From e7f17cb84bb16bc2f491c61af2f713c0928a43d3 Mon Sep 17 00:00:00 2001 From: Eric Froemling Date: Thu, 2 Jun 2022 08:45:11 -0700 Subject: [PATCH] tidying --- .efrocachemap | 40 +++++++++++++++++------------------ CHANGELOG.md | 2 +- README.md | 2 +- config/toolconfigsrc/pylintrc | 39 ++++++++++++---------------------- src/ballistica/ballistica.cc | 2 +- 5 files changed, 37 insertions(+), 48 deletions(-) diff --git a/.efrocachemap b/.efrocachemap index 9573b928..dcc10618 100644 --- a/.efrocachemap +++ b/.efrocachemap @@ -3992,26 +3992,26 @@ "assets/src/ba_data/python/ba/_generated/__init__.py": "https://files.ballistica.net/cache/ba1/ee/e8/cad05aa531c7faf7ff7b96db7f6e", "assets/src/ba_data/python/ba/_generated/enums.py": "https://files.ballistica.net/cache/ba1/b2/e5/0ee0561e16257a32830645239f34", "ballisticacore-windows/Generic/BallisticaCore.ico": "https://files.ballistica.net/cache/ba1/89/c0/e32c7d2a35dc9aef57cc73b0911a", - "build/prefab/full/linux_arm64_gui/debug/ballisticacore": "https://files.ballistica.net/cache/ba1/dc/7f/05950bee908e88580ce051972ad3", - 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V2 accounts are now available (woohoo!). These are called 'BombSquad Accounts' in the account section. V2 accounts communicate with a completely new server and will be the foundation for lots of new functionality in the future. However they also function as a V1 account so existing functionality should still work. Note that the new 'workspaces' feature for V2-accounts is not yet enabled in this build, but it will be in the next few builds. Also note that account types such as GameCenter and Google-Play will be 'upgraded' to V2 accounts in the future so there is no need to try this out if you use one of those. But if you use device-accounts you might want to create yourself a V2 account, since device-accounts will remain V1-only (though you can link an old device-account to a v2-enabled account if you want to keep your progress). Getting a V2 account now also gives you a chance to reserve a nice account-tag before all the good ones are taken. - Legacy account subsystem has been renamed from `ba.app.accounts` to `ba.app.accounts_v1` - Added `ba.app.accounts_v2` subsystem for working with V2 accounts. diff --git a/README.md b/README.md index 65fe61ee..810527ff 100644 --- a/README.md +++ b/README.md @@ -27,7 +27,7 @@ The Ballistica project is the foundation for the next generation of [BombSquad]( * A: No, BombSquad is still BombSquad. 'Ballistica' is simply the new name for the engine/app-framework. This way it can also be used for other game/app projects without causing confusion (though that is mostly theoretical at this point). As a modder, the biggest changes you will notice is 'ba' prefixes in the API instead of 'bs' and naming that follows Python PEP8 standards (underscores and lowercase instead of camel-case). So `bs.playSound(mySound)` in the old system might look like `ba.playsound(my_sound)` in the new. You may also see the word 'BallisticaCore' show up various places, which in actual releases gets replaced by 'BombSquad'. * **Q: Does this mean BombSquad is open source?** -* A: Yes and no. All code contained in this repo is MIT licensed and free for use anywhere. This includes game scripts, pipeline tools, and most of the binary engine sources. Anything not directly contained in this repository, however, even if automatically downloaded by build scripts, is still proprietary and cannot be redistributed without explicit consent. This includes assets and game libraries/binaries. So in a nutshell: create and share mods to your heart's content, but please don't distribute your own complete copies of the game without permission. Please email support@froemling.net if you have any questions about this. +* A: Yes and no. All code contained in this repo is MIT licensed and free for use anywhere. This includes game scripts, pipeline tools, and most of the binary engine sources. Anything not directly contained in this repository, however, even if automatically downloaded by build scripts, is still proprietary and cannot be redistributed without explicit consent. This includes assets and game libraries/binaries. So in a nutshell: create and share mods or use any of this code in your own projects, but please don't distribute your own complete copies of BombSquad without permission. Please email support@froemling.net if you have any questions about this. * **Q: Will my existing BombSquad 1.4.x mods still work?