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Return to Panda Features in Development
by Raz » Mon Oct 19, 2009 9:49 pm
Just did a full browser cache clear, still says I have 0.9.1c, I wonder if I'm completely missing something obvious >.>;
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by drwr » Mon Oct 19, 2009 9:50 pm
Here's the next set of errors >.>; The window does start, but it's black.
I don't see any actual errors there. Looks like it built a p3d file normally. When you say "the window does start, but it's black," are you referring to the window that you see when you attempt to run the p3d file just produced? I got a pretty big pile of warnings and not found function pointers. Would you like a copy of the output?
Are these similar to the missing modules report listed in Raz's output? It's normal for a bunch of modules to appear to be missing. This is part of the nature of the Python language, where it's impossible to tell from the code alone whether an import references a global file or a file in the local directory; and also due to Python's modulefinder, which checks every import even those that are never executed due to conditionals.
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by drwr » Mon Oct 19, 2009 9:54 pm
Just did a full browser cache clear, still says I have 0.9.1c, I wonder if I'm completely missing something obvious >.>;
Hmm. Maybe it's not getting reinstalled properly? Try uninstalling the Panda3D plugin via the add/remove programs dialog in the Control Panel, then confirm that the browser shows it's no longer installed. Then download and install it again.
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by Craig » Mon Oct 19, 2009 9:58 pm
drwr wrote:My app reads in text files with pythons I/O stuff which I don't think gets along with the multifile too well.
Oops, no, this is my bad: I failed to add 'sha' to the list of extensions that should be added to the multifile. So your shader really is missing. Try renaming it to mapMaker.cg instead (and changing the code accordingly). For the record, we automatically substitute the open() call in direct.stdpy.file, which is capable of opening files directly from a multifile. David
Cool. Well, I tried .cg, .txt, .pz (not actually p zipped though) and no extension all with the same result. I believe this is the same error I get if I launch my app from the wrong directory, though probably a different cause. Edit: I tried to list the contents of my p3d, but multify could not open it. I guess I probably need a newer multify. I tried my semi out of data 1.7.0 one and my 1.6.2 one, same result. Unable to open terrain.p3d for reading.
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by Craig » Mon Oct 19, 2009 10:16 pm
drwr wrote:I got a pretty big pile of warnings and not found function pointers. Would you like a copy of the output?
Are these similar to the missing modules report listed in Raz's output? It's normal for a bunch of modules to appear to be missing. This is part of the nature of the Python language, where it's impossible to tell from the code alone whether an import references a global file or a file in the local directory; and also due to Python's modulefinder, which checks every import even those that are never executed due to conditionals. David
Well, you can look at it:
http://dpaste.com/109552/
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by Raz » Mon Oct 19, 2009 10:23 pm
drwr wrote:Here's the next set of errors >.>; The window does start, but it's black.
I don't see any actual errors there. Looks like it built a p3d file normally. When you say "the window does start, but it's black," are you referring to the window that you see when you attempt to run the p3d file just produced?
Yeah, when I doubleclick on the P3D file, I get a black window and then it closes.
Also, I tried uninstalling the Panda game engine, and the page still said I had 0.9.1c, reinstalled, after I ran one of the demo's again, I did get updaed to rev_7, but still having trouble generating a working P3D from the demo.
Woo, aren't we burning the midnight oil xD
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by drwr » Tue Oct 20, 2009 12:52 am
Craig wrote:I believe this is the same error I get if I launch my app from the wrong directory, though probably a different cause.
Ah, bingo. Right, the current directory isn't going to be the app directory at startup. (Hmm, I wonder if it should be? But probably not--the app directory isn't writable.) In order to load the file successfully, you will have to find it first. There are several approaches. The root directory will be in base.appRunner.multifileRoot; you could simply concatenate this with your filename. Hmm. Not a terrific solution in general, though. Is there any particular reason you're reading the shader file directly instead of using loader.loadShader()? Craig wrote:Well, you can look at it:
Ah, these error messages indicate you're not running the most current version of the Panda3D runtime that I uploaded this afternoon. Hmm, try running panda3d with the -f parameter; or visit my demo page with a browser and view any of the demos. Either of these should force the latest Panda3D runtime to be downloaded. Raz wrote:Yeah, when I doubleclick on the P3D file, I get a black window and then it closes.
