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On 08/20/2015 09:32 PM, James Le Cuirot wrote: |
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> On Thu, 20 Aug 2015 20:03:26 +0200 |
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> hasufell <hasufell@g.o> wrote: |
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> |
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>>> As an alternative, we would use USE=client and USE=server along with |
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>>> proper IUSE defaults to control client & server builds |
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>>> appropriately. Both flags use positive logic, and REQUIRED_USE='|| |
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>>> ( client server )' is rather clear. |
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>> |
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>> That increases the burden of managing configuration and further abuses |
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>> REQUIRED_USE where it wasn't meant to be used in the first place. |
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>> |
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>> USE="dedicated" has worked fine for games users and no one has ever |
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>> complained. In fact, it is a _very_ convenient USE flag, which means |
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>> "no manual fiddling, this will be dedicated for sure". |
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> |
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> I'm don't feel very strongly about it but as someone who is considering |
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> working on more games in the future, I like what mgorny has suggested. |
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> I don't think the micro-managing argument flies so well here because |
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> these flags are much less common than flags like qt. client and server |
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> would probably be enabled by default in most cases and I doubt there |
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> are any games where you can't have both. If there were a conflict then |
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> you would want to make a concious decision as it's more significant |
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> than choosing a GUI toolkit. |
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> |
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|
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So what is the gain? |
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|
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* introducing more REQUIRED_USE constraints (because you must not |
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disable both client and server) |
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* breaking existing configuration of users |
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* migrating a lot of ebuilds for no practical gain |
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|
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Can we please have QA not dictate us how we model our USE flags? Games |
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_are_ consistently handled. |