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[00:38] <rsn8887> ls
[00:38] <rsn8887> darn
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[03:44] <tsoliman_> group tsoliman saltar
[03:44] <tsoliman_> awesome
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[04:36] <GitHub20> [scummvm-sites] rsn8887 opened pull request #8: BUILDBOT: Fix PSP2 platform build .zip->zip (buildbot...vita) https://git.io/vyEje
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[04:37] <GitHub143> [scummvm-sites] rsn8887 closed pull request #8: BUILDBOT: Fix PSP2 platform build .zip->zip (buildbot...vita) https://git.io/vyEje
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[04:37] <GitHub4> [scummvm-sites] rsn8887 pushed 2 new commits to buildbot: https://git.io/vyEjJ
[04:37] <GitHub4> scummvm-sites/buildbot 30926e6 rsn8887: BUILDBOT: Fix PSP2 platform build .zip->zip
[04:37] <GitHub4> scummvm-sites/buildbot 0311987 rsn8887: Merge pull request #8 from rsn8887/vita...
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[05:50] <rsn8887> hmmm if I use configure with --enable-all-engines (like the buildbot does) the vita build crashes on startup, but if I don't use --enable-all-engines, it works.
[05:51] <rsn8887> Are there any engine-specific commands that are run on startup before the menu is even displayed?
[05:55] <tsoliman> could it be a memory issue, rsn8887?
[05:55] <tsoliman> Too many engines = a larger executable and more memory needed
[05:58] <rsn8887> hmm I thought of that too but the difference is between 16 MB and 19 MB I don't think that is it. I think I will wait until I have more time at my hands, and then test each unstable engine one by one to see which one causes the crash
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[06:44] <wjp> I'm not 100% sure what you mean by 'commands'
[06:46] <wjp> but there's not much engine specific code that gets run. We try to avoid global constructors, although it's not impossible one slipped through
[06:47] <wjp> Maybe meta-engine initialization, although I'll have to refresh my memory there
[06:48] <wjp> but since this is something we haven't heard from other platforms, something platform-specific seems more likely than something engine-specific. (But of course you never know)
[06:50] <wjp> have you looked at the crash in a debugger?
[06:53] <wjp> ./engines/gnap/fontdata.h:751:22: warning: declaration requires a global constructor [-Wglobal-constructors]
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[06:53] <wjp> so one did slip through; something to investigate
[06:54] <wjp> engines/titanic/true_talk/tt_npc_script.cpp:47:22: warning: declaration requires a global constructor [-Wglobal-constructors]
[06:54] <wjp> or two...
[06:55] <waltervn> morning
[06:58] <t0by> morning
[07:29] <wjp> Morning
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[07:44] <t0by> Strangerke: damn me I have forgotten to translate the news again. I WILL BY TONIGHT, I promise.
[07:45] <t0by> I did spam the GSOC page on my department's forum, though.
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[08:18] <Strangerke|work> hi guys
[08:18] <waltervn> hi Strangerke|work
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[15:44] <rsn8887> So the Vita buildbot version crashes because it uses --enable-all-engines . It looks like it is a memory issue, since it is not caused by a particular engine. Has this been solved on other platforms?
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[16:07] <rsn8887> Where is ScummVM's void main( ?
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[16:30] <logix> rsn8887: it's in a platform-specific file, something in backends/platform/
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[16:31] <rsn8887> logix: Thanks I found it. I am increasing the heap size on Vita, and test later today if that fixes the crash with --enable-all-engines.
[16:31] <rsn8887> If it is a stack problem, I have no clue how to fix that.
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[16:47] <_sev|work> rsn8887: do you have dynamic plugins implemented on PSP?
[16:53] <snover> wjp (or anyone): does it seem bad/weird to you to make Audio32 also extend Common::Mutex so it can be simply locked from outside (versus something like exposing a Common::Mutex member via getter method)?
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[17:29] <WooShell> meow =^.^=
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[18:10] <GitHub31> [scummvm] sev- pushed 2 new commits to master: https://git.io/vyzwO
[18:10] <GitHub31> scummvm/master 0a044b2 Eugene Sandulenko: DIRECTOR: Fix event mouse event processing in D3
[18:10] <GitHub31> scummvm/master ff7cff7 Eugene Sandulenko: DIRECTOR: Lingo: More debug output to call() method
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[18:10] <GitHub51> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyzwZ
[18:10] <GitHub51> scummvm/master 0345e74 Lothar Serra Mari: I18N: Update translation (German)...