OK, sounds like something's wrong with the file associations. Try running the p3d file from the command line with panda3d.exe, the same way you run packp3d.p3d, and let me know how that works. Raz wrote:I tried uninstalling the Panda game engine, and the page still said I had 0.9.1c
So uninstalling didn't work. Did you close all of your browsers before you uninstalled? If not, close them all now, and try it again--I'd like to know if it's possible to uninstall you properly. Which browser are you running? Raz wrote:Woo, aren't we burning the midnight oil
I'm in California. It's not midnight for me yet, but it's getting closer.
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by Craig » Tue Oct 20, 2009 1:12 am
drwr wrote:Craig wrote:I believe this is the same error I get if I launch my app from the wrong directory, though probably a different cause.
Ah, bingo. Right, the current directory isn't going to be the app directory at startup. (Hmm, I wonder if it should be? But probably not--the app directory isn't writable.) In order to load the file successfully, you will have to find it first. There are several approaches. The root directory will be in base.appRunner.multifileRoot; you could simply concatenate this with your filename. Hmm. Not a terrific solution in general, though. Is there any particular reason you're reading the shader file directly instead of using loader.loadShader()?
I already am passing around path variables, so appending that should not be much of an issue. I'll try that soon. In this case, I'm generating the shader from several files. Its my own little shader generator specifically for tendering textures for generating terrain. I have that shader file, which is littered with placeholders that get replaced by code and parameters from my other files. drwr wrote:Craig wrote:Well, you can look at it:
Ah, these error messages indicate you're not running the most current version of the Panda3D runtime that I uploaded this afternoon. Hmm, try running panda3d with the -f parameter; or visit my demo page with a browser and view any of the demos. Either of these should force the latest Panda3D runtime to be downloaded.
This only happened once (the first time I ran it), and was immanently followed by a successful download. I though they may have been errors from the install process, but I guess they weren't. Spamming lots of apparent errors during a successful update is a bit misleading.
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by Craig » Tue Oct 20, 2009 1:50 am
prefixing my paths with base.appRunner.multifileRoot+'/' seems to have worked.
from direct.filter.CommonFilters import CommonFilters
failed however. I tried copying filter.CommonFilters into my project and importing that, but it also failed. It was missing apparently. I now realize there may have still been a reference to the one in direct left. I can look into it more later.
After fixing a few other details, and stripping out my filter, it built and ran.
I tried to move over to my lap top (which can actually run my project correctly unlike my desktop). I'm getting the unable to launch core API error. I installed the plugin and it fails to do anything. Perhaps it can no longer connect to your server?
On my lap top, my invisible .panda3d file in my user folder is only around 150 mb instead of the almost 300 like it is on my desktop where things actually kinda work. Also, is a 300 mb invisible folder in the user folder really necessary? Thats awful big for hiding in such a place.
Well, I don't have time to do any more on this today. Thanks for your help and work in providing the tools!
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by Raz » Tue Oct 20, 2009 2:36 am
Here's the log fromt he command line
