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Bug#718323: RFS: hyperrogue/3.7+dfsg-1 [ITP] -- non-euclidean graphical rogue-like game



On Tue, Jul 30, 2013 at 8:17 PM, chrysn wrote:

> given that the game only displays its own static strings and usually
> ships the font file, i'd assume upstream will stay with sdl ttf, but i
> asked anyway.

The main advantage of fontconfig is not having to hard-code font
pathnames at build time nor in git. If you add pango/QuesoGLC then you
get fallback on secondary fonts, which is mainly useful for l10n.

> my impression was that it's a mixture of copy/pasted and one-shot import
> from somewhere else, possibly an ad-hoc process -- but i've asked for
> clarification here too.

Ok, thanks.

> that's the default value upstream ships in the make file. as it is
> packaged, i patched the make file to only -O3 if the flags are not given
> from outside, so it shouldn't affect debian. (the original makefile
> didn't respect any environment variables.)

Hmm, I missed that, ok.

> the build process is a single gcc invocation. --parallel wouldn't do
> anything, would it?

Right now no,

> given how rare upstream changelogs are outside of top-of-class
> upstreams, i sometimes wonder why this is even a check.

It is a pedantic level check, as a reminder to talk with upstream
about their development practices.

> done. should the .ico file remain in /usr/share/pixmaps? (i assume no.)

No, leave that out of the binary package.

> i wasn't aware of that tool, good to know, thanks and done.

Lots of useful stuff in devscripts.

> i blame the poor resolution to #277441.
>
> just kidding, now i know of the tool, fixed and done.

I would have liked lintian to run more tools but that doesn't seem to
be the direction taken so far.

> on my box, i got segfault crashes for single argument tests.
>
> i'm not sure exactly why, but they are related to hyper segfaulting when
> no DISPLAY variable is set (failure to check for SDL_Init return code).
> now runs flawlessly; probably the x server was under too heavy load, sdl
> didn't get proper windows back, and behaved as if the x server was gone.

Hmm, ok.

> i'm under the impression that this kind of thing might happen again --
> i've already spotted another zero pointer dereference
> (03-worm-segfault.patch), which might be indicative of a general
> sloppyness with respect to zero pointers and exit codes, but my stance
> on this is that it's sufficient quality for a game which neither has
> elevated privileges nor reads untrusted data.

Sounds reasonable.

-- 
bye,
pabs

http://wiki.debian.org/PaulWise


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