I was hoping SDL2 would get this functionality eventually, but nope, proper clipboard support is staged for SDL3, which we're not going to see much of for at least a few more months. This will have to do for 98.0. The feature can be disabled at runtime from powder.pref.
Implementation status:
- windows (via winapi): has the most friendly api so of course the implementation is flawless and uses every available optimization >_>
- macos (via cocoa): I'm bad at cocoa so this is only as good as absolutely necessary; TODO: on-demand rendering
- x11 (via xclip): I am NOT implementing icccm2; TODO: remove reliance on external tools
- wayland (via wl-clipboard): oh god wayland oh why, you're almost as bad as x11; TODO: remove reliance on external tools
- android: TODO; is there even a point?
- emscripten: TODO; the tricky bit is that in a browser we can only get clipboard data when the user is giving it to us, so this will require some JS hackery that I'm not mentally prepared for right now; also I think the supported content types are very limited and you can't just define your own
x11 and wayland support are handled by a common backend which delegates clipboard management to xclip-like external programs, such as xclip itself or wl-clipboard, and can load custom command line templates from powder.pref for use with other such programs.
Newer saves include an element palette which maps save-space element numbers to element identifier strings, see 29189693b3. This is useful because the numbers of custom elements can change, while their identifiers are expected to not change. Not all elements make it into the palette, only the ones that are in use in the save.
98.0 is staged to extend this feature in two ways. First, it'll warn the user of missing custom elements when loading a save that uses such elements, see 36800a76cd. Second, it'll do a better job of deciding what to put in the element palette, see a13c29875f.
In order for detection of missing elements to work, a save's palette has to account for every element number used in the save, including built-in elements. To dispel a misunderstanding regarding that last part: yes, including built-in elements is not crucial if the set of built-in elements only ever grows, but this is not guaranteed.
98.0 creates such palettes, but older code didn't, for various reasons. One reason is that the palette at some point wasn't meant to include built-in elements, see e0d982367b, although this was rectified later in 67b87b1dab. Another reason is that not all cases of element numbers encoded in particle properties were considered, see for example f45d0d1683 and 1f1062408c.
Palettes in existing saves being thus incomplete didn't use to be a problem because older code would just assume that whatever element number wasn't listed in the palette referred to a built-in element and would just map such save-space element numbers to the same simulation-space element number, hence identity mapping.
However, this approach doesn't cover custom elements whose numbers can change, nor does it cover extra built-in elements added by a mod. Worse, a different mod with different extra built-in elements may map save-space element numbers not listed in the palette to its own extra elements.
As a solution to these problems and making use of the fact that palettes are now complete and comprehensive, 98.0 no longer does this default identity mapping, see 73be29aa61. Removing this identity mapping in itself would have broken older saves that use the old identifiers of some elements; that commit works around that by remapping these early in the loading process. By the way, these changes in identifiers are perfect examples of the set of built-in elements changing in ways other than growing.
This still doesn't address the problem in the case of pre-98.0 saves though. Such saves have seemingly valid element numbers (although it's impossible to tell whether these refer to built-in elements from vanilla or extra built-in elements from a mod) but no corresponding entry in their palettes. The user is warned about such elements also, see 9f8449357f. Lacking a better solution, this commit assumes that these elements are indeed vanilla elements and re-enables the default identity mapping for such saves.
In summary, this commit fixes the loading process for saves that were made in 97.0 or some older version and use built-in vanilla elements in ways that didn't trigger their inclusion in the element palette.
For example, until a13c29875f, CONV's tmp was not considered by the palette code, so any CONV with tmp set to an element that wasn't a built-in vanilla element, and which also wasn't used anywhere else in the save, would have been potentially corrupted by the loading process. An example a save that demonstrates this behaviour is id:2633868, which has CRAY particles on the right with ctype set to LIGH, but until this commit, these ctypes would have been set to 0 and the user would have been warned about element number 87 (LIGH) missing from the palette.
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.
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.
This makes the *A Win32 API variants work correctly with UTF-8 parameters, which is nice because standard C/C++ facilities use those (because microsoft's libc is a steaming pile of microsoft code). OF COURSE this only works on win10 1903 and above. See https://learn.microsoft.com/en-us/windows/apps/design/globalizing/use-utf8-code-page
Saving blockair/blockairh is nice because RecalculateBlockAirMaps uses the sim rng, which means the sim rng would get advanced in Simulation::Load. Also rename RecalculateBlockAirMaps to ApproximateBlockAirMaps because that's what it is, an approximation, and it's needed only if there are no block air maps in the save.
Simulation::frameCount keeps track of frames elapsed since the beginning of the simulation, zeroed at clear_sim. It overflows when it reaches the 64-bit limit, which means anything that depends on it should either handle this, or not fail catastrophically. sandcolour (the only thing that depends on it as of now) is a good example of the latter: sandcolour has a periodicity of 360 frames, which means that there is one sandcolour period that is cut short by the overflow. This is not "handled" (the period is cut short, which is detectable by users) but is not catastrophic either (it's not a big deal, and it won't ever happen unless someone hacks the save).
Also restrict saves with determinism data to 98.0.
Also replace a few rename calls with RenameFile calls. Old code doesn't expect rename to overwrite existing files without question, when it in fact can.
Also fix WriteFile being unable to overwrite existing files. The rename would fail because the file was still open, and the sanity remove in response to that would also fail for the same reason.
We can't rely on atexit, handlers registered with it are in a hard to establish ordering relationship with destructors of static and thread-local objects.
Namely: no, yes, and yes and ask at startup.
The install_check option is thus replaced by the can_install option. -Dinstall_check=true maps to -Dcan_install=yes_check, while -Dinstall_check=false maps to -Dcan_install=yes. -Dcan_install=no is new and is recommended for downstream packaging, where -Dinstall_check=false was historically used.
Also improve error messages about bad configuration here and there and scatter configuration code in subdirectories, where they can be closer to their areas of effect.