository, and giving their maintainers
write access. This makes it easier for us to package them as well as
keeping track of its history. The name 3rdparty makes it sound like
a storage area for external code, or something.

  - Per

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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Dennis Schridde
Am Sonntag, 5. Oktober 2008 07:50:39 schrieb bugs buggy:
 With the upcoming release of the FMV patch in trunk, *before* we add the
 fmvs into the repo, I would like to confirm the data structure.

 trunk/data  (only pumpkin official stuff, + derivatives of their work?)
 trunk/code or trunk/source
 trunk/FMVs  (since it is optional?)
- trunk/videos or trunk/movies, *if* we need this.
Though I think it would be ok to have it as a subdir of trunk/data? (Well, ok, 
I am a bit unsure. :P More to download if you dont want it, but it seems 
logical, you only download it once, the structure does not affect later 
packaging, ...)

--Devu


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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Giel van Schijndel
Per Inge Mathisen schreef:
 On Sun, Oct 5, 2008 at 7:50 AM, bugs buggy [EMAIL PROTECTED] wrote:
 With the upcoming release of the FMV patch in trunk, *before* we add the
 fmvs into the repo, I would like to confirm the data structure.

 trunk/data  (only pumpkin official stuff, + derivatives of their work?)
 trunk/code or trunk/source
 trunk/FMVs  (since it is optional?)
 trunk/tools  (for editors, utilities, and whatever else)
 trunk/3rdparty (*If* we go this route.  Though, I rather not.)
 
 I would prefer to have tools as part of the code/ directory, since
 they are (or should be) closely linked to the rest of the code.

Agreed. I would also prefer to use source instead of code.

 trunk/FMVs - trunk/video ? Otherwise, I think this is a good idea,
 since they are so big.

I agree on the video directory name, though I'm not sure if we should
put the videos in the repository at all...

 trunk/3rdparty - trunk/mods ? I am in favour of putting the best and
 well-licensed mods in the repository, and giving their maintainers
 write access. This makes it easier for us to package them as well as
 keeping track of its history. The name 3rdparty makes it sound like
 a storage area for external code, or something.

Perhaps we should just put the mods in another repository? That solves
the issue of giving maintainers write access without having to give
write access to the Warzone source as well...

Thus I suggest we use this directory layout for our own repository:
 trunk/data
 trunk/pkg
 trunk/source
 trunk/source/build_tools
 trunk/source/doc
 trunk/source/icons
 trunk/source/lib
 trunk/source/m4
 trunk/source/macosx
 trunk/source/makerules
 trunk/source/po
 trunk/source/src
 trunk/source/tools
 trunk/source/win32

Then use a layout like this for the mod repository:
 mod/branches
 mod/tags
 mod/trunk

Then restrict access to the mod subdirectories to only allow
maintainers of that mod to write to that part of the repo.

E.g. I was thinking of setting up the mod repository in a similar
fashion to how trac-hacks.org is set up.

trac-hacks.org allows you to create a new project, it'll then
automatically add the directory structure to the repository and grant
the creating user write access.

-- 
Giel



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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Christian Ohm
On Sunday,  5 October 2008 at  1:50, bugs buggy wrote:
 With the upcoming release of the FMV patch in trunk, *before* we add the
 fmvs into the repo, I would like to confirm the data structure.

Question: Why do you want to add those to SVN? I can understand the rest of the
data (well, perhaps not the music, but that is not that large), but the FVMs?
Those are large, won't really be modified and are not necessary for the game.

 trunk/data  (only pumpkin official stuff, + derivatives of their work?)
 trunk/code or trunk/source
 trunk/FMVs  (since it is optional?)

And even separated from the rest? What's the difference to just having a
separate archive then?

And when you don't have the movies in SVN, what exactly are the benefits of
separating source and data?

Packaging?  Were there any complaints about that? The Debian packaging system
easily allows the creation of separate packages from one source archive, and
I'd imagine any other deserving that name does as well.

