1 |
On Sat, 22 Aug 2015 13:10:54 +0200 |
2 |
hasufell <hasufell@g.o> wrote: |
3 |
|
4 |
Great response, thanks! |
5 |
|
6 |
> Because of that, I provide a 'bundled-libs' USE flag for almost all |
7 |
> proprietary games I package (e.g. those from GOG). So in case |
8 |
> something breaks, the user can still opt-out of all this. |
9 |
|
10 |
I like unbundling but I also like this compromise. I wrote a wrapper |
11 |
for launching Minecraft that allows the libraries to be unbundled but |
12 |
because Minecraft updates are automatically downloaded by the official |
13 |
launcher, I had to make it resilient to new dependencies suddenly |
14 |
appearing and I also had to make it easy to disable entirely in the |
15 |
event of problems. As things stand, it is woefully out of date due to |
16 |
my other Java duties but I'll get there. |
17 |
|
18 |
> Data ebuilds with cdinstall and optional gog sources are already |
19 |
> available, see |
20 |
> https://gitweb.gentoo.org/repo/gentoo.git/tree/games-fps/duke3d-data/duke3d-data-1.0-r2.ebuild |
21 |
> https://gitweb.gentoo.org/repo/gentoo.git/tree/games-rpg/arx-fatalis-data/arx-fatalis-data-1.21-r2.ebuild |
22 |
|
23 |
REQUIRED_USE="^^ ( cdinstall gog )" |
24 |
|
25 |
That is great use of REQUIRED_USE. Last time I looked at this, |
26 |
REQUIRED_USE didn't exist so I hadn't seen any examples but this is |
27 |
exactly what I would have done. |
28 |
|
29 |
> About data ebuilds... they make sense when at least some of these |
30 |
> points are true: |
31 |
> * data is very very big (you don't want extract 8GB just because you |
32 |
> changed an engine USE flag) |
33 |
> * upstream provides the engine and the data separately anyway |
34 |
> * upstream sometimes bumps the data without bumping the engine or |
35 |
> vice versa |
36 |
> * we have a lot of data-specific USE flags (you don't want to |
37 |
> recompile the whole engine just because you are trying different |
38 |
> music-packs) |
39 |
> * the data portion uses the cdinstall USE flag (you definitely want to |
40 |
> decrease the number of times users have to look for their CD...) |
41 |
> |
42 |
> In some cases, we are forced to make data ebuilds anyway, e.g. when |
43 |
> you have opensource engines for proprietary games. |
44 |
> |
45 |
> But there's no reason to split off -data ebuilds for every possible |
46 |
> package. It's done if it makes sense and doesn't overcomplicate ebuild |
47 |
> development and user-side configuration/installation. |
48 |
|
49 |
I'm pleased to say I was thinking along the same lines. This gives me |
50 |
confidence that I could contribute games without upsetting anybody, be |
51 |
it alone or part of a team. |
52 |
|
53 |
-- |
54 |
James Le Cuirot (chewi) |
55 |
Gentoo Linux Developer |