13 KiB
- visualboyadvance-m Developer Manual
visualboyadvance-m Developer Manual
Here we will keep notes about our development process, policies and environment setup guides.
Issues Policies
Processing New Issues
Follow the following steps to process newly submitted issues:
-
Edit the user's post to remove unused template sections etc.. Rephrase the issue title if it needs to be clarified.
-
Label the issue as a question, bug or enhancement. This label can be changed later upon clarification if necessary.
-
Add any other relevant labels, for example for the code subsystem.
-
If it is strongly related to a work by a developer that you know of, assign them to the issue. If this is not the case, they can be unassigned.
-
Ask the user for clarification of any details if needed.
Resolving Issues
- An issue is resolved by closing it in github. A commit that fixes the issue should have the following line near the end of the body of the commit message:
Fix #999.
This will automatically close the issue and assign the closing commit in the github metadata when it is merged to master. The issue can be reopened if needed.
- A commit that is work towards resolving an issue, should have the issue number preceded by a pound sign either at the end of a commit message title, if it is of primary relevance to the issue, or the body otherwise.
Pull Request and Commit Policies
Commit Message
Follow these guidelines always:
https://tbaggery.com/2008/04/19/a-note-about-git-commit-messages.html
, the description of your work should be in the commit message NOT the pull request description.
The title line must be no more than 50 characters and the description must be wrapped at 72 characters. Most commit message editor interfaces will help you with this. The title line must not end with a period.
Write everything in the imperative mood, e.g. change, fix, NOT changes, changed, fixed, fixes etc..
A commit message must always have a title and a description, the description must be independent of the title line, if necessary repeat the information in the title line in the description.
Make sure the git history in your branch is clean and logical, edit when
necessary with rebase -i
.
Use one commit per logical change if necessary, most work can be squashed into one commit when you are done. It is not necessary to have separate commits per-file if they are one logical change. We are less strict about this than other projects, fewer is better.
The commit title line should be prefixed with an area, unless it involves the wxWidgets GUI app, in which case it should NOT have a prefix.
If the commit is a user-facing functionality change or enhancement, the title line of the commit must be a non-technical description of this change. For example "Mute on speedup" because this will go into the changelog.
The text after the area prefix should not be capitalized.
Please use one of these area prefixes for non-main-GUI-app commits:
- doc: documentation, README.md etc.
- build: cmake, installdeps, preprocessor compatibility defines, compatibility headers, etc.
- gb: the GameBoy emulator core
- gba: the GameBoy Advance emulator core
- libretro: the libretro core glue and build
- sdl: anything for the SDL port
- translations: anything related to translations
. Add other areas here if needed.
If a commit fixes a regression, use a title line such as:
Fix regression <PROBLEM> in <SHORT-SHA>
, you can get the short sha from git log --oneline -100
or similar.
The commit description for a regression must refer to the breaking change in
reference format, which you can get from e.g. git log --format=reference -20
.
You can refer to github issues using #<ISSUE-NUMBER>
freely in the description
text.
If a commit fixes an issue, add a line at the end of the description such as:
Fix #<ISSUE-NUMBER>.
.
Collaboration on a Branch
To update when multiple people are working on a git branch, keep a couple of things in mind:
-
Always
push -f
unless you're adding a commit on top. And it's almost always better to edit the history than to add more commits. Never add commits fixing previous commits, only improving or adding to them. -
To update when someone else updated the branch with a
push -f
git status # should be clean, with your work having been already pushed
git fetch --all --prune
git reset --hard origin/<branch-name>
.
- While actively working on a branch, keep it rebased on top of master.
Commits from Maintainers
Maintainers and project members have the power to commit directly to master. This power must be used responsibly.
Make your best attempt to follow these general guidelines to keep our history clean:
-
Things that are a minor fix or improvement that does not require discussion can be committed directly, keeping the following guidelines in mind.
-
Bigger new features, code refactors and changes in architecture should go through the PR process.
-
Push code changes to a branch first, so they can run through the CI. When you open the commit in GitHub there is a little icon in the upper left corner that shows the CI status for this commit. Differences in what different compilers allow is a problem that comes up VERY frequently. As well as incompatibilities between different configurations for both the C++ code and any supporting code.
Miscellaneous
Debug Messages
We have an override for wxLogDebug()
to make it work even in non-debug builds
of wx and on windows, even in mintty.
It works like printf()
, e.g.:
int foo = 42;
wxLogDebug(wxT("the value of foo = %d"), foo);
From the core etc. the usual:
fprintf(stderr, "...", ...);
, will work fine.
You need a debug build for this to work or to even have a console on Windows.
Pass -DCMAKE_BUILD_TYPE=Debug
to cmake.
Release Process
GnuPG Key
You will need to create a GnuPG key for signing your commits and release tags, and upload it to a keyserver.
Make sure to install GnuPG on all environments where you will be making commits and tags.
Certificates
Make sure you have set up a Windows code signing certificate with the right password and a Mac 'Developer ID Application' certificate.