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C:\Panda3D-1.6.2>panda3d razTest.p3d DirectStart: Starting the game. :display: loading display module: libpandagl.dll :display: loading display module: libpandadx9.dll :display: loading display module: libpandadx8.dll :display: loading display module: libtinydisplay.dll Known pipe types: wglGraphicsPipe wdxGraphicsPipe9 wdxGraphicsPipe8 TinyWinGraphicsPipe TinyOffscreenGraphicsPipe (all display modules loaded.) :display:windisplay: OS version: 5.1.2.2600 :display:windisplay: Service Pack 3 :display:windisplay: max Mhz 3391000000, current Mhz 3391000000 :ShowBase: Default graphics pipe is wglGraphicsPipe (OpenGL). :display: Unable to set window properties: !undecorated :ShowBase: Successfully opened window of type wglGraphicsWindow (OpenGL) :audio: NullAudioManager :audio: NullAudioManager :ShowBase: __dev__ == 0 :text: Loading font cmss12 :loader(error): Couldn't load file cmss12.bam: not found on model path (currentl y: "/c/Documents and Settings/Raz/Local Settings/Application Data/Panda3D/apollo .ddrose.com_81ca30ca0f4df9e9/panda3d/dev_7;/mf") :pnmtext(error): Unable to find font file cmss12 Traceback (most recent call last): File "C:\cygwin\home\drose\player_pub\direct\src\showbase\Messenger.py", line 352, in __taskChainDispatch File "C:\cygwin\home\drose\player_pub\direct\src\showbase\Messenger.py", line 410, in __dispatch File "C:\cygwin\home\drose\player_pub\direct\src\p3d\AppRunner.py", line 474, in __startIfReady File "VFSImporter", line 153, in load_module File "C:\Panda3D-1.6.2\samples\Chessboard\Tut-Chessboard.py", line 48, in ? font = loader.loadFont("cmss12") File "C:\cygwin\home\drose\player_pub\direct\src\showbase\Loader.py", line 436 , in loadFont IOError: Could not load font file: cmss12 :task(error): Exception occurred in PythonTask Messenger-default Traceback (most recent call last): File "C:\cygwin\home\drose\player_pub\direct\src\p3d\AppRunner.py", line 392, in run File "C:\cygwin\home\drose\player_pub\direct\src\task\Task.py", line 482, in r un File "C:\cygwin\home\drose\player_pub\direct\src\task\Task.py", line 440, in s tep File "C:\cygwin\home\drose\player_pub\direct\src\showbase\Messenger.py", line 352, in __taskChainDispatch File "C:\cygwin\home\drose\player_pub\direct\src\showbase\Messenger.py", line 410, in __dispatch File "C:\cygwin\home\drose\player_pub\direct\src\p3d\AppRunner.py", line 474, in __startIfReady File "VFSImporter", line 153, in load_module File "C:\Panda3D-1.6.2\samples\Chessboard\Tut-Chessboard.py", line 48, in ? font = loader.loadFont("cmss12") File "C:\cygwin\home\drose\player_pub\direct\src\showbase\Loader.py", line 436 , in loadFont IOError: Could not load font file: cmss12 :display: Closing wglGraphicsWindow Failure on startup.
C:\Panda3D-1.6.2>
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by rdb » Tue Oct 20, 2009 2:42 am
Subsitute "font = None" for the conflicting line in the sample program.
Hm, David, do you think it would be a good idea to create another add-on package that contains the default models + fonts?
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by Craig » Tue Oct 20, 2009 2:56 am
pro-rsoft wrote:Subsitute "font = None" for the conflicting line in the sample program.
Hm, David, do you think it would be a good idea to create another add-on package that contains the default models + fonts?
I used the default font as david recommended, and it got me past that error.
font = TextNode.getDefaultFont()
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by DefaultAlias » Tue Oct 20, 2009 8:59 am
Just wondering, was the MSVS thing fixed yet? packp3d is still looking for it.
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by Raz » Tue Oct 20, 2009 11:55 am
Default: do the environment variables settings drwr mentioned a few posts earlier. If you don't see them there just add them.
I switched to using a sample being used in the plugins demo to eliminate any outliers.
I also changed to using 'fonts = None'. Here's the log so far:
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C:\Panda3D-1.6.2>panda3d packp3d.p3d -S mycert.pem -o razTest.p3d -d C:/Panda3D- 1.6.2/samples/Carousel There are some missing modules: ['TkGlobal', 'WxGlobal', 'libheapq', 'libp3direc t', 'libp3heapq'] :loader: loading file type module: pandaegg :egg2pg: Reading /c/Panda3D-1.6.2/samples/Carousel/models/carousel_base.egg.pz :gobj: Loading texture /c/Panda3D-1.6.2/samples/Carousel/models/carousel_base.jp g :egg2pg: Flattened 1 nodes. :egg2pg: Reading /c/Panda3D-1.6.2/samples/Carousel/models/carousel_lights.egg.pz
