Closed Scrymmery closed 1 year ago
First of all: Thanks a ton for contributing! I am really happy to see people working on NoitaMP, because I don't find that much time, I would like to work on NoitaMP.
I was working on adding LuaRocks #100 being able to run tests locally with only one command and being able to install/add dependencies easily. Based on #48, because there were strange behaviour on deciding when network messages have to be send. Debugging with two noita instances was exhausting and not really helpful.
Now, as #100 was merged, we are simply able to run tests locally with:
cd %yourLocalCheckoutRepoDir%/mods/noita-mp
luarocks test >> result.log
This is the reason, why we need to check in init_package_loading
, if we are in mods/noita-mp
, when Noita API functions aren't available: This happens, when we run tests locally or on GitHub action workflow.
I am really sorry, that your investigated time, might be unnecessary/obsolete, as I am going to change this to be able to run NoitaMP again inGame!
I will surely take your changes in mind and maybe use some of it.
If you are still interested in contributing, I highly recommend to join my discord server. There is a #developer-chat, where the contributers and me are talking about everything. If you sadly dont have discord or don't want to join, you can ask your questions here.
In #100 you can see that I changed modules, libs and scripts loading to LuaRocks directory structure, thats why you can see old stuff like libs/external
, because #48 isn't finished yet.
I am sorry, that CONTRIBUTING.md isn't fully up to date and you might wasted your time!
In addition to this, I recognised that I need to fix/update my workflow being able to use my marketplace action correctly.
First of all: Thanks a ton for contributing! I am really happy to see people working on NoitaMP, because I don't find that much time, I would like to work on NoitaMP.
I was working on adding LuaRocks #100 being able to run tests locally with only one command and being able to install/add dependencies easily. Based on #48, because there were strange behaviour on deciding when network messages have to be send. Debugging with two noita instances was exhausting and not really helpful.
Now, as #100 was merged, we are simply able to run tests locally with:
- start command line prompt (cmd.exe) on Windows
- change directory to
cd %yourLocalCheckoutRepoDir%/mods/noita-mp
- and run
luarocks test >> result.log
This is the reason, why we need to check in
init_package_loading
, if we are inmods/noita-mp
, when Noita API functions aren't available: This happens, when we run tests locally or on GitHub action workflow.I am really sorry, that your investigated time, might be unnecessary/obsolete, as I am going to change this to be able to run NoitaMP again inGame!
I will surely take your changes in mind and maybe use some of it.
If you are still interested in contributing, I highly recommend to join my discord server. There is a #developer-chat, where the contributers and me are talking about everything. If you sadly dont have discord or don't want to join, you can ask your questions here.
In #100 you can see that I changed modules, libs and scripts loading to LuaRocks directory structure, thats why you can see old stuff like
libs/external
, because #48 isn't finished yet.I am sorry, that CONTRIBUTING.md isn't fully up to date and you might wasted your time!
In addition to this, I recognised that I need to fix/update my workflow being able to use my marketplace action correctly.
oh, i see now. Anyway, if you want to get full path to script, it's better use
local currentDirectory = io.popen("cd"):read("*l") .. "/" .. debug.getinfo(1).source
, which gives %noiaRootDir%\mods\noita-mp\files\scripts\init\init_package_loading.lua
Thanks a ton!
Your screenshot looks promising. I usually try to avoid using debug, because it costs a lot of performance, but on init or start a run, it might be okay.
Did you try luarocks test
?
Did you try luarocks test?
To be honest, no. I'm on win7, so i just can't use luarocks test
You do not need to install LuaRocks and it should work on win7. But I am on Win10. Didnt tested with wind7.
it says Unknown command: test, and a newer version doesn't work too, can't figure out how to fix that.
Does your branch based of branch-48? There is a README.md inside .building
. There should be everything you need to get LuaRocks running!
Yea, I had a look, it's #48. Make sure there is only one rockspec. Then it should work.
There is the test
command defined:
https://github.com/Scrymmery/NoitaMP/blob/c36baa6231fda162ee7bfd8b910bf30a9b0cb443/mods/noita-mp/noita-mp-2.7.0-3.rockspec#L72
still can't install dependencies, but now i am able to run luarocks test
. I don't know if it's supposed to run without dependencies installed, but here it is : result.txt
Merging #104 (c36baa6) into 48-developer-want-to-rework-client-and-server-modulesclasses (2386864) will not change coverage. The diff coverage is
100.00%
.
@@ Coverage Diff @@
## 48-developer-want-to-rework-client-and-server-modulesclasses #104 +/- ##
=============================================================================================
Coverage 61.60% 61.60%
=============================================================================================
Files 30 30
Lines 1633 1633
=============================================================================================
Hits 1006 1006
Misses 627 627
Flag | Coverage Δ | |
---|---|---|
unittesting | 61.60% <100.00%> (ø) |
Flags with carried forward coverage won't be shown. Click here to find out more.
Impacted Files | Coverage Δ | |
---|---|---|
...ita-mp/files/scripts/init/init_package_loading.lua | 80.89% <100.00%> (ø) |
still can't install dependencies, [...] I didn't find out yet, why MSYS2/64 isn't working, because for some reason it build/compile some parts in 64bit and some other parts in 32bit.
It's not necessary to install all dependencies at the moment, but if you are interested in, see bleow.
Noita stuff was compiled in Visual Studio, that's why I also used Visual Studio Command Prompt, because MSYS2 didn't work for me either:
call "C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Auxiliary\Build\vcvarsall.bat" x86 10.0.22000.0 -vcvars_ver=14
luarocks install --only-deps noita-mp-*.rockspec
Run luarocks install --only-deps noita-mp-.rockspec. Replace with the version number of the rockspec. Simply type in luarocks install --only-deps noita and hit tab to autocomplete the rockspec name.
Thanks for your contributing, I think I'll merge the PR very soon!
on game start, there was an error "The current directory is not inside the noita-mp". fixed it, io.popen("cd"):read("*a") were return Noita directory, not mod also don't think we need to check for correct directory, it can't be uncorrect now it works(how i think) as it supposed to be.
P.S: there are still error about libs, if i understood correctly, you want to move all libs from \lua_modules to \files\lib\external\ , so i didn't touch it (kinda strange that it's already defined in mod, but still not moved)