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On 08/21/2015 03:31 AM, Rich Freeman wrote: |
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> On Fri, Aug 21, 2015 at 4:31 AM, Daniel Campbell (zlg) |
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> <zlg@g.o> wrote: |
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>> Based on what I'm seeing in this thread, the problem seems to |
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>> center around the description and application of the `dedicated` |
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>> flag. I'm fully in favor of the `server` and `client` flags |
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>> because they're clear and consistent. |
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> |
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> ++ |
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> |
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>> *However*, it was mentioned elsewhere in the thread that some |
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>> games don't allow a client and a server at the same time. |
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> |
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> Can we actually get an example of one before we go making policy |
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> based on what seems like a really strange case (one which I'm |
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> skeptical actually exists)? |
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|
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I'm not aware of such use-case, as it was mentioned by someone else. |
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It's a theoretical possibility, though, and games aren't always known |
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for having sane build systems or programming practices, so I think |
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it's worth considering. |
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|
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> |
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> It seems that in these cases either REQUIRED_USE gets used, but |
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> preferentially the build system should be fixed or the package |
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> should be split. |
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|
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Agreed. |
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> |
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>> With the games.eclass deprecated, I don't really have a "good |
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>> practice" guide for making gaming ebuilds. |
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> |
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> Just make them like any other ebuild. The main thing games.eclass |
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> did was force users to be in the games group to run games, and |
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> install them in a special location. |
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> |
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> The eclass isn't officially deprecated, but it probably should be. |
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> You should install a game just like you'd install a word-processor |
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> or a web browser. It is just another desktop application (99% of |
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> the time). |
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> |
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|
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Thanks, I'll keep that in mind when I get around to writing those |
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ebuilds. I'll also consult the games team before committing. |
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|
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- -- |
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Daniel Campbell - Gentoo Developer |
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OpenPGP Key: 0x1EA055D6 @ hkp://keys.gnupg.net |
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fpr: AE03 9064 AE00 053C 270C 1DE4 6F7A 9091 1EA0 55D6 |
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