:egg2pg: Flattened 1 nodes. :egg2pg: Reading /c/Panda3D-1.6.2/samples/Carousel/models/carousel_panda.egg.pz :gobj: Loading texture /c/Panda3D-1.6.2/samples/Carousel/models/carousel_panda.j pg :egg2pg: Flattened 1 nodes. :egg2pg: Reading /c/Panda3D-1.6.2/samples/Carousel/models/env.egg.pz :gobj: Loading texture /c/Panda3D-1.6.2/samples/Carousel/models/env_sky.jpg :gobj: Implicitly rescaling env_sky.jpg from 1200 by 900 to 1024 by 512 :gobj: Loading texture /c/Panda3D-1.6.2/samples/Carousel/models/env_ground.jpg :egg2pg: Flattened 1 nodes. Generating razTest.p3d
C:\Panda3D-1.6.2>panda3d razTest.p3d DirectStart: Starting the game. :display: loading display module: libpandagl.dll :display: loading display module: libpandadx9.dll :display: loading display module: libpandadx8.dll :display: loading display module: libtinydisplay.dll Known pipe types: wglGraphicsPipe wdxGraphicsPipe9 wdxGraphicsPipe8 TinyWinGraphicsPipe TinyOffscreenGraphicsPipe (all display modules loaded.) :display:windisplay: OS version: 5.1.2.2600 :display:windisplay: Service Pack 3 :display:windisplay: max Mhz 3391000000, current Mhz 3391000000 :ShowBase: Default graphics pipe is wglGraphicsPipe (OpenGL). :display: Unable to set window properties: !undecorated :ShowBase: Successfully opened window of type wglGraphicsWindow (OpenGL) :audio: NullAudioManager :audio: NullAudioManager :ShowBase: __dev__ == 0 :pnmtext: Loaded font Nimbus Sans L Regular Condensed :loader: Reading /mf/models/carousel_base.bam :gobj: Loading texture /mf/models/carousel_base.jpg :loader: Reading /mf/models/carousel_lights.bam :gobj: Loading texture /mf/models/carousel_lights_off.jpg :gobj: Loading texture /mf/models/carousel_lights_on.jpg :loader: Reading /mf/models/carousel_panda.bam :gobj: Loading texture /mf/models/carousel_panda.jpg :loader: Reading /mf/models/env.bam :gobj: Loading texture /mf/models/env_ground.jpg :gobj: Loading texture /mf/models/env_sky.jpg :gobj: Implicitly rescaling env_sky.jpg from 1200 by 900 to 1024 by 512 :pgraph(warning): Using deprecated LightAttrib interface. :pgraph(warning): Using deprecated LightAttrib interface. Traceback (most recent call last): File "C:\cygwin\home\drose\player_pub\direct\src\showbase\Messenger.py", line 352, in __taskChainDispatch File "C:\cygwin\home\drose\player_pub\direct\src\showbase\Messenger.py", line 410, in __dispatch File "C:\cygwin\home\drose\player_pub\direct\src\p3d\AppRunner.py", line 474, in __startIfReady File "VFSImporter", line 153, in load_module File "C:\Panda3D-1.6.2\samples\Carousel\Tut-Carousel.py", line 196, in ? w = World() File "C:\Panda3D-1.6.2\samples\Carousel\Tut-Carousel.py", line 45, in __init__
self.setupLights() #Add some basic lighting File "C:\Panda3D-1.6.2\samples\Carousel\Tut-Carousel.py", line 113, in setupLi ghts render.attachNewNode( directionalLight.upcastToPandaNode() ) AttributeError: 'libpanda.DirectionalLight' object has no attribute 'upcastToPan daNode' :task(error): Exception occurred in PythonTask Messenger-default Traceback (most recent call last): File "C:\cygwin\home\drose\player_pub\direct\src\p3d\AppRunner.py", line 392, in run File "C:\cygwin\home\drose\player_pub\direct\src\task\Task.py", line 482, in r un File "C:\cygwin\home\drose\player_pub\direct\src\task\Task.py", line 440, in s tep File "C:\cygwin\home\drose\player_pub\direct\src\showbase\Messenger.py", line 352, in __taskChainDispatch File "C:\cygwin\home\drose\player_pub\direct\src\showbase\Messenger.py", line 410, in __dispatch File "C:\cygwin\home\drose\player_pub\direct\src\p3d\AppRunner.py", line 474, in __startIfReady File "VFSImporter", line 153, in load_module File "C:\Panda3D-1.6.2\samples\Carousel\Tut-Carousel.py", line 196, in ? w = World() File "C:\Panda3D-1.6.2\samples\Carousel\Tut-Carousel.py", line 45, in __init__
self.setupLights() #Add some basic lighting File "C:\Panda3D-1.6.2\samples\Carousel\Tut-Carousel.py", line 113, in setupLi ghts render.attachNewNode( directionalLight.upcastToPandaNode() ) AttributeError: 'libpanda.DirectionalLight' object has no attribute 'upcastToPan daNode' :display: Closing wglGraphicsWindow Failure on startup.
C:\Panda3D-1.6.2>
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by rdb » Tue Oct 20, 2009 11:56 am
Remove all instances of .upcastToPandaNode() in the file. It's been deprecated for a long time now and finally removed.
