67 lines
2.1 KiB
Markdown
67 lines
2.1 KiB
Markdown
# Development and build notes
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## Local development
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Mudmouth requires Rust stable. On NixOS, the included shell also provides the
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ALSA development metadata used by the Linux audio backend:
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```bash
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nix-shell
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```
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Run the normal validation suite before submitting a change:
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```bash
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cargo fmt --check
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cargo clippy --all-targets -- -D warnings
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cargo test
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cargo build --release
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```
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The parser tests cover the observed log formats, including NPC dialogue,
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channel-chat exclusion, zone events, normalization, persistent/random speaker
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voice policies, log truncation, and first-run log discovery.
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## Running locally
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Start the local Kokoro FastAPI service when necessary, then pass an EverQuest
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log directly:
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```bash
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doas systemctl start podman-kokoro-fastapi.service
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cargo run --release -- --log "$HOME/Games/EverQuestLegends/Logs/eqlog_Pleb_oggok.txt"
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```
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Starting without a log path opens first-time setup. Mudmouth scans common Steam
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and Daybreak install folders for `eqlog_*.txt` files and lets you choose a
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character; if it finds none, enter the EverQuest game directory. Use `[r]` to
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rescan after enabling `/log on` in EverQuest. You can also change the log path
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and Kokoro endpoint from **Settings**:
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```bash
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cargo run --release
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cargo run --release -- --kokoro-url http://127.0.0.1:8880
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```
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## Release builds
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Build Linux and Windows from an x86_64 Linux builder with `release.nix`. Build
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macOS on a native x86_64 macOS runner, where Apple's SDK is available. The CI
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workflow performs these native builds on every push and retains their binaries
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as build artifacts. Package the three binaries with:
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```bash
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nix-build release.nix -A linux -o result-linux
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nix-build release.nix -A windows -o result-windows
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# On x86_64 macOS:
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nix-build release.nix -A macos -o result-macos
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./scripts/package-release.sh \
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--linux result-linux/bin/mudmouth \
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--macos result-macos/bin/mudmouth \
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--windows result-windows/bin/mudmouth.exe
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```
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The packager writes platform-qualified archives and `SHA256SUMS.txt` to
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`dist/`. `scripts/publish-release.sh` uploads those exact assets as a Gitea
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pre-release after the worktree is committed and clean.
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