Re: [Wesnoth-dev] Using compression for savegames and addons

2007-12-02 Thread Mark de Wever
On Thu, Nov 29, 2007 at 08:24:12PM +, Jens Seidel wrote:
 On Thu, Nov 29, 2007 at 07:30:11PM +0100, Mark de Wever wrote:
  On Sun, Nov 25, 2007 at 07:02:38PM +0100, jeremy rosen wrote:
   I'll just reply about the boost part...
  
   yes it was discussed, and the idea of adding BOOST was accepted on 
   principle
 
 I do not remember any discussion on this list ...

It was [1]. Also we already use some boost stuff, but it has been copied
to the source tree. At least lexical_cast with some nice enhancements.

 As far as I know Boost has no stable API or ABI. Be prepared to depend
 on a single library version which may not be included in any distribution.
 
 I also noticed that many Boost maintainers do not respond and others
 don't want to commit bug fixes for other libraries. Even many very simple
 patches for build errors are ignored.

Any references for these claims?

Regards,
Mark de Wever

[1] https://mail.gna.org/public/wesnoth-dev/2007-05/msg00110.html

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Re: [Wesnoth-dev] Using compression for savegames and addons

2007-11-29 Thread Mark de Wever
On Sun, Nov 25, 2007 at 07:02:38PM +0100, jeremy rosen wrote:
 I'll just reply about the boost part...
 
 yes it was discussed, and the idea of adding BOOST was accepted on principle
 
 the problem that made us accept boost at the time was solved differently and
 thus, boost was never added.
 
 so yes, let's add boost, let's convert as much usage as possible to using
 boost.

I'll only add one library of boost, but we can add others later. Smart
pointers might be really helpful in some areas.
 
 the only trick is to give all packagers early warnings to iron out all OS
 specific bugs as early as possible to avoid having disgruntled users.

Ivanovic will warn them with the mail for 1.2.12.

I already wrote some code and will commit that after tagging 1.2.12. zlib
is already used for the pngs so the only additional extra dependency is 
boost.iostreams[1]. For Debian installing libboost-iostreams-dev did the 
trick.

[1] http://boost.org/libs/iostreams/doc/index.html

Regards,

Mark de Wever aka Mordante/SkeletonCrew

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Re: [Wesnoth-dev] Using compression for savegames and addons

2007-11-29 Thread Jens Seidel
On Thu, Nov 29, 2007 at 07:30:11PM +0100, Mark de Wever wrote:
 On Sun, Nov 25, 2007 at 07:02:38PM +0100, jeremy rosen wrote:
  I'll just reply about the boost part...
 
  yes it was discussed, and the idea of adding BOOST was accepted on principle

I do not remember any discussion on this list ...

  the problem that made us accept boost at the time was solved differently and
  thus, boost was never added.
 
  so yes, let's add boost, let's convert as much usage as possible to using
  boost.

 I'll only add one library of boost, but we can add others later. Smart
 pointers might be really helpful in some areas.

As far as I know Boost has no stable API or ABI. Be prepared to depend
on a single library version which may not be included in any distribution.

I also noticed that many Boost maintainers do not respond and others
don't want to commit bug fixes for other libraries. Even many very simple
patches for build errors are ignored.

This probably doesn't apply to smart pointers but be prepared for
trouble ...

Jens

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Re: [Wesnoth-dev] Using compression for savegames and addons

2007-11-25 Thread Mark de Wever
On Sun, Nov 25, 2007 at 06:27:11PM +0100, Nils Kneuper wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 David Philippi schrieb:
   I think we absolutely want the compression and adding boost was discussed
  often enough to be no question as well.
  Actually I'd also compress the upload to the campaign server and use 
  decompress / recompress there. Doesn't add much load since uploads are 
  infrequent but authors have less risk of connection loss due to shorter 
  upload times as well.
  
  Bye David
 
 Sounds very reasonable to me. I am for adding those dependencies, too. Using
 compression makes a whole lot of sense. And yes, using it for uploading does
 make much sense.

I agree that it makes sense for uploading, the only problem is that it
requires modifing the server quite a bit. Since I still plan to rewrite
the server in the 1.5 serie, I want to avoid to modify the server too
much at the moment.

So I want to do the easy stuff for 1.4 and let the rest wait on the
server and client rewrite.

Regards,
Mark

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Re: [Wesnoth-dev] Using compression for savegames and addons

2007-11-25 Thread Eric S. Raymond
Mark de Wever [EMAIL PROTECTED]:
 I want to use zlib[1] to write gzip files and probably use
 boost.iostreams[2] to make my life easier. 
 
 Do we want to have the compression and do we want to add the additional
 dependencies? 

I'd be OK with that.
-- 
a href=http://www.catb.org/~esr/;Eric S. Raymond/a

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