Put the Windows certificate into ~/.codesign/windows_comodo.pkcs12
as a PKCS12
file that is password protected, and put the password for it into
~/.codesign/windows_comodo.pkcs12.password
.
Release Commit and Tag
Once you are sure you're ready to release, and you are in a git clone on master with a clean working tree, use the cmake script to make the release commit and tag:
mkdir build && cd build
cmake .. -DTAG_RELEASE=TRUE
, follow the instructions to edit the CHANGELOG.md
and then push the release:
To reiterate, make sure you edit the CHANGELOG.md
to remove any
non-user-facing changes before you make the release commit.
git push
git push --tags
If you don't want to push the release, to back out the change do:
cmake .. -DTAG_RELEASE=UNDO
64-bit Windows Binary
For this you will preferably need the PowerShell environment setup described
here, or by starting the x64 Native Tools Command Prompt
from your Start Menu.
mkdir build-msvc64
cd build-msvc64
cmake .. -DCMAKE_BUILD_TYPE=Release -DUPSTREAM_RELEASE=TRUE -G Ninja
ninja
Collect the following files for the release:
visualboyadvance-m-Win-x86_64.zip
translations.zip
Repeat the process for the debug build, with -DCMAKE_BUILD_TYPE=Debug
and
collect this file:
visualboyadvance-m-Win-x86_64-debug.zip
.
32-bit Windows Binary
The 32-bit build is a legacy build for Windows XP compatibility. You will need the MinGW toolchain to build it. The easiest method is to use the MINGW32 MSYS2 environment.
Make sure the Visual Studio signtool.exe
is in your path, you can start MSYS2
with an inherited PATH
from a Visual Studio enabled environment or add it to
your shell configuration.
First install dependencies with:
./installdeps
. Then build the 32-bit binary as follows:
mkdir build-mingw32
cd build-mingw32
cmake .. -DCMAKE_BUILD_TYPE=Release -DUPSTREAM_RELEASE=TRUE -G Ninja
ninja
. Collect this file for the release:
visualboyadvance-m-Win-x86_32.zip
. Then repeat the process for the debug build with -DCMAKE_BUILD_TYPE=Debug
,
and collect this file:
visualboyadvance-m-Win-x86_32-debug.zip
.
ARM64 Windows Binary
You will need the MSVC ARM64 cross toolchain to build this binary, if you used the install script from here you will have it installed, otherwise run Visual Studio Installer and install the component.
To enter the ARM64 cross environment, edit the PowerShell profile described
here or use the vcvarsall.bat
script with the amd64_arm64
argument as described
here.
From there the process is the same as for the 64-bit build, collect the following files for the release:
visualboyadvance-m-Win-arm64.zip
- 'visualboyadvance-m-Win-arm64-debug.zip' .
macOS Binary
Install the latest Xcode for your OS.
You will need bash from Homebrew/nix/MacPorts/whatever to run the build script.
You will need a codesigning certificate from Apple, which you will be able to generate once you join their developer program from XCode. This is the certificate of the type 'Developer ID Application' stored in your login keychain.
If you are not using a GUI session, you will need to use a method to unlock your login keychain before building so that your codesigning certificate can be used. Adding the certificate and key to the System keychain is also a method that some people use.
To unlock your keychain on login, you can add something like this to your
~/.zshrc
:
security unlock-keychain -p "$(cat ~/.login-keychain-password)" login.keychain
, with your login password in that file.
For notarization to work, you will need to create an app-specific password on https://appleid.apple.com , get your Team ID from your Apple Developer account, and store them with this command:
xcrun notarytool store-credentials AC_PASSWORD \
--apple-id you@domain.com \
--team-id <DeveloperTeamID> \
--password <secret_app_specific_2FA_password>
. Once all of this is set up, run:
tools/osx/builder
, this will take a while because it builds all of the dependencies.
Collect the following files from ~/vbam-build-mac-64bit/project
:
visualboyadvance-m-Mac-x86_64.zip
visualboyadvance-m-Mac-x86_64-debug.zip
.
Final steps
Go to the github releases tab, and make a release for the tag you pushed earlier.
Put any notes to users and distro maintainers into the description as well as
the generated entries from CHANGELOG.md
you edited earlier.
Upload all files collected during the earlier builds, the complete list is:
translations.zip
visualboyadvance-m-Win-x86_64.zip
visualboyadvance-m-Win-x86_64-debug.zip
visualboyadvance-m-Win-x86_32.zip
visualboyadvance-m-Win-x86_32-debug.zip
visualboyadvance-m-Win-arm64.zip
- 'visualboyadvance-m-Win-arm64-debug.zip'
visualboyadvance-m-Mac-x86_64.zip
visualboyadvance-m-Mac-x86_64-debug.zip
Update the winsparkle appcast.xml
by running this cmake command:
cmake .. -DUPDATE_APPCAST=TRUE
, follow the instructions to push the change to the web data repo.
Announce the release on reddit r/emulation and the forum.