Commit Graph
7 Commits
Author SHA1 Message Date
1e2ce70315 Stamp the build's identity into GameVersion.cpp from CMake
GameVersion.cpp becomes a configure_file template, so the version strings are a
build input rather than something a CI step seds into the working tree mid-run.
That is what lets a crash report be matched to its exact build's PDB for offline
symbolization.

The two strings get distinct jobs. czVersionString is the machine-readable build
identity: the bare short commit SHA and nothing else. A `git describe` string
cannot serve here -- czVersionString is 16 bytes because it is stored in the
savegame header as SAVED_GAME_HEADER::zGameVersionNumber and strcmp'd on load,
and describe puts the SHA last, so truncation ate exactly the discriminating part
and could make two different commits compare equal. CI passes 9 hex; anything
that would not fit is now a configure error rather than a silent clip.

zBuildInformation is the display string, untruncated, and it is no longer printed
beside czVersionString: that drops the duplication in the version line ("JA2 1.13
V4-555-G6A941C0 2026-07-25 V4-555-G6A941C06") and stops showing a token that is
now machine-only. CI's copy leads with GAME_VERSION, because the version line is
now the only place a player reads which release they are running.

Finish what the sed step's TODO asked for: the workflow pins GAME_BUILD_INFORMATION
and GIT_SHA once, next to the gamedir SHAs it already pins, and hands them to CMake
with -D. Every parallel build job therefore stamps one agreed identity, and the
compile checkout needs no git history at all.

A build nobody identifies is a local build and says so -- czVersionString reads
"local" -- rather than deriving a SHA from HEAD. A derived SHA could not stay
true: nothing re-runs configure once HEAD moves, so an incremental build would
keep whatever it was configured with, and keeping it honest would mean
reconfiguring on every commit. It would also buy nothing, because only packaged
builds are archived with their PDBs; a local build's crash reports are symbolized
against the PDB sitting next to the exe.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 10:25:47 -03:00
Marco Antonio J. Costaandmajcosta f471b74f5b fix inconsistent case for a few files
you can now build in a case-sensitive filesystem
2025-01-04 13:14:22 -03:00
Marco Antonio J. Costaandmajcosta b908bcecb9 fix missing icon in executable
the Ja2.rc file needs to be in the add_executable target for the icon
to appear, and that one requires WinMain.

so get rid of dummy.cpp and put sgp/sgp.cpp in there
2025-01-02 08:02:52 -03:00
Marco Antonio J. Costa 959c29434e Adjust the build system
Language is now just built once per app (still some JA2UB conditionals
going on in there) but building everything should now take eight times
less work
2024-12-31 18:24:36 -03:00
Marco Antonio J. Costaandmajcosta 0993789430 remove Language Defines file
we don't do it like that anymore, the build system takes care of it
2024-12-27 02:35:29 -03:00
AsdowandGitHub 8040c5d826 Use functions for logging load & save game times (#328)
Less copy and paste. Allows these very simple timings to be logged from elsewhere as well.
2024-10-04 17:29:47 +03:00
majcostaandGitHub ae55496e39 Move main executable source to its own directory (#248)
* Move main executable files to their own directory

* Adapt the build to the new file structure

... and fix some weird #include's that were relying on the project root
being an include directory.
2023-10-23 15:46:51 -03:00