I've had a lot of Puzzles nightly builds fail recently in the NestedVM
stage, with a 'jar' command producing a message along these lines:
java.util.zip.ZipException: attempt to write past end of STORED entry
at java.base/java.util.zip.ZipOutputStream.write(ZipOutputStream.java:337)
at jdk.jartool/sun.tools.jar.Main.copy(Main.java:1250)
at jdk.jartool/sun.tools.jar.Main.copy(Main.java:1263)
at jdk.jartool/sun.tools.jar.Main.addFile(Main.java:1211)
at jdk.jartool/sun.tools.jar.Main.create(Main.java:879)
at jdk.jartool/sun.tools.jar.Main.run(Main.java:319)
at jdk.jartool/sun.tools.jar.Main.main(Main.java:1681)
Suppressed: java.util.zip.ZipException: invalid entry size (expected 0 but got 786 bytes)
at java.base/java.util.zip.ZipOutputStream.closeEntry(ZipOutputStream.java:288)
at java.base/java.util.zip.ZipOutputStream.finish(ZipOutputStream.java:361)
at java.base/java.util.zip.DeflaterOutputStream.close(DeflaterOutputStream.java:238)
at java.base/java.util.zip.ZipOutputStream.close(ZipOutputStream.java:378)
at jdk.jartool/sun.tools.jar.Main.create(Main.java:854)
... 2 more
It's hard to work out exactly what this error dump means, and
web-searching for the error message isn't much help because the same
exception can occur in application code using java.util.zip, and most
mentions on the web are about that, and not about what I want to know,
which is why it might happen in the 'jar' program in particular.
However, the clues visible in that message suggest that 'jar' had
somehow got confused about the size of one of the files it was adding
to the jar archive, in that it initially decided it was 0 bytes long
and later found it was longer. That suggests a problem of excessive
parallelism between the build steps, perhaps due to a missing
dependency in the makefile, which might plausibly cause the 'jar' step
to be running already while some file it needs to read is still being
written. (Which would also explain why it doesn't happen every time.)
An eyeball review of cmake/platforms/nestedvm.cmake didn't find any
obvious missing dependencies. But I vaguely remembered that in some
other context I'd had trouble with cmake 'add_custom_command'. So in
this commit I replace all those custom commands with custom _targets_,
listing the previous OUTPUT files as BYPRODUCTS. And then the
dependencies are written using the target names, instead of the file
names.
I don't fully understand why this should make a difference. But it
seems more reliable in a soak test, and still builds the right things,
so I'll commit it and see if it makes the flakiness in the actual
nightly builds stop happening.
These look like puzzles, in that they link against a frontend and
provide the usual 'struct game', but they don't count as a puzzle for
purposes of shipping, or even having to have descriptions and icons.
There's one of these buried in the code already under an ifdef, which
I'll re-enable in the next commit.
In this platform's set_platform_puzzle_target_properties, I referred
to ${EXENAME} twice, which is not one of the function parameters. It
worked anyway, because CMake has dynamic scope, and that variable was
defined - to the right value - within the local-variable scope of the
calling function. But that wasn't at all what I meant to do!
Renamed it to ${TARGET}, which is the actual parameter name we get
passed.
This completely removes the old system of mkfiles.pl + Recipe + .R
files that I used to manage the various per-platform makefiles and
other build scripts in this code base. In its place is a
CMakeLists.txt setup, which is still able to compile for Linux,
Windows, MacOS, NestedVM and Emscripten.
The main reason for doing this is because mkfiles.pl was a horrible
pile of unmaintainable cruft. It was hard to keep up to date (e.g.
didn't reliably support the latest Visual Studio project files); it
was so specific to me that nobody else could maintain it (or was even
interested in trying, and who can blame them?), and it wasn't even
easy to _use_ if you weren't me. And it didn't even produce very good
makefiles.
In fact I've been wanting to hurl mkfiles.pl in the bin for years, but
was blocked by CMake not quite being able to support my clang-cl based
system for cross-compiling for Windows on Linux. But CMake 3.20 was
released this month and fixes the last bug in that area (it had to do
with preprocessing of .rc files), so now I'm unblocked!
CMake is not perfect, but it's better at mkfiles.pl's job than
mkfiles.pl was, and it has the great advantage that lots of other
people already know about it.
Other advantages of the CMake system:
- Easier to build with. At least for the big three platforms, it's
possible to write down a list of build commands that's actually the
same everywhere ("cmake ." followed by "cmake --build ."). There's
endless scope for making your end-user cmake commands more fancy
than that, for various advantages, but very few people _have_ to.
- Less effort required to add a new puzzle. You just add a puzzle()
statement to the top-level CMakeLists.txt, instead of needing to
remember eight separate fiddly things to put in the .R file. (Look
at the reduction in CHECKLST.txt!)
- The 'unfinished' subdirectory is now _built_ unconditionally, even
if the things in it don't go into the 'make install' target. So
they won't bit-rot in future.
- Unix build: unified the old icons makefile with the main build, so
that each puzzle builds without an icon, runs to build its icon,
then relinks with it.
- Windows build: far easier to switch back and forth between debug
and release than with the old makefiles.
- MacOS build: CMake has its own .dmg generator, which is surely
better thought out than my ten-line bodge.
- net reduction in the number of lines of code in the code base. In
fact, that's still true _even_ if you don't count the deletion of
mkfiles.pl itself - that script didn't even have the virtue of
allowing everything else to be done exceptionally concisely.