Language updates and C++ work

This commit is contained in:
Eric Froemling 2020-10-09 09:15:58 -07:00
parent 81365a665e
commit 7de28df23d
6 changed files with 22 additions and 58 deletions

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@ -420,7 +420,7 @@
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"assets/build/ba_data/data/languages/chinese.json": "https://files.ballistica.net/cache/ba1/c3/3f/c37ac3c65ac65f171af9313a502a",
@ -440,7 +440,7 @@
"assets/build/ba_data/data/languages/indonesian.json": "https://files.ballistica.net/cache/ba1/9a/3d/9aff685d04d2e1cabb2f9ddafcf3",
"assets/build/ba_data/data/languages/italian.json": "https://files.ballistica.net/cache/ba1/33/04/b1c54ce2b8979cc983aecc781228",
"assets/build/ba_data/data/languages/korean.json": "https://files.ballistica.net/cache/ba1/0a/84/bbb6ed2abf66509406f534cbbb52",
"assets/build/ba_data/data/languages/persian.json": "https://files.ballistica.net/cache/ba1/30/f9/b4f4e8ff8e3c8372162b2c98f3e1",
"assets/build/ba_data/data/languages/persian.json": "https://files.ballistica.net/cache/ba1/1e/67/f8d1d6579698c10af9da2ecb62d9",
"assets/build/ba_data/data/languages/polish.json": "https://files.ballistica.net/cache/ba1/88/4b/6745a1a58220772e259f0de51196",
"assets/build/ba_data/data/languages/portuguese.json": "https://files.ballistica.net/cache/ba1/42/b5/7612cce15fe4555889585108b3ef",
"assets/build/ba_data/data/languages/romanian.json": "https://files.ballistica.net/cache/ba1/44/3c/7cc06ca8d5475e1687d0ed05bdbf",
@ -3934,14 +3934,14 @@
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}

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@ -29,8 +29,8 @@
<w>achname</w>
<w>achs</w>
<w>acinstance</w>
<w>ack'ed</w>
<w>ack</w>
<w>ack'ed</w>
<w>acked</w>
<w>acks</w>
<w>acnt</w>
@ -151,8 +151,8 @@
<w>bacommon</w>
<w>badguy</w>
<w>bafoundation</w>
<w>ballistica's</w>
<w>ballistica</w>
<w>ballistica's</w>
<w>ballisticacore</w>
<w>ballisticacorecb</w>
<w>bamaster</w>
@ -793,8 +793,8 @@
<w>gamedata</w>
<w>gameinstance</w>
<w>gamemap</w>
<w>gamepad's</w>
<w>gamepad</w>
<w>gamepad's</w>
<w>gamepadadvanced</w>
<w>gamepads</w>
<w>gamepadselect</w>
@ -1177,8 +1177,8 @@
<w>lsqlite</w>
<w>lssl</w>
<w>lstart</w>
<w>lstr's</w>
<w>lstr</w>
<w>lstr's</w>
<w>lstrs</w>
<w>lsval</w>
<w>ltex</w>
@ -1803,8 +1803,8 @@
<w>sessionname</w>
<w>sessionplayer</w>
<w>sessionplayers</w>
<w>sessionteam's</w>
<w>sessionteam</w>
<w>sessionteam's</w>
<w>sessionteams</w>
<w>sessiontype</w>
<w>setactivity</w>
@ -2135,8 +2135,8 @@
<w>txtw</w>
<w>typeargs</w>
<w>typecheck</w>
<w>typechecker's</w>
<w>typechecker</w>
<w>typechecker's</w>
<w>typedval</w>
<w>typeshed</w>
<w>typestr</w>

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@ -1,5 +1,5 @@
<!-- THIS FILE IS AUTO GENERATED; DO NOT EDIT BY HAND -->
<h4><em>last updated on 2020-10-02 for Ballistica version 1.5.26 build 20194</em></h4>
<h4><em>last updated on 2020-10-09 for Ballistica version 1.5.26 build 20195</em></h4>
<p>This page documents the Python classes and functions in the 'ba' module,
which are the ones most relevant to modding in Ballistica. If you come across something you feel should be included here or could be better explained, please <a href="mailto:support@froemling.net">let me know</a>. Happy modding!</p>
<hr>

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@ -29,9 +29,8 @@
namespace ballistica {
// These are set automatically via script; don't change here.
const int kAppBuildNumber = 20195;
const int kAppBuildNumber = 20196;
const char* kAppVersion = "1.5.26";
const char* kBlessingHash = nullptr;
// Our standalone globals.
// These are separated out for easy access.
@ -178,7 +177,6 @@ auto BallisticaMain(int argc, char** argv) -> int {
}
}
}
// printf("BLESSED? %d\n", static_cast<int>(IsUnmodifiedBlessedBuild()));
g_platform->WillExitMain(false);
return g_app_globals->return_value;
@ -301,40 +299,6 @@ void SetPythonException(PyExcType python_type, const char* description) {
Python::SetPythonException(python_type, description);
}
auto IsUnmodifiedBlessedBuild() -> bool {
// Assume debug builds are not blessed (we'll determine this after
// we finish calcing blessing hash, but this we don't get false positives
// up until that point)
if (g_buildconfig.debug_build()) {
return false;
}
// Return false if we're unblessed or it seems that the user is likely
// mucking around with stuff. If we just don't know yet
// (for instance if blessing has calc hasn't completed) we assume we're
// clean.
if (g_app_globals && g_app_globals->user_ran_commands) {
return false;
}
// If they're using custom app scripts, just consider it modified.
// Otherwise can can tend to get errors in early bootstrapping before
// we've been able to calc hashes to see if things are modified.
if (g_platform && g_platform->using_custom_app_python_dir()) {
return false;
}
// If we don't have an embedded blessing hash, we're not blessed. Duh.
if (kBlessingHash == nullptr) {
return false;
}
// If we have an embedded hash and we've calced ours
// and it doesn't match, consider ourself modified.
return !(g_app_globals && !g_app_globals->calced_blessing_hash.empty()
&& g_app_globals->calced_blessing_hash != kBlessingHash);
}
} // namespace ballistica
// If desired, define main() in the global namespace.

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@ -38,7 +38,6 @@ namespace ballistica {
extern const int kAppBuildNumber;
extern const char* kAppVersion;
extern const char* kBlessingHash;
// Protocol version we host games with and write replays to.
// This should be incremented whenever there are changes made to the
@ -155,6 +154,7 @@ auto IsBootstrapped() -> bool;
/// Create/init our internal (non-public) parts.
auto CreateAppInternal() -> AppInternal*;
auto AppInternalGameThreadInit() -> void;
auto AppInternalHasBlessingHash() -> bool;
/// Does it appear that we are a blessed build with no known user-modifications?
auto IsUnmodifiedBlessedBuild() -> bool;

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@ -156,7 +156,7 @@ auto Logging::DirectSendLogs(const std::string& prefix,
// between blessing not being calced yet and being confirmed as un-blessed.
// FIXME: should probably do this in python layer log submits too.
std::string bless_calc_state;
if (kBlessingHash == nullptr) {
if (!AppInternalHasBlessingHash()) {
bless_calc_state = "nointhash";
} else if (g_app_globals == nullptr) {
bless_calc_state = "noglobs";