** * A: Not 'out of the box'. All mods will need to be explicitly updated to work with the new ballistica apis in 1.5+. This may or may not be a significant amount of work depending on the mod. I would highly suggest tinkering around with some of the new features in 1.5 such as type-safe Python and dynamic assets before attempting to port any old mods, as some things are done significantly differently now. You may also want to consider simply sticking with 1.4 builds for a while longer, especially for server duties, since they will remain fully compatible with clients running 1.5. The new ballistica APIs may be changing significantly for at least a while as the dust settles, but they will be worth switching to in the end, I promise! diff --git a/config/toolconfigsrc/pylintrc b/config/toolconfigsrc/pylintrc index a0e029da..7a47144f 100644 --- a/config/toolconfigsrc/pylintrc +++ b/config/toolconfigsrc/pylintrc @@ -24,29 +24,26 @@ init-import=yes # PEP-8 specifies 79 chars (that's right, not 80) max-line-length=79 -# We're using yapf to handle formatting and pylint doesn't always agree with it. -# -# disable=bad-continuation - [MESSAGES CONTROL] # broad-except: -# I tend to catch Exception (*not* BaseException) as a broad safety net. -# This is not disallowed in PEP-8 and I feel its +# I tend to catch Exception (*not* BaseException) as a broad safety net +# (always with a log call or something to ensure that the problem +# gets noticed). This is not disallowed in PEP-8 and I feel it is # not a bad practice as long as they are not silently ignored. # too-few-public-methods: -# Yes I often use little classes just to carry around one or two named attrs +# I often use little classes just to carry around one or two named attrs # or as simple messages to send to each other. -# Can look into Data Classes perhaps once 3.7 is well distributed, -# but for now I'm gonna say this is ok. +# Perhaps this is worth reconsidering now that dataclasses are widely used +# for that purpose. # too-many-instance-attributes -# Honestly just don't feel this is bad. If anything, the limit encourages -# me to stuff things in dicts or whatnot which loses the bit of -# type safety that pylint provides with attrs +# This one may also be worth reconsidering now; perhaps with a raised +# default? # too-many-arguments # This one is more understandable, but I still don't see the problem -# with having a bunch of optional args in some cases. +# with having a bunch of optional args in some cases. Perhaps also +# a raised default would be appropriate? # similarities -# Not gonna touch this for now; maybe later. Bigger fish to fry. +# Not gonna touch this for now. Maybe later. Bigger fish to fry. # not-callable # Seeming to get a number of false positives for this, and mypy covers # this case well. @@ -62,7 +59,7 @@ enable=useless-suppression [BASIC] # Allowing a handful of short names commonly understood to be iterators, -# math concepts, or temporary variables. +# math concepts, or short-but-complete words. good-names=i, j, @@ -76,12 +73,10 @@ good-names=i, ui, h2, v2, - ex, - Run, - id, S, T, U, + id, _ [TYPECHECK] @@ -92,15 +87,9 @@ disable=no-member [MISCELLANEOUS] # We've got various TODO and FIXME notes in scripts, but don't want -# lint to trigger over that fact. +# lint to trigger errors over that fact. notes= -[DESIGN] -# We're going a bit over the recommended max of 7 ancestors when -# in some bafoundation mixin classes; I don't feel like that's -# unreasonable. -max-parents=10 - [SIMILARITIES] [IMPORTS] diff --git a/src/ballistica/ballistica.cc b/src/ballistica/ballistica.cc index 425ce5e7..bd5c7c1e 100644 --- a/src/ballistica/ballistica.cc +++ b/src/ballistica/ballistica.cc @@ -21,7 +21,7 @@ namespace ballistica { // These are set automatically via script; don't modify them here. -const int kAppBuildNumber = 20586; +const int kAppBuildNumber = 20588; const char* kAppVersion = "1.7.0"; // Our standalone globals.