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[18:57] <GitHub107> [scummvm] BenCastricum opened pull request #918: SCUMM: Fix for bug #1410 (Do not merge yet) (master...bugfixes) https://git.io/vyz1W
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[19:44] <t0by> evening
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[20:11] <rsn8887> Do you all push directly from your local repo's to master? Or is there a safer way I should use?
[20:11] <rsn8887> I keep getting these non-fast-forward errors when I try to push and I am scared.
[20:12] <rsn8887> .. to break master
[20:12] <rsn8887> but the Pull Request path is also awkward because it creates a merge commit every single time
[20:13] <rsn8887> in addition to the actual commit
[20:17] <bgK> rsn8887: http://wiki.scummvm.org/index.php/Git_tips#How_to_push_changes
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[20:51] <_sev> rsn8887: this is exactly how the mess in the PR was created. You must do 'git pull --rebase' before pushing
[21:07] <wjp> But please do understand how git works before pushing things. When in doubt, ask or submit a pull request anyway.
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[21:09] <rsn8887> Of course. I was aware of git pull --rebase and that's how I used to make PR's to Cpasjuste's branch. I just wanted to verify that everybody pushes directly (carefully) to master if there's just a single commit.
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[21:10] <rsn8887> So is it a known problem that ScummVM runs out of memory on startup if too many engines are statically included? I suppose that's why the dynamic_modules option was created?
[21:11] <wjp> single commit or not is unrelated to pushing directly vs pull request
[21:11] <wjp> pull requests are for discussion and review
[21:11] <wjp> single commits can very well need that too, and some longer sets of commits might not
[21:12] <rsn8887> I understand.
[21:13] <wjp> And, yes, the dynamic modules are to work around size limits, but your phrasing is a bit odd, so I'm not sure what you're asking exactly
[21:15] <t0by> Um, nitpicking
[21:16] <t0by> "pushing from your local repo to master" does not mean anything.
[21:16] <t0by> "master" is a branch.
[21:16] <t0by> then there is a local repository and n remotes, which might or might include a branch by that name.
[21:17] <t0by> (usually they do, but it's two different concepts).
[21:17] <wjp> pushing to master is pretty common shorthand for pushing to the master branch of the main repo
[21:17] <t0by> by the distributed nature of git, "local" means "whatever clone you are working on right now".
[21:17] <rsn8887> I get a crash on startup on the Vita port, before the menu is displayed, if I include too many of the unstable engines. It doesn't seem to matter which ones, it seems to be just how many I add. For example I can add all unstable engines, if I remove some stable ones etc.
[21:17] <t0by> wjp, I know, I did say "nitpicking" :)
[21:18] <snover> t0by: gsoc this year?
[21:18] <waltervn> rsn8887: how big is the binary compared to the available RAM?
[21:19] <rsn8887> Available RAM 512 MB, binary (with all engines) ~50 MB
[21:19] <rsn8887> Heap size 192MB
[21:19] <rsn8887> Stack unknown (I cannot set it, I think it is automatically adjusted by OS or compiler, no clue)
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[21:21] <Deledrius> It feels like GSOC 2016 just finished recently.
[21:21] <lakmalbuddikaluc> Hi all, I am Lakmal Buddika Meegahapola, an undergraduate at Department of Computer Science and Engineering, University of Moratuwa, Sri Lanka. I have more than 2 years of Game development experience and have good level of skills in working with UI and EX related aspects of software.
[21:21] <lakmalbuddikaluc> I would like to know more about Google Summer of Code 2017 projects.
[21:22] <snover> Deledrius: i know exactly what you mean.
[21:22] <lakmalbuddikaluc> Specially saying the 2 tasks under GUI tasks section.
[21:22] <lakmalbuddikaluc> specifically*
[21:23] <Deledrius> I mean I know I'm not directly involved, but it doesn't seem that long ago it was being discussed :p
[21:23] <Deledrius> Hi lakmalbuddikaluc!
[21:24] <t0by> lakmalbuddikaluc, welcome!