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rdb
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by drwr » Tue Oct 20, 2009 12:28 pm
Craig wrote:This only happened once (the first time I ran it), and was immanently followed by a successful download. I though they may have been errors from the install process, but I guess they weren't. Spamming lots of apparent errors during a successful update is a bit misleading.
Right, I understand what's happening now. This is the plugin code aggressively falling back to find a working configuration after a failure. The error message spamming is unintentional; I'll see if I can clean that up. Craig wrote:I tried to move over to my lap top (which can actually run my project correctly unlike my desktop). I'm getting the unable to launch core API error. I installed the plugin and it fails to do anything. Perhaps it can no longer connect to your server?
Is your laptop a PPC, or a different OS, or otherwise somehow substantially different from your desktop? It's not immediately clear why it's failing. Can you post the exact output from the failure message? Craig wrote:Also, is a 300 mb invisible folder in the user folder really necessary? Thats awful big for hiding in such a place.
It's a good point. Eventually, I will add support to limit the size of this folder; at the moment, it can just keep growing as needed, without any real limit. But still, the size will be in the hundreds of MB, and it doesn't need to be a hidden folder. Perhaps we should rename it to ~/Panda3D instead. Incidentally, you can completely delete this directory at any time without adversely affecting the plugin; it just means you'll have to redownload stuff the next time you run (and maybe re-approve some certificates). pro-rsoft wrote:Hm, David, do you think it would be a good idea to create another add-on package that contains the default models + fonts?
Yes, I agree this is a good idea. I haven't done it yet because I'm not really sure how to find this default model directory for a makepanda build. Is it in a standard place?
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by Raz » Tue Oct 20, 2009 12:32 pm
SWEET GOODNESS IT WORKS!!
It's... so... BEAUTIFUL ;~; *high five*!
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by rdb » Tue Oct 20, 2009 1:06 pm
drwr wrote:Yes, I agree this is a good idea. I haven't done it yet because I'm not really sure how to find this default model directory for a makepanda build. Is it in a standard place?
Not-so-standard, it's built_cmu/models, but only if the distributor is "cmu" and no custom output dir is specified. Maybe it would be a good idea here to set an environment variable or so?
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by drwr » Tue Oct 20, 2009 2:38 pm
Hmm, maybe we can just add code to panda3d.pdef to look for this model directory along the model-path, based on the presence of some specific filename within it.
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by Craig » Tue Oct 20, 2009 3:34 pm
drwr wrote:Craig wrote:I tried to move over to my lap top (which can actually run my project correctly unlike my desktop). I'm getting the unable to launch core API error. I installed the plugin and it fails to do anything. Perhaps it can no longer connect to your server?
Is your laptop a PPC, or a different OS, or otherwise somehow substantially different from your desktop? It's not immediately clear why it's failing. Can you post the exact output from the failure message?
Both are intel macs running 1.5. The main difference is my mac mini has a crap graphics card (intel gma 950), so I run stuff on my mac book pro usually. I have perviously run the plugin on my mac book before successfully, though it was a much older version (I also ran that version on my desktop as well). Here is the full output from my mac book: http://dpaste.com/109911/I installed the plugin, and I tried some of the samples. I get a white area, nothing. Nothing launches as does when it works correctly. http://www.ddrose.com/~drose/plugin/scripty.htmlThat reports the same information for both, but the panda part does not show up on my mac book. drwr wrote:Craig wrote:Also, is a 300 mb invisible folder in the user folder really necessary? Thats awful big for hiding in such a place.
It's a good point. Eventually, I will add support to limit the size of this folder; at the moment, it can just keep growing as needed, without any real limit. But still, the size will be in the hundreds of MB, and it doesn't need to be a hidden folder. Perhaps we should rename it to ~/Panda3D instead. Incidentally, you can completely delete this directory at any time without adversely affecting the plugin; it just means you'll have to redownload stuff the next time you run (and maybe re-approve some certificates).
Perhaps some of it should live in cache or library. Anyway, any tool that leaves such large invisibles should come with a tool to clean up after itself. Being a prerelease though, I don't expect such things to be done yet.
Edit:
On my mac book:
From the script page's sys log button.
http://dpaste.com/109918/
Game log says "undefined"
Would you also like the text from those buttons on my working copy?
Edit2:I removed my .panda3d folder, and tried run one of the plugin examples again. It downloaded, authorized, and seems to be working.
Edit3: Only the web plugin is working. Trying to use panda3d to open packp3d.p3d (or any other .p3d aparently) still gets that error pf not being able to launch the core api. The dylib its looking for does exist in that spot though.
