izzy Meyer said: > good to know. i'll look this over and see if we should disable testing > for now if I can't find a fix. > > > -------- Original Message -------- > From: Stepan Zolotuev <[email protected]> > Sent: January 11, 2025 8:59:08 PM CST > To: [email protected] > Subject: Re: NEW: games/luanti, & remove games/minetest > > Hi izzy, > > Luanti builds and plays fine, except for occasional lag spikes, but > that's probably just my laptop. make test reports 1 failure on amd64. > > > -- > Sent from a mobile, please excuse shitty formatting.
OK! I found a fix. The unit test that fails is the one related to
translations. Upon inspection, there is a hard depend on the devtest
game being installed. (I have autowrap enabled in my eMail client so
forgive weird formatting)
from src/unittest/test_translations.cpp:
```cpp
static std::string read_translation_file(const std::string &filename) {
auto gamespec = findSubgame("devtest");
REQUIRE(gamespec.isValid());
auto path = gamespec.gamemods_path + (DIR_DELIM
"testtranslations" DIR_DELIM "test_locale" DIR_DELIM) +
filename; std::string content;
REQUIRE(fs::ReadFile(path, content)); return content;
}
```
So, I did some digging, and there is a INSTALL_DEVTEST cmake
configure BOOL flag, so I enabled that in our port's CONFIGURE_FLAGS and
voila! Tests pass!
Kirill, Bryan, Stepan, Anthony, Thomas, I attached a new tarball to
this mail with the above changed, could you check it over and/or test
for me?
P.S.: 5.10.0 segfaults on exit, but this is a known issue from
upstream. https://github.com/minetest/minetest/issues/15333
Upon the 5.11.x release, they will move to SDL as a backend and fix
this issue. This will not be fixed for 5.10.0, so we'll just have to
put up with it for now.
Thanks!
--
iz (they/them)
> i like to say mundane things,
> there are too many uninteresting things
> that go unnoticed.
izder456 (dot) neocities (dot) org
luanti-5.10.0.tgz
Description: application/compressed-tar
