Game Development Community

CVS locally - how to get my own files in CVS?

by Stefan Beffy Moises · in Torque Game Engine · 02/26/2002 (12:09 pm) · 8 replies

Hi, so I've added a couple of files to TGE (*.cc, *.h, *.cs, etc. ), but how do I get WinCVS to include and recognize them (these "NonCVS files")... if I try to add them ("Add selected"), it connects to the GG server (which I don't want at that moment, and I've already changed my CVS root to a local path and switched the "Authentication" to "Local Mounted Directory", but that doesn't help either...) and then I get the (understandable) error: "-f [server aborted]: "add" requires write access to the repository
" ...
So how do I get CVS to include these files LOCALLY (to MY copy of TGE, so to speak...) so that I can include them in the version control, and then get updates, merges, etc. from the GG server (without touching my "own" files)??
A big hug goes out to anyone helping to clearify this CVS mystery... ;-)

#1
02/26/2002 (3:00 pm)
Your CVS commands are attempting to operate on the GG repository because that's where all the CVS files point to. (Take a look at the contents of a typical CVS/Respository file.)

As far as I know, Garage Games isn't in the business of providing teams with cvs servers. The bandwidth and disk costs would kill 'em. You have to provide your own source control. Managing sources from other vendors is tricky, but you can do it.

www.cvshome.org/ is your starting point.

This is how it might work:

- Set up your own cvs server locally. We have a Linux box which satisfies all our server needs, and provides a handy testbed for Torque Linux builds. Set up your CVSROOT environment variable for your local repository (or do whatever it is you have to do to set up wincvs).

- Check out the source from GarageGames:

cvs -z6 -d :pserver:you@cvs.garagegames.com:/cvs/torque checkout torque

- Import the torque source from that repository into your LOCAL repository:

cd torque
cvs import -I! -m "Source drop from Garage Games 2002/02/26" torque_working TORQUE_DIST TORQUE_20020226

Or instead of the -I!, use whatever you've done to cope with the fact that the torque distribution includes a "core/" directory and *.exe files.

"TORQUE_DIST" is the vendor tag, and "TORQUE_20020226" is the release tag. www.cvshome.org/docs/manual/cvs_13.html#SEC104 has more information on this task and how you use those tags later.

- Check out a copy of your local repository somewhere.

cvs co torque_working

- Make your edits; add new files with "cvs add".

- Next time you need to integrate a source drop from Garage Games, update the *original* torque directory. Then just do another import command with a new release tag and the same vendor tag:

cvs import -I! -m "Source drop from Garage Games 2002/03/15" torque_working TORQUE_DIST TORQUE_20020315
#2
02/26/2002 (4:12 pm)
if what you meant is to cvs to take care of them when u upgrade then you dont need to do anything else, cvs wont delete them... if you meant anything else i didnt understood :)
#3
02/26/2002 (9:40 pm)
Thanks very much, CJ, that helps a lot!!
Guess I'll try to set up my own CVS server...

Xavier, I know that CVS doesn't delete my new files, but I'd like to integrate them in the versioning process...

Thanks for the help, guys!!
#4
02/27/2002 (3:45 pm)
I've got another question: if I check out the torque project from my local CVS server, CVS seems to damage all the binary files (.exe, .lib, etc.)!
What's the point with that?? (you've mentioned problems with exe files and the "core" folder.... whats the secret behind that?) Everything works fine while checking out the files from the GG server, though...
#5
02/27/2002 (5:17 pm)
Ah. You need to tell your cvs repository that certain kinds of files are binary files. You can do this at the time you add the files by saying something like "cvs add -kb filename" (the graphical cvs has a menu option for "add binary" I think). Or you can mark entire categories of files as binary using the cvs wrappers file. This makes batch adding and importing a lot easier.

Here are links to the sections of the manual that you want:
adding binary files
cvswrappers

Man, for somebody who violently prefers perforce, I'm sure learning a lot about cvs for this project.
#6
02/27/2002 (11:11 pm)
Thanx again, CJ!
It seems like CVS is recognizing the binary stuff now (I use something like
cvs import -I! -m "Import from GG" -W "*.lib -k 'b'" -W "*.exe -k 'b'" -W "*.obj -k 'b'" torque_working TORQUE_DIST TORQUE_20020228
), and now everything compiles fine, BUT:
the generated exe (from my own CVS version, so to speak) doesn't really run, it just pops up as a black window and almost freezes my computer... does anybody successfully run a Torque-CVS on WIN2000 for their own team?
I don't know what may be the problem now... :-(
#7
03/03/2002 (6:10 am)
Anyone?
The compiled version of the GG source runs perfectly, but as soon as I import the files in my own CVS system and compile it, I don't get any errors, but the GUI doesn't show up correctly - I get the "DOS box" and the main screen pops up, but it stays black and slows my computer down, til I kill the DOS window with CTRL-C ...

The last message I get (if I enable the console with -console) is:
Loading compiled script common/ui/GuiEditorGui.gui.
The next GUI file (ConsoleDlg.gui) doesn't get compiled
and the launching process seems to freeze at this point... but there are no damn errors... :-/

Any ideas? Anybody running a working CVS system on Windows? Thanx!!
#8
03/04/2002 (11:42 pm)
OK, solved it! :-))