- Aug 06, 2021
-
-
This avoids relying on the LD_LIBRARY_PATH as a way to get the overridden libraries into place. Co-authored-by:
Simon McVittie <smcv@collabora.com> Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
-
- Aug 03, 2021
-
-
Simon McVittie authored
This will allow pv-wrap to translate a host `LD_PRELOAD` item like `/usr/$LIB/libMangoHud.so` into a pair of `--ld-preload` options, each looking like `--ld-preload=/usr/lib32/libMangoHud.so:abi=i386-linux-gnu`. The only character that cannot appear in a `LD_PRELOAD` path entry is `:`, so we're free to use that as our representation for extra options. Instead of just appending the ABI tuple, use a key/value notation so we can extend later if we need to. Signed-off-by:
Simon McVittie <smcv@collabora.com>
-
Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
-
- Jul 20, 2021
-
-
When a game is launched with the Steam Overlay feature enabled (it's on by default), we end up with an LD_PRELOAD that contains `gameoverlayrenderer.so` two times, one for 32-bit and the other for 64-bit processes. However this leads to a warning that is harmless but scary for users and developers unaware of that: `ERROR: ld.so: object '/home/me/.local/share/steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored.` And every 64-bit process prints something similar about the ELFCLASS32. By creating a temporary directory and using the dynamic linker token expansion `$PLATFORM` we can let a process preload only the `gameoverlayrenderer.so` for the right ABI. Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
-
- Jul 05, 2021
-
-
Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
-
- Jan 05, 2021
-
-
Ludovico de Nittis authored
This is especially useful when we are logging to a file to keep track of when a specific operation happened. Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
-
Ludovico de Nittis authored
This is the middle ground between the base logging and the verbose option. Currently we are not logging any messages at the info level, but we might start to do that. And this option gives us more granularity about how much logging we want to print. Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
-
- Sep 09, 2020
-
-
Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
-
- Sep 07, 2020
-
-
Simon McVittie authored
Looking at environment variables is still part of pv-wrap, but the command-line part now happens in pv-adverb. This means the launching scripts for the "session" mode, which use pv-launch to run the main game command in a previously-set-up pv-launcher environment, can direct pv-adverb to run an interactive shell instead of or in addition to the actual game. Signed-off-by:
Simon McVittie <smcv@collabora.com>
-
- Aug 19, 2020
-
-
Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
-