Edit4: Also, I have never gotten http://www.ddrose.com/~drose/plugin/fbounce.html to work for me using safari. In firefox (on my desktop where the plugin actually works), the objects can pass between them one way, but not back (they disappear). In the flash demo, it works fully in firefox, but in safari the objects disappear instead of making it from flash back to panda.
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by rdb » Wed Oct 21, 2009 6:38 am
drwr wrote:Perhaps we should rename it to ~/Panda3D instead.
Hm, not so sure about that, for Linux, for a few reasons:
(1) No one ever needs to access it, thats the point of the leading dot.
(2) It's against the standards. Apps that store stuff in the home directory without a dot prefixed are very rare.
(3) Application directories on unix systems are usually lowercased.
(4) People generally want their home directory not to be full with app-specific stuff (except if its hidden of course)
We could perhaps make a "rightclick->clear cache" (or somewhere else) in the plugin to allow people to clear the cache entirely, for the people that aren't smart enough to enable hidden files in their file browser.
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by Nemesis#13 » Wed Oct 21, 2009 7:01 am
why don't you place the cache in /tmp ?
i mean that's the place for temporary stuff. i don't want my home dir full of one-time-usage stuff. call me individual, but i also sweep all my browser cache, cookies and also flash-cookies.
another thing is that the home dir isn't erased after deinstallation of the program which created it (or at least i haven't yet seen a package manager that does that), so after a user uninstalls his plugin, he still has to deal with megabytes of old, cached garbage.
Or how about splitting the cache into panda- and game content? i guess the panda components will be used more often than specific game assets (just think of all the flash games people play one time and never more).
in case i couldn't persuade you, place it into ~/.pada3d please, as pro-rsoft requested or alternatively into ~/.cache/panda3d and ~/.config/panda3d
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by rdb » Wed Oct 21, 2009 7:29 am
Nemesis#13 wrote:why don't you place the cache in /tmp ? i mean that's the place for temporary stuff. i don't want my home dir full of one-time-usage stuff.
The problem with /tmp/ is that it's cleared when you reboot. It's temporary while the Panda3D cache is pretty permanent. It's not one-time-usage at all, as the entire Panda3D runtime build is installed into ~/.panda3d/ - this greatly speeds up future usage of the plugin. (The first time you use the plugin, you see the long wait bar, remember?) So in general, you might even end up keeping that directory forever. Even on a Panda3D version update it is merely patched rather than entirely overwritten. Nemesis#13 wrote:another thing is that the home dir isn't erased after deinstallation of the program which created it (or at least i haven't yet seen a package manager that does that),
Many package managers offer two ways of uninstallation: without clearing the config stuff (the default usually) and an option to also remove the configuration. Nemesis#13 wrote:Or how about splitting the cache into panda- and game content? i guess the panda components will be used more often than specific game assets
Game content isn't cached but read directly from the p3d file AFAIK - it's just Panda, and maybe some logfiles and certificates. Nemesis#13 wrote:or alternatively into ~/.cache/panda3d
That could work too. That's maybe more consistent with how we do it on Mac now, in ~/Library/Caches/Panda3D/.
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rdb
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by Hypnos » Wed Oct 21, 2009 8:44 am
a usual place for chache stuff is /var/cache or somewhere else under /var, however on install you'd need to have admin access to create a directory and chown. othervise i'd tend to use ".panda3d"
edit: since the last update to v7, it doesnt reconize anymore that the plugin is already installed on the entry page ( http://www.ddrose.com/~drose/plugin/index.html). it keeps redirecting me to the install page ( http://www.ddrose.com/~drose/plugin/install_plugin.html). this is under osx 10.6.
edit2: i've never encountered a package the deleted user configurations (files in ~) under linux. i would higly discourage deleting stuff in the user folder, even if it's unlikely that a user stores stuff in the .panda3d dir by himself, it's still possible, if you want to delete things in the .panda3d dir, it would need to be individual files (the exact files that have been installed) and not the complete folder.
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by rdb » Wed Oct 21, 2009 9:02 am
Hypnos wrote:a usual place for chache stuff is /var/cache or somewhere else under /var, however on install you'd need to have admin access to create a directory and chown.
