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It looks like the Switch build is failing on SDL_net inclusion. Does the Switch toolchain not have an equivalent? |
No idea. Unless someone else wants to step in, this week I'm going to work towards just disabling all networking stuff on switch, similar to how we did before |
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Note to self: Crowd control isn’t working properly on this branch. Effects go through but are all refunded on the CrowdControl side |
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The issues this caused with crowd control have been resolved 👍 |
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| - name: Install latest SDL_net | ||
| if: ${{ !vars.LINUX_RUNNER }} | ||
| run: | | ||
| export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH" | ||
| wget https://www.libsdl.org/projects/SDL_net/release/SDL2_net-2.2.0.tar.gz | ||
| tar -xzf SDL2_net-2.2.0.tar.gz | ||
| cd SDL2_net-2.2.0 | ||
| ./configure | ||
| make -j 10 | ||
| sudo make install | ||
| sudo cp -av /usr/local/lib/libSDL* /lib/x86_64-linux-gnu/ |
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wild that this has been in that step for so long
| effect->timeRemaining = 30000; | ||
| effect->giEffect = new GameInteractionEffect::ModifyDefenseModifier(); | ||
| effect->giEffect->parameters[0] = 2; | ||
| dynamic_cast<ParameterizedGameInteractionEffect*>(effect->giEffect)->parameters[0] = 2; |
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generally good practice to throw a != nullptr in there somewhere when dynamic casting, can be a follow up PR if you want to make a code cleanup issue for it
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Co-authored-by: David Chavez <david@dcvz.io>
This PR succeeds #2538
The main goal here is to generalize the pattern of communicating over TCP sockets to 3rd party servers.
Summary
GameInteractor_RemoteclassGameInteractor_Sailwhich uses the remote (Paired with the repo here https://github.com/HarbourMasters/sail)Another example of the remote usage can be seen in Anchor (garrettjoecox#52)
Build Artifacts