[21:24] <lakmalbuddikaluc> Would be glad if someone could get me through the details of projects. Here is a link to my resume: https://drive.google.com/file/d/0B57Kj0YJwkZbRnpkLTYtSXVvZ1E/view?usp=sharing
[21:24] <t0by> Ask away :)
[21:25] <lakmalbuddikaluc> Hi Delarious and +t0by :)
[21:25] <wjp> snover: hm, such use of Mutex does feel a bit weird, but too tired to really think it through now.
[21:26] <wjp> snover: feels a bit Java/synchronized-like :-)
[21:26] <snover> wjp: even a stopped language is right twice a day. yes, im pretty sure thats how that phrase goes.
[21:26] <wjp> snover: do you need something like that to get a consistent locking order for multiple mutexes?
[21:27] <t0by> lakmalbuddikaluc: _sev is your guy for GUI tasks.
[21:27] <wjp> snover: or to push the responsibility to a more logical place?
[21:27] <lakmalbuddikaluc> Thanks +t0by for the clarification.
[21:28] <t0by> Of course, if you have any specific question ask away, but Eugene aka _sev is the technical contact for those tasks.
[21:29] <lakmalbuddikaluc> @_sev Hi... can you please be kind enough give me more insight regarding the GUI tasks project.
[21:31] <lakmalbuddikaluc> Sure +t0by :) Thanks a lot.
[21:31] <snover> wjp: there are some places, e.g. kDoAudioStop, that retrieve a channel index, then call to do something to that channel. there is a possibility that the channel indexes may shift in between those two calls if readBuffer is invoked between them and a channel has finished playing back, since readBuffer will call Audio32::freeUnusedChannels which will call Audio32::stop which will shift things around
[21:33] <wjp> snover: but both of those are inside Audio32 itself?
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[21:33] <GitHub111> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vygkQ
[21:33] <GitHub111> scummvm/master 27368cc Peter Kohaut: CREATE_PROJECT: Add support for Visual Studio 2017
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[21:33] <snover> wjp: sorry, which both?
[21:34] <wjp> snover: ::stop and ::readBuffer
[21:34] <snover> yeah
[21:36] <wjp> peterkohaut: is it intentional that that changes the return value of getSolutionVersion() for _version == 14?
[21:37] <peterkohaut> wjp: i just noticed that i changed it wrongly, i'm commiting fix in a minute
[21:37] <peterkohaut> sorry
[21:39] <rsn8887> @waltervn: Have you seen this type of memory problem before (if it is a memory problem)
[21:40] <wjp> rsn8887: it's hard to say what the "type" of this memory problem is, but it's certainly possible that we hit some kind of platform limit
[21:40] <wjp> the memory sizes you mention are large enough that I'm a bit surprised
[21:40] <snover> another option would be to move the contents of functions like kDoAudioStop into a member function of Audio32, and keep the locking internal to Audio32
[21:41] <wjp> but who knows what specific limits there are
[21:42] <wjp> snover: oh right, I wasn't looking at the right function; missed the first findChannelByArgs call
[21:42] <waltervn> rsn8887: the binary is loaded into memory, so on platforms with very little RAM, a large binary size is definitely a problem. But I'm not sure that's the problem here
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[21:45] <waltervn> rsn8887: e.g. the Dreamcast has 16MB RAM, so if your binary is, say, 12MB, that only leaves 4MB for ScummVM to use at runtime
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[21:45] <GitHub118> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vygL9
[21:45] <GitHub118> scummvm/master 65ef0c8 Peter Kohaut: CREATE_PROJECT: Fixed solution version for Visual Studio 2015
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[21:45] <snover> does vita have some kind of ulimits-like thing that might restrict the process?
[21:45] <wjp> snover: there are some other locking issues in SCI that probably will require other (internal scummvm mixer) mutexes to be exposed externally
[21:46] <wjp> snover: related to the locking order for SCI midi and ScummVM mixer mutexes, IIRC
[21:46] <wjp> snover: but I could be mistaken about the details
[21:47] <snover> anything in midi/dosound unrelated to digital audio i just assume you are going to fix, wjp ;)
[21:47] <wjp> mmmmhm
[21:48] <waltervn> I'm approaching the end of the ADL tunnel, so maybe I can help out with something SCI in the near future
[21:49] <wjp> hrm, I can't remember if our mutexes are recursive
[21:50] <wjp> (SDL ones are, but I don't for other platforms)
[21:50] <snover> i sure hope they are.