That's not the most important problem - the worst thing is that people would be able to corrupt other people's plugin cache (and maybe inject malicious code somehow)
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by drwr » Wed Oct 21, 2009 10:39 am
My Fedora installation now puts things under ~/Desktop, ~/Download, and so on, where a long time ago these were more like ~/.desktop and ~/.download. Looks like ubuntu is doing a similar thing. So, there is at least some movement towards more visible home-directory storage of stuff.
The placement of the Panda3D directory has three requirements:
(1) We don't need to make the user see it every day. It should be tucked away somewhere.
(2) We don't need to make it hard for the user to find it. He should know that it exists, and know where to find it when he goes looking for it.
(3) We should follow existing standards wherever possible.
Taken together, those three do seem to advocate for ~/.panda3d on Linux. There is a long tradition of Unix applications storing stuff in a hidden directory under your home directory. Anyone who has been using Linux for more than a week has a good chance of understanding this. I'll change it back to ~/.panda3d.
Does it say you have version 0.9.2c installed, or does it still report 0.9.1c? Have you re-downloaded and installed the latest plugin? And, gosh, it was working on Snow Leopard? I'd thought it wasn't working there at all.
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drwr
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by drwr » Wed Oct 21, 2009 10:55 am
Craig wrote:Edit3: Only the web plugin is working. Trying to use panda3d to open packp3d.p3d (or any other .p3d aparently) still gets that error pf not being able to launch the core api. The dylib its looking for does exist in that spot though.
Can you post the log files for me? Let's do it this way: - Code: Select all
rm -rf /tmp/tlog panda3d -l /tmp/tlog packp3d.p3d
then post (or email to me) the logfiles that appear in /tmp/tlog. Craig wrote:Edit4: Also, I have never gotten http://www.ddrose.com/~drose/plugin/fbounce.html to work for me using safari. In firefox (on my desktop where the plugin actually works), the objects can pass between them one way, but not back (they disappear). In the flash demo, it works fully in firefox, but in safari the objects disappear instead of making it from flash back to panda.
I've had that problem with the flash demo in Safari too. It seems to be some unique JavaScript quirk of Safari, and I haven't researched it more fully yet. The fbounce demo ("Dual-Panda demo") has always worked for me, though. When it fails, is it failing always on the left-to-right traversal, or always on the right-to-left traversal, or always when an object returns back to the original window that created it?
David
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by drwr » Wed Oct 21, 2009 11:01 am
Hypnos wrote:edit2: i've never encountered a package the deleted user configurations (files in ~) under linux. i would higly discourage deleting stuff in the user folder, even if it's unlikely that a user stores stuff in the .panda3d dir by himself, it's still possible, if you want to delete things in the .panda3d dir, it would need to be individual files (the exact files that have been installed) and not the complete folder.
The Panda plugin itself aggressively maintains the ~/.panda3d directory and will automatically delete (some) things that the user puts in it. It's not a place for user storage, it's a place for the plugin to store its managed content. It seems perfectly appropriate to me to delete it wholesale upon uninstallation.
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by Xidram » Wed Oct 21, 2009 1:40 pm
Hey, I got somewhat excited about this prerelease of the browser plugin. However, I can't seem to get things working.
I am using Firefox 3.5.5pre on 32-bit Ubuntu 9.10. I also tried using Firefox 3.5.3 as in Canonical's Ubuntu repository.
First I went to ~/.mozilla/ and had to create the subdirectory ~/.mozilla/plugins. Then I placed the plugin file into there, restarted the browser, and tried to return to the index page as instructed on the install page. I was immediately redirected back to the install page as though it didn't load. Using about:plugins, I confirmed that indeed it had not loaded any such plugin.
So I tried ~/.mozilla/firefox/<profile ID>/plugins and different root directories; /usr/lib/mozilla/plugins, /usr/lib/firefox3/plugins, /usr/lib/firefox3.5.5pre/plugins (which was just a symbolic link to /usr/lib/firefox-addons/plugins). With a browser restart after each attempt, results were the same each time. Finally, in a sad state of baffle, I stuck it in every single one of the above, and still I got the same result.
Have I missed some significant step? What could I be doing incorrectly?
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by Raz » Wed Oct 21, 2009 1:54 pm
I moved my p3d into another folder and it shows up blank when I drag it into the browser (I just get the Panda3D logo and no play button). However when I double click it, it displays the demo I packed.
Although, it's fine if I drag it into the browser from the directory I built it in (the sample was built in C:\Panda3D-1.6.2\ from the samples folder)
Did I forget to take note of something?
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