Redownloading changed textures? How often are those changed? I think Buginator
complained about the bandwidth required comparing revisions before and after a
big change. But if the src and data are separated, that won't magically make
those old big changes go away, and introduce another one. And this problem
seems easier solved by having the complete SVN history locally, with a tool
like git-svn, hgsvn (for Mercurial) or SVK (I guess there are more, those are
just the ones I know of).

Those were the reasons listed in this thread, and both don't seem very
convincing to me. Are there other advantages I have missed?


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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Per Inge Mathisen
On Sun, Oct 5, 2008 at 2:43 PM, Giel van Schijndel [EMAIL PROTECTED] wrote:
 I would prefer to have tools as part of the code/ directory, since
 they are (or should be) closely linked to the rest of the code.

 Agreed. I would also prefer to use source instead of code.

This is imprecise, because there are sources for other things than
code, and this directory contains only code.

  - Per

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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Dennis Schridde
Am Sonntag, 5. Oktober 2008 16:47:47 schrieb Per Inge Mathisen:
 On Sun, Oct 5, 2008 at 2:43 PM, Giel van Schijndel [EMAIL PROTECTED] wrote:
  I would prefer to have tools as part of the code/ directory, since
  they are (or should be) closely linked to the rest of the code.
 
  Agreed. I would also prefer to use source instead of code.

 This is imprecise, because there are sources for other things than
 code, and this directory contains only code.
sourcecode? :P


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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Giel van Schijndel
Dennis Schridde schreef:
 Am Sonntag, 5. Oktober 2008 14:43:40 schrieb Giel van Schijndel:
 Thus I suggest we use this directory layout for our own repository:
 trunk/data
 trunk/pkg
 Why put pkg here?

pkg will need to be have access to both the source and data...

-- 
Giel



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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Giel van Schijndel
Per Inge Mathisen schreef:
 On Sun, Oct 5, 2008 at 2:43 PM, Giel van Schijndel [EMAIL PROTECTED] wrote:
 I would prefer to have tools as part of the code/ directory, since
 they are (or should be) closely linked to the rest of the code.
 Agreed. I would also prefer to use source instead of code.
 
 This is imprecise, because there are sources for other things than
 code, and this directory contains only code.

Using the directory layout I proposed it'll also contain the
translations (po), documentation (doc), icons (icons) and all build systems.

I suppose you could interpret the build systems as being part of the
code, I'm not sure how that'll apply to the other mentioned items though.

-- 
Giel



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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Giel van Schijndel
Christian Ohm schreef:
 On Sunday,  5 October 2008 at  1:50, bugs buggy wrote:
 With the upcoming release of the FMV patch in trunk, *before* we add the
 fmvs into the repo, I would like to confirm the data structure.
 
 Question: Why do you want to add those to SVN? I can understand the rest of 
 the
 data (well, perhaps not the music, but that is not that large), but the FVMs?
 Those are large, won't really be modified and are not necessary for the game.

I don't like the idea of adding the videos to our repo either...

 trunk/data  (only pumpkin official stuff, + derivatives of their work?)
 trunk/code or trunk/source
 trunk/FMVs  (since it is optional?)
 
 And even separated from the rest? What's the difference to just having a
 separate archive then?
 
 And when you don't have the movies in SVN, what exactly are the benefits of
 separating source and data?
 
 Packaging?  Were there any complaints about that? The Debian packaging system
 easily allows the creation of separate packages from one source archive, and
 I'd imagine any other deserving that name does as well.

Packaging by external parties is IMO a non-issue. If they have *real*
issues with whatever directory layout we provide then *they* should
bring that up on *this* mailing list. Considering that no such thing has
been brought to this list I'd consider packaging a void argument.

 Redownloading changed textures? How often are those changed? I think Buginator
 complained about the bandwidth required comparing revisions before and after a
 big change.

AFAIK that is the only reason.

 But if the src and data are separated, that won't magically make those old big
 changes go away, and introduce another one. 

No, it will definitely not solve the issues for, e.g., the PNG
shrinkage revisions.

It will indeed introduce a new problem (of larger scale) with the
revision that performs the directory layout migration as boundary.

The only advantage I can see is that, after said layout migration, huge
changes to the data (such as aforementioned PNG shrinkage) will have a
much less significant impact on the code when you need to jump between
revisions.

When put in that light changing the directory layout doesn't sound very
appealing to me anymore. In fact it sounds like the wrong solution to
this problem to me.

IMO a better solution would be to require changes of large amounts of
binary data to go through this mailing list first. Here changes would
be defined as having svn status give one of these values in the first
column: A, M or R. Whatever large means would have to be decided
upon.

 And this problem seems easier solved by having the complete SVN history 
 locally, with a tool like git-svn, hgsvn (for Mercurial) or SVK (I guess 
 there 
 are more, those are just the ones I know of).

Yup, especially when using the history of the repo heavily I prefer a
distributed solution (I'm mainly using git-svn myself).

 Those were the reasons listed in this thread, and both don't seem very
 convincing to me. Are there other advantages I have missed?

The only one I know of is faster history browsing in light of large
changes.

-- 
Giel



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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Per Inge Mathisen
BTW - what will happen to existing, checked out working copies if the
current contents of trunk/ is moved?

I don't want my existing working copies to die a sudden death.

  - Per

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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Giel van Schijndel
Per Inge Mathisen schreef:
 BTW - what will happen to existing, checked out working copies if the
 current contents of trunk/ is moved?
 
 I don't want my existing working copies to die a sudden death.

If you have any changes you in any of the directories (subdirectories
included) that will be moved you'll find svn update to fail halfway
(i.e. fail at anything  0% progress and  100% progress).

-- 
Giel



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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-04 Thread bugs buggy
On 9/25/08, bugs buggy [EMAIL PROTECTED] wrote:

 On 9/23/08, Per Inge Mathisen [EMAIL PROTECTED][EMAIL PROTECTED]
 wrote:

 One idea: How about using just one repository, but shaped like this:

 trunk/
 branches/
 tags/

 then a next level (example from inside trunk):

 trunk/code/
 trunk/data/
 trunk/originals/

 so if you wanted to download the latest of all, you would do svn up on
 trunk, while if you wanted to just grab a new code branch, you'd do
 svn up on trunk/code only.

 I do not see what you gain from using separate repositories, instead
 of separate directories inside a single repository. Am I missing
 something? I think it is a feature that with a single repository we
 would still have one global revision ID for everything, so you could
 say, test revision NNN, instead of test code revision NNN with data
 revision MMM.


 What you suggest would be fine.
 I just wasn't sure if it is better (or allowed) to have one big repository
 or not.
 If we do have a size limit, it is better to find out from GNA now, rather
 than running into this later.


With the upcoming release of the FMV patch in trunk, *before* we add the
fmvs into the repo, I would like to confirm the data structure.

trunk/data  (only pumpkin official stuff, + derivatives of their work?)
trunk/code or trunk/source
trunk/FMVs  (since it is optional?)
trunk/tools  (for editors, utilities, and whatever else)
trunk/3rdparty (*If* we go this route.  Though, I rather not.)

The main reason I don't think we should have 3rd party content in the repo
is:
a) they need access to the repo in order to fix/modify/change it.
b) if we include a mod or two, we are obligated to stick all the other mods
that people make.
c) license issues.
d) we got lots of other good content that *isn't* in the repo  (lots of nice
music available on the forums), and it doesn't seem fair to include only
some stuff, and not other stuff.
e) filling up the repo without a real good reason with the extra data.

Therefore, I think it is best that we remove all 3rd party mods that we
have, and instead of the repo, stick them where they belong, like
http://download.gna.org/warzone/ or perhaps a dedicated page on the main
site.
This would even out the playing field, and not clog up the repo with extra
files.
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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-09-24 Thread bugs buggy
On 9/23/08, Per Inge Mathisen [EMAIL PROTECTED] wrote:

 One idea: How about using just one repository, but shaped like this:

 trunk/
 branches/
 tags/

 then a next level (example from inside trunk):

 trunk/code/
 trunk/data/
 trunk/originals/

 so if you wanted to download the latest of all, you would do svn up on
 trunk, while if you wanted to just grab a new code branch, you'd do
 svn up on trunk/code only.

 I do not see what you gain from using separate repositories, instead
 of separate directories inside a single repository. Am I missing
 something? I think it is a feature that with a single repository we
 would still have one global revision ID for everything, so you could
 say, test revision NNN, instead of test code revision NNN with data
 revision MMM.


What you suggest would be fine.
I just wasn't sure if it is better (or allowed) to have one big repository
or not.
If we do have a size limit, it is better to find out from GNA now, rather
than running into this later.
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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-09-23 Thread Dennis Schridde
Am Dienstag, 23. September 2008 06:08:37 schrieb bugs buggy:
 I was thinking it might be a good time to either split the repository into
 dedicated sections, or have multiple repositories.
Can someone state the pros and cons for that? (esp. the pros...) What led to 
that idea?

 One should be only used for source, and the other only for data.

 The question remains, do we stick with GNA, even though they still are
 having some issue?
What issues do they have? I was told by non-Gna-members that the SVN server 
had been replaced? (Sadly my communications with the project itself can 
somehow not be established... :( )

 Is having multiple repositories allowed on GNA?
I would have to investigate whether multiple repositories for one project are 
possible via Savana. But having multiple projects for one thing on Gna is 
afaik not an issue (this is not an official statement, will have to ask for 
that, too :P ). I am building this view on the statement Large software 
distributions are not allowed; they should be split into separate projects. 
as found on https://gna.org/register/.

 Should we take the data to a new host to test the waters?

 Or is having
 data not allowed as a 'project' on like source forge, or whatever?
I do not know the SourceForge rules and I do not know anyone of their staff.
Furthermore SF is not free, they have loads of ads, even more flash and their 
servers are not really faster either... So if we find anything else, I'd 
rather go with that instead of SF...

To bring this up again: Why exactly can we not host our repository on 
wz2100.net? That sounds like the most effective and simple solution to me...
(In case we move away from Gna for whatever reason...)
We'd lack the project management functions as found in Savana, but then we are 
not that many people and adding a new SVN access every few months doesn't 
sound too bothersome. Permission to do that can even be handed out to other 
project members, so our admin (*waves to Kamaze*) does not have to be bothered 
with it.

--Devu


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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-09-23 Thread Dennis Schridde
Am Dienstag, 23. September 2008 12:00:18 schrieb Freddie Witherden:
 Hi Dennis,
Hello Fred and the rest of the Warzone 2100 Resurrection Project!

 On 23 Sep 2008, at 08:28, Dennis Schridde wrote:
  Am Dienstag, 23. September 2008 06:08:37 schrieb bugs buggy:
  I was thinking it might be a good time to either split the
  repository into
  dedicated sections, or have multiple repositories.
 
  Can someone state the pros and cons for that? (esp. the pros...)
  What led to
  that idea?

 Easier for distributors/packagers (separate packages). We are not all
 forced to re-download ~20MiB of images when someone decides to re-
 compress the tiles/textures.
One idea I just got:

We had that issue with originals and works-in-game data.
Maybe use different repositories for those?
data, data-for-game, game?
The data-for-game repos could be autogenerated from the data repository 
regularly. (Cronjob, buildbot, ...)
So data-creators would work on the originals in the data repository, and 
would not have to care about converting every piece themselves. We also would 
not require everyone to regenerate the for-game data themselves, since they 
can use the data-for-game repos if they want. That repos would also be what we 
finaly create the releases from.

  One should be only used for source, and the other only for data.
 
  The question remains, do we stick with GNA, even though they still
  are
  having some issue?
 
  What issues do they have? I was told by non-Gna-members that the SVN
  server
  had been replaced? (Sadly my communications with the project itself
  can
  somehow not be established... :( )

 It works fine for me.

  Is having multiple repositories allowed on GNA?
 
