Re: [Wesnoth-dev] Using compression for savegames and addons
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 ___ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev
Re: [Wesnoth-dev] Using compression for savegames and addons
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 ___ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev
Re: [Wesnoth-dev] Using compression for savegames and addons
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 ___ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev
Re: [Wesnoth-dev] Using compression for savegames and addons
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 ___ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev
Re: [Wesnoth-dev] Using compression for savegames and addons
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 ___ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev