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RE: Git for games working group

From
Randall S. Becker <rsbecker@nexbridge.com>
Date
Sep 23, 2018, 20:43 UTC
Message-ID
<000801d4537e$19351180$4b9f3480$@nexbridge.com>
In-Reply-To
<CA+AhR6c+D84sHhABRm4xf=5RWnpVEBXMXzdQxipYMS5bmkw9iQ@mail.gmail.com>
On September 23, 2018 3:54 PM, John Austin wrote:
Show 14 quoted lines
> On Sun, Sep 23, 2018 at 10:57 AM Randall S. Becker
> <rsbecker@nexbridge.com> wrote:
> >  I would even like to help with your effort and have non-unixy platforms I'd
> like to do this on.
> > Having this separate from git LFS is an even better idea IMO, and I would
> suggest implementing this using the same set of build tools that git uses so
> that it is broadly portable, unlike git LFS. Glad to help there too.
> 
> Great to hear -- once the code is in a bit better shape I can open it up on
> github. Cross platform is definitely one of my focuses. I'm currently
> implementing in Rust because it targets the same space as C and has great,
> near trivial, cross-platform support. What sorts of platforms are you
> interested in? Windows is my first target because that's where many game
> developers live.

I have looked at porting Rust to my two mid-to-large platforms which do not have a Rust port. I would prefer keeping within what git currently requires without adding dependencies, but I'd be happy to take a Rust prototype and translate it. My need is actually not for gamers, but in similar processes that gamers use. The following dependences are not available on the two platforms I have in mind: g++ or clang; And cmake (despite efforts by people on the platform to do ports). This puts me in a difficult spot with Rust. I understand you might want to use Rust's implied threating, so I would be willing to do the pthread work to make it happen in C.

Show 16 quoted lines
> > I would suggest that a higher-level grouping mechanism of resource groups
> might be helpful - as in "In need this directory" rather than "I need this file".
> Better still, I could see "I need all objects in this commit-ish", which would
> allow a revert operation to succeed or fail atomically while adhering to a lock
> requirement.
> > One bit that traditional lock-brokering systems implement involve forcing
> security attribute changes - so an unlocked file is stored as chmod a-w to
> prevent accidental modification of lockables, when changing that to chmod
> ?+w when a lock is acquired. It's not perfect, but does catch a lot of errors.
> 
> Agreed -- I think this is all up to how the query endpoint and client is
> designed. A couple of different types of clients could be implemented,
> depending on the policies you want in place. One could have strict security
> that stored unlocked files with a-w, as mentioned. Another could be a
> weaker client, and simply warn developers when their current branch is in
> conflict.

Regards, Randall

Previous: John AustinNext: Taylor Blau
Message 18 of 35 in “Git for games working group”
  1. John AustinSep 14, 2018
  2. Taylor BlauSep 14, 2018
  3. John AustinSep 14, 2018
  4. Taylor BlauSep 15, 2018
  5. Ævar Arnfjörð BjarmasonSep 16, 2018
  6. John AustinSep 16, 2018
  7. Taylor BlauSep 17, 2018
  8. Randall S. BeckerSep 17, 2018
  9. Ævar Arnfjörð BjarmasonSep 17, 2018
  10. Taylor BlauSep 17, 2018
  11. Randall S. BeckerSep 17, 2018
  12. Joey HessSep 17, 2018
  13. Ævar Arnfjörð BjarmasonSep 17, 2018
  14. John AustinSep 23, 2018
  15. Randall S. BeckerSep 23, 2018
  16. John AustinSep 23, 2018
  17. John AustinSep 23, 2018
  18. Randall S. BeckerSep 23, 2018
  19. Taylor BlauSep 24, 2018
  20. John AustinSep 24, 2018
  21. Taylor BlauSep 24, 2018
  22. John AustinSep 25, 2018
  23. Taylor BlauSep 25, 2018
  24. Taylor BlauSep 24, 2018
  25. John AustinSep 14, 2018
  26. David AguilarSep 16, 2018
  27. Taylor BlauSep 17, 2018
  28. Ævar Arnfjörð BjarmasonSep 14, 2018
  29. John AustinSep 14, 2018
  30. Taylor BlauSep 15, 2018
  31. John AustinSep 16, 2018
  32. Jonathan NiederSep 16, 2018
  33. Taylor BlauSep 17, 2018
  34. Jonathan NiederSep 17, 2018
  35. Thomas BraunOct 3, 2018

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