testing that gitattributes change

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Eric 2023-06-06 11:37:22 -07:00
parent 9fae85ec48
commit e6f1131b12
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4 changed files with 46 additions and 45 deletions

40
.efrocachemap generated
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@ -4072,26 +4072,26 @@
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@ -1,4 +1,4 @@
### 1.7.20 (build 21049, api 8, 2023-06-06)
### 1.7.20 (build 21050, api 8, 2023-06-06)
- This seems like a good time for a `refactoring` release in anticipation of
changes coming in 1.8. Basically this means that a lot of things will be

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@ -28,7 +28,7 @@ if TYPE_CHECKING:
# Build number and version of the ballistica binary we expect to be
# using.
TARGET_BALLISTICA_BUILD = 21049
TARGET_BALLISTICA_BUILD = 21050
TARGET_BALLISTICA_VERSION = '1.7.20'
_g_env_config: EnvConfig | None = None

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@ -27,8 +27,8 @@ auto main(int argc, char** argv) -> int {
auto core_config =
ballistica::core::CoreConfig::FromCommandLineAndEnv(argc, argv);
// Arg-parsing may have yielded an error or printed simple output for things
// such as '--help', in which case we're done.
// Arg-parsing may have yielded an error or printed simple output for
// things such as '--help', in which case we're done.
if (core_config.immediate_return_code.has_value()) {
return *core_config.immediate_return_code;
}
@ -39,12 +39,13 @@ auto main(int argc, char** argv) -> int {
namespace ballistica {
// These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 21049;
const int kEngineBuildNumber = 21050;
const char* kEngineVersion = "1.7.20";
auto MonolithicMain(const core::CoreConfig& core_config) -> int {
// This code is meant to be run standalone so won't inherit any feature-set's
// globals; we'll need to collect anything we need explicitly.
// This code is meant to be run standalone so won't inherit any
// feature-set's globals; we'll need to collect anything we need
// explicitly.
core::CoreFeatureSet* l_core{};
core::BaseSoftInterface* l_base{};
@ -57,15 +58,15 @@ auto MonolithicMain(const core::CoreConfig& core_config) -> int {
}
}
// No matter what we're doing, we need the core feature set. Some ballistica
// functionality implicitly uses core, so we should always import it first
// thing even if we don't explicitly use it.
// No matter what we're doing, we need the core feature set. Some
// ballistica functionality implicitly uses core, so we should always
// import it first thing even if we don't explicitly use it.
l_core = core::CoreFeatureSet::Import(&core_config);
// If a command was passed, simply run it and exit. We want to act simply
// as a Python interpreter in that case; we don't do any environment setup
// (aside from the bits core does automatically such as making our built
// in binary modules available).
// If a command was passed, simply run it and exit. We want to act
// simply as a Python interpreter in that case; we don't do any
// environment setup (aside from the bits core does automatically such
// as making our built in binary modules available).
if (l_core->core_config().call_command.has_value()) {
auto gil{Python::ScopedInterpreterLock()};
bool success = PythonCommand(*l_core->core_config().call_command,
@ -81,9 +82,9 @@ auto MonolithicMain(const core::CoreConfig& core_config) -> int {
// -------------------------------------------------------------------------
// First, set up our environment using our internal paths and whatnot
// (essentially the baenv.configure() call). This needs to be done before
// any other ba* modules are imported since it may affect where those
// modules get loaded from in the first place.
// (essentially the baenv.configure() call). This needs to be done
// before any other ba* modules are imported since it may affect where
// those modules get loaded from in the first place.
l_core->python->MonolithicModeBaEnvConfigure();
// We need the base feature-set to run a full app but we don't have a hard
@ -105,20 +106,20 @@ auto MonolithicMain(const core::CoreConfig& core_config) -> int {
// Phase 3: "We come to it at last; the great battle of our time."
// -------------------------------------------------------------------------
// At this point we unleash the beast and then simply process
// events until the app exits (or we return from this function and let the
// At this point we unleash the beast and then simply process events
// until the app exits (or we return from this function and let the
// environment do that part).
if (l_base->AppManagesEventLoop()) {
// In environments where we control the event loop... do that.
l_base->RunAppToCompletion();
} else {
// Under managed environments we now simply return and let the environment
// feed us events until the app exits. However, we may need to first
// 'prime the pump' here for our main thread event loop. For instance, if
// our event loop is driven by frame draws, we may need to manually pump
// events until we receive the 'create-screen' message from the logic
// thread which gets our frame draws going.
// Under managed environments we now simply return and let the
// environment feed us events until the app exits. However, we may
// need to first 'prime the pump' here for our main thread event loop.
// For instance, if our event loop is driven by frame draws, we may
// need to manually pump events until we receive the 'create-screen'
// message from the logic thread which gets our frame draws going.
l_base->PrimeAppMainThreadEventPump();
}
} catch (const std::exception& exc) {