  I would have to investigate whether multiple repositories for one
  project are
  possible via Savana. But having multiple projects for one thing on
  Gna is
  afaik not an issue (this is not an official statement, will have to
  ask for
  that, too :P ). I am building this view on the statement Large
  software
  distributions are not allowed; they should be split into separate
  projects.
  as found on https://gna.org/register/.

 Thanks, would really appreciate it if you could.
I am currently trying to somehow connect with the rest of the team, but it 
seems the mailinglists are all moderated (or malfunctioning) so it might take 
a few days...

  To bring this up again: Why exactly can we not host our repository on
  wz2100.net? That sounds like the most effective and simple solution
  to me...
  (In case we move away from Gna for whatever reason...)
  We'd lack the project management functions as found in Savana, but
  then we are
  not that many people and adding a new SVN access every few months
  doesn't
  sound too bothersome. Permission to do that can even be handed out
  to other
  project members, so our admin (*waves to Kamaze*) does not have to
  be bothered
  with it.

 What if Kamaze gets hit by a bus?
Shared root access?

 Or goes nuts and rm -rf's everything?
I know already 3 mirrors of the SVN tree (Giel, me, Launchpad).
I also mirror the download area on Gna (to prevent issues like the rm-rf-hack 
which hit us last time).
We can do the same for the website and databases, I think.
Something I forgot?

Greetings,
Devurandom


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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-09-23 Thread Dennis Schridde
Hello WZRP, hello Per!

Am Dienstag, 23. September 2008 13:05:58 schrieb Per Inge Mathisen:
 One idea: How about using just one repository, but shaped like this:

 trunk/
 branches/
 tags/

 then a next level (example from inside trunk):

 trunk/code/
 trunk/data/
 trunk/originals/

 so if you wanted to download the latest of all, you would do svn up on
 trunk, while if you wanted to just grab a new code branch, you'd do
 svn up on trunk/code only.
Sound good, too.

 I do not see what you gain from using separate repositories, instead
 of separate directories inside a single repository. Am I missing
 something? I think it is a feature that with a single repository we
 would still have one global revision ID for everything, so you could
 say, test revision NNN, instead of test code revision NNN with data
 revision MMM.
data/trunk
data/branches/X
...
Would work too, and is equivalent to the split-repos approach. (Unless SVN 
shows bad performance with lots of data/revisions in one repos.)

(Sidenote: For Git (git-svn) this would mean to mirror the data/originals/code 
into different repositories, but that should not be an issue, I think.)

--Devu


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Re: [Warzone-dev] Splitting the repository into source data sections?

2008-09-23 Thread Elio Gubser


Am Dienstag, den 23.09.2008, 14:51 +0200 schrieb Dennis Schridde:
 Hello WZRP, hello Per!
 
 Am Dienstag, 23. September 2008 13:05:58 schrieb Per Inge Mathisen:
  One idea: How about using just one repository, but shaped like this:
 
  trunk/
  branches/
  tags/
 
  then a next level (example from inside trunk):
 
  trunk/code/
  trunk/data/
  trunk/originals/
 
  so if you wanted to download the latest of all, you would do svn up on
  trunk, while if you wanted to just grab a new code branch, you'd do
  svn up on trunk/code only.
 Sound good, too.

Hi all

i like per's idea (in an artist's point of view)
trunk/data
trunk/code
originals/
...

looks somehow better than
trunk/
trunk/data/
originals/
...

and imo better than
code/trunk
code/branches
code/tags
data/trunk
data/branches
data/tags
originals/

and you simply can checkout trunk/ and have everything you need, if you
only want to update source, go in code and update it..

i'm not for seperate repositories, code works with data and it should be
consistent each revision.

 The data-for-game repos could be autogenerated from the data
 repository 
 regularly. (Cronjob, buildbot, ...)
 So data-creators would work on the originals in the data repository, and 
 would not have to care about converting every piece themselves.
i would like to keep originals for work-in-progress, unfinished things,
models don't have to be updated very often.
with the (future) pie converter it isn't that difficult to do it every time

regards elio


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