[21:50] <logix> waltervn: great, now I'm thinking I should 1) try to find one of my dreamcasts (they're stored away in some boxes), 2) check if one still works, 3) do $HOMEBREW_STUFF with it (like run scummvm)... just to 4) store it away again
[21:50] <rsn8887> snover: You mean stack size? I could not find or get any detailed information about that from the VitaSDK and the Vita channel. It could be a stack issue.
[21:51] <waltervn> logix: there's still some activity in the Dreamcast homebrew scene, surprisingly
[21:51] <wjp> there are many potential limits other than heap/stack size
[21:52] <logix> waltervn: yeah, I read about stuff there something like a year ago, with new "commercial quality" games being released
[21:52] <wjp> anyway, bedtime here. Night
[21:52] <snover> good night :)
[21:52] <snover> waltervn: im excited to hear that :)
[21:53] <waltervn> night wjp
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[21:54] <logix> waltervn: once in a while I browse ebay and such hoping to get lucky and find a cheapish bba
[21:55] <logix> I doubt it'll ever happen, at least I do have a lan adapter
[21:55] <waltervn> I bought a BBA from Lik-Sang way back when... and then a year later they wanted to buy it back from me
[21:58] <waltervn> the MIDI adapter is pretty neat as well, but I don't think ScummVM supports it
[22:00] <snover> rsn8887: controls like ulimit/cgroups can limit process size, so even if there is enough physical ram, the image may be larger than the system allows. but i dont know anything about vita, or whether it has any such controls.
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[22:18] <rsn8887> snover: Since the Vita runs games such as Uncharted with 1.5 Gb of data etc. I doubt a little 50 MB executable should be above its limits, but that seems to be what I am seeing... I will do some more tests in a few hours and see what else I can find out. I will try increasing heap from 192 to 256 MB and higher, stripping the exe of all debug symbols, adding and removing engines to find out when the limit is really
[22:18] <rsn8887> hit.
[22:20] <fydo> game data size != executable size
[22:21] <rsn8887> True but surely some of these games have large executables?
[22:21] <rsn8887> Some games on Windows have 100 MB executables I bet the Vita is similar, but it is just a guess
[22:22] <rsn8887> I wonder why no-one has leaked the official VITA SDK documentation. Surely Sony sends it to all the developers, and I would guess it is just a large pdf.
[22:23] <fydo> I don't own Uncharted but I have dumped a few of my Vita games... let me check some file sizes for you :)
[22:24] <fydo> the eboot.bin for Wipeout 2048 is 5324kb
[22:25] <fydo> Tetris Ultimate is 32758kb, lol
[22:26] <m_kiewitz> Syberia 2 is currently available for free
[22:26] <m_kiewitz> ....
[22:26] <m_kiewitz> on Origin :P
[22:28] <rsn8887> And I just double-checked. My .elf file is 50 MB but the resulting eboot.bin is only 15 MB. So Tetris Ultimate is already larger than that. I should have been more clear. The eboot.bin executable must be compressed.
[22:30] <fydo> I think I read that Uncharted keeps a lot of its logic in scripts (kind of like what scumm does) to keep executable size down
[22:31] <fydo> but I'd say that a 15MB eboot shouldn't be a problem
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[22:44] <criezy> rsn8887: re: but the Pull Request path is also awkward because it creates a merge commit every single time
[22:44] <criezy> In the pull requests on GitHub you actually have a dropdown button that allows to create a merge commit, squash and merge or rebase and merge.
[22:44] <criezy> (if this is enabled for the project, and it is for ScummVM)
[22:44] <rsn8887> criezy: Which one of those will just "push" a single commit (no merge)
[22:45] <criezy> The last one (rebase and merge)
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[23:33] <-- WooShell left irc: Quit: If you understand or if you don't, if you believe or if you doubt - There's a universal justice, and the eyes of truth are always watching you.
[23:40] <wjp> Letting github do the rebase is a risk, since you can't preview/test the result
[23:41] <wjp> I would not recommend making a habit of that at all
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[23:52] <criezy> I agree with that. I think I have used it twice on simple single commit PR (such as updating a translation before Weblate was setup).
[00:00] --- Thu Mar 9 2017