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2012.05.25.Log0539.txt

📄SVN 📅2012-05-25 💾3,1 KB 6 Parsed entries CON FIX

Revision r2692

On Windows, check for case-mismatched file names on successful kopen4load().

When a file from the local file system is opened, its real file name is gotten
with SHGetFileInfo() and compared against the one that was passed. In the case
they're not identical, a warning is issued.

This is one step towards eliminating mismatched file names in DEFs etc., which
cause trouble on systems that look them up case-sensitively.  However, it's not
perfect because the issue is trickier than it appears on first sight.
For one thing, this will only check the last (i.e. file) part in the path,
falsely accepting mismatched directory names.  However for these, it reports
them ruthlessly, even for those names where the try-other-case hack (try all
uppercase, all lowercase) would find the correctly-cased file.

Revision r2691

Fix some *printf format-char/vararg mismatches on x86_64 in net.c.

Revision r2690

Bump BYTEVERSION because of the preceding change.

Revision r2689

Fix gamearrays on 64-bit platforms.

They were broken by r2666, which made their elements intptr_t instead of
int32_t, but this change was not reflected in related allocation code.
WARNING: players on 64-bit platforms should not attempt to load games saved
with r2665 or earlier.

Revision r2688

Add EVENT_LOADGAME and EVENT_SAVEGAME, self-explanatory. Also make EVENT_NEWGAME use myconnectindex for player ID instead of screenpeek.

Revision r2687

Setting RETURN in EVENT_DISPLAYCROSSHAIR will now change the crosshair's picnum while allowing the game to position it, etc. As usual, setting RETURN to -1 disables hardcoded drawing of the crosshair completely.
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Raw Content
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r2693 | helixhorned | 2012-05-25 08:23:58 -0700 (Fri, 25 May 2012) | 10 lines

On Windows, don't try to lowercase/uppercase filenames.

Most of the time, Windows file name lookup is case-insensitive. Reading the
docs (see MSDN's CreateFile help, for example), it seems like case-sensitivity
can be controlled on a per-file basis where applicable (NTFS), but people
should be concerned about matching case in the DEFs/on disk *especially* in
that case.

Also, note that this hack will not always help on systems with case-sensitive
lookup.
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r2692 | helixhorned | 2012-05-25 08:23:55 -0700 (Fri, 25 May 2012) | 13 lines

On Windows, check for case-mismatched file names on successful kopen4load().

When a file from the local file system is opened, its real file name is gotten
with SHGetFileInfo() and compared against the one that was passed. In the case
they're not identical, a warning is issued.

This is one step towards eliminating mismatched file names in DEFs etc., which
cause trouble on systems that look them up case-sensitively.  However, it's not
perfect because the issue is trickier than it appears on first sight.
For one thing, this will only check the last (i.e. file) part in the path,
falsely accepting mismatched directory names.  However for these, it reports
them ruthlessly, even for those names where the try-other-case hack (try all
uppercase, all lowercase) would find the correctly-cased file.
------------------------------------------------------------------------
r2691 | helixhorned | 2012-05-25 08:23:53 -0700 (Fri, 25 May 2012) | 1 line

Fix some *printf format-char/vararg mismatches on x86_64 in net.c.
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r2690 | helixhorned | 2012-05-25 08:23:50 -0700 (Fri, 25 May 2012) | 1 line

Bump BYTEVERSION because of the preceding change.
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r2689 | helixhorned | 2012-05-25 08:23:48 -0700 (Fri, 25 May 2012) | 6 lines

Fix gamearrays on 64-bit platforms.

They were broken by r2666, which made their elements intptr_t instead of
int32_t, but this change was not reflected in related allocation code.
WARNING: players on 64-bit platforms should not attempt to load games saved
with r2665 or earlier.
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r2688 | hendricks266 | 2012-05-24 22:14:19 -0700 (Thu, 24 May 2012) | 1 line

Add EVENT_LOADGAME and EVENT_SAVEGAME, self-explanatory. Also make EVENT_NEWGAME use myconnectindex for player ID instead of screenpeek.
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r2687 | hendricks266 | 2012-05-24 22:13:41 -0700 (Thu, 24 May 2012) | 1 line

Setting RETURN in EVENT_DISPLAYCROSSHAIR will now change the crosshair's picnum while allowing the game to position it, etc. As usual, setting RETURN to -1 disables hardcoded drawing of the crosshair completely.
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