And a bunch of other member functions. This got rid of some nasty assumptions documented only in the form of comments, in exchange for some nasty template nonsense.
By factoring element and other static-ish data out of Simulation and protecting basic graphical element properties (i.e. everything that contributes to graphics other than the Graphics callback) with an std::shared_mutex. This is taken exclusively (std::unique_lock) by the main thread when it changes these properties, and inclusively (std::shared_lock) by non-main-thread code that uses Renderer.
This also requires patching CREATEPROCESS_MANIFEST_RESOURCE_ID out of powder-res.template.rc because Meson generates a VS config that instructs VS to add its own and this conflicts with ours. TODO: Undo this hack once https://github.com/mesonbuild/meson/pull/12472 makes it into a release.
Also start using meson compile in place of ninja in some cases because it integrates better.
Rather than member function pointers, which are not necessarily simple pointers and are not necessarily convertible to void * sensibly. This also gets rid of the last instance of lua_pushlightuserdata, which apparently isn't super well-supported by luajit, and which thus often crash on android.
This causes a crash when using luajit on aarch64 Android builds. I didn't remove the lua_pushlightuserdata usage in LuaLuna.h because that's external code and beyond my understanding
Thus dropping the minimum required libcurl version to at least 7.64, possibly further. We have compatibility macros all the way to 7.55 so yeah.
Also fix RequestManagerImpl::~RequestManagerImpl not doing a wakeup after setting running = false. This meant that in the worst case the worker would wake up 1000ms later and only then notice running = false and exit, making the game take overall longer to exit.
That is, in some cases (read: starcatcher, which uses the very last component of the user agent to determine the build ID), you'd get all changelog entries ever, not only the ones between the current version and the one the update server has.
Apparently ProductName is less important than FileDescription so the latter is what will say "The Powder Toy" and similar from now on.
Also fix the copyright character in LegalCopyright by telling the resource compile that the file is utf-8.
The idea is to have the following version information included:
- 1-component save version
- 2-component under the hood but the minor component shouldn't ever change again
- see currentVersionMajor in GameSave.cpp
- 1-component website API version
- again, currently 2-component because that's what the website code expects
- see apiVersion in requestmanager/Common.cpp
- 2-component display version, entirely cosmetic
- exposed as meson options display_version_major and display_version_minor
- see APP_VERSION in Config.template.h
- 1-component business logic version aka build number
- exposed as meson option build_num
- see APP_VERSION in Config.template.h
- variant id aka mod id, tightly coupled with the build number
- exposed as meson option mod_id
- see MOD_ID in Config.template.h
- display and business logic versions repeated for the upstream
- exposed as meson options upstream_version_major, upstream_version_minor, and upstream_build_num
- we'll have to update these alongside display_version_major, display_version_minor, and build_num, but mod owners can just merge our changes
- see UPSTREAM_VERSION in Config.template.h
- update channel, makes sense in the context of the variant (and yes, this would later enable mod snapshots)
- currently not exposed as a meson option but derived from meson options snapshot and mod_id
- see IDENT_RELTYPE in Config.template.h
- vcs tag aka git commit hash
- set by build.sh in ghactions workflows
- see VCS_TAG in VcsTag.tempalte.h
Rather importantly, the save and website API versions are now allowed to change independently of the display version.
These changes also allowed me to remove the ugly sed hacks in build.sh used to provision some manifest files; they are now provisioned by meson.
Also add version info for windows and android.
For this to work, loading code needed to stop trusting DEFAULT_PT_ identifiers, which it trusted because there have been some identifier changes between vanilla releases. I dug these up and listed them explicitly; they are now taken into account as needed when loading old enough saves.
Mainly the new ones I added >_> Don't use lua_pcall, kids. tpt_lua_pcall records when control flow was "last seen" on the C++ side, so you have to call it rather than just lua_pcall if you want to avoid timeout ("script not responding") errors.
For the record, I had a really hard time reproducing these errors. I had to tune the timeout to such a low value that the errors might as well have not been spurious, i.e. not much could have been done in such a short period of time anyway, bugs or no bugs.