From 7e49db5ddefe8c515b5f3931a5c701efaac33d91 Mon Sep 17 00:00:00 2001 From: David Luevano Alvarado Date: Fri, 16 Dec 2022 17:45:03 -0600 Subject: change structure for new pyssg version --- blog/src/.files | 19 - blog/src/a/acomodada_la_pagina_de_arte.md | 13 - blog/src/a/asi_nomas_esta_quedando.md | 17 - blog/src/a/devs_android_me_trozaron.md | 30 - blog/src/a/el_blog_ya_tiene_timestamps.md | 16 - blog/src/a/first_blog_post.md | 14 - blog/src/a/git_server_with_cgit.md | 189 ------ blog/src/a/hoy_toco_desarrollo_personaje.md | 29 - blog/src/a/mail_server_with_postfix.md | 517 --------------- blog/src/a/new_blogging_system.md | 20 - blog/src/a/password_manager_authenticator_setup.md | 24 - blog/src/a/tenia_esto_descuidado.md | 19 - blog/src/a/volviendo_a_usar_la_pagina.md | 15 - blog/src/a/vpn_server_with_openvpn.md | 362 ----------- blog/src/a/website_with_nginx.md | 166 ----- blog/src/a/xmpp_server_with_prosody.md | 579 ---------------- blog/src/g/flappybird_godot_devlog_1.md | 684 ------------------- blog/src/g/godot_project_structure.md | 87 --- blog/src/g/gogodot_jam3_devlog_1.md | 724 --------------------- blog/src/g/starting_gamedev_blogging.md | 14 - 20 files changed, 3538 deletions(-) delete mode 100644 blog/src/.files delete mode 100644 blog/src/a/acomodada_la_pagina_de_arte.md delete mode 100644 blog/src/a/asi_nomas_esta_quedando.md delete mode 100644 blog/src/a/devs_android_me_trozaron.md delete mode 100644 blog/src/a/el_blog_ya_tiene_timestamps.md delete mode 100644 blog/src/a/first_blog_post.md delete mode 100644 blog/src/a/git_server_with_cgit.md delete mode 100644 blog/src/a/hoy_toco_desarrollo_personaje.md delete mode 100644 blog/src/a/mail_server_with_postfix.md delete mode 100644 blog/src/a/new_blogging_system.md delete mode 100644 blog/src/a/password_manager_authenticator_setup.md delete mode 100644 blog/src/a/tenia_esto_descuidado.md delete mode 100644 blog/src/a/volviendo_a_usar_la_pagina.md delete mode 100644 blog/src/a/vpn_server_with_openvpn.md delete mode 100644 blog/src/a/website_with_nginx.md delete mode 100644 blog/src/a/xmpp_server_with_prosody.md delete mode 100644 blog/src/g/flappybird_godot_devlog_1.md delete mode 100644 blog/src/g/godot_project_structure.md delete mode 100644 blog/src/g/gogodot_jam3_devlog_1.md delete mode 100644 blog/src/g/starting_gamedev_blogging.md (limited to 'blog/src') diff --git a/blog/src/.files b/blog/src/.files deleted file mode 100644 index 590ef53..0000000 --- a/blog/src/.files +++ /dev/null @@ -1,19 +0,0 @@ -a/website_with_nginx.md 1616122695.085315 1623137232.645304 79fbe75bc61186d4e1776fd02b387832 english,server,tools,tutorial -a/git_server_with_cgit.md 1616353229.8983006 1623137257.0257351 d0fc18cade23fb42b7e58b8b8e0e22f4 english,server,tools,tutorial -a/el_blog_ya_tiene_timestamps.md 1615862784.9032707 1621284818.4731243 704abe11709e39c9ec86ca6f8cbe1200 short,spanish,tools,update -a/first_blog_post.md 1614431313.2090824 1621284833.6700118 ed6ff0b4471a88241798a0aa5b54ddbf english,short,tools,update -a/mail_server_with_postfix.md 1616299559.6570284 1623137344.8639452 b589ec8fd628974e11947fadb26ae5c4 english,server,tools,tutorial -a/new_blogging_system.md 1622172099.117893 1622173322.4337702 b4a00df409794ab3d8e824004c2d486b english,short,tools,update -a/asi_nomas_esta_quedando.md 1622795043.0874712 0.0 dcbec925288c5dd8f2bd9a6e70406978 short,spanish,update -a/acomodada_la_pagina_de_arte.md 1623006369.6071973 1623006525.2665823 50a2280134b5349bfb6d1c517e37a26f short,spanish,update -a/xmpp_server_with_prosody.md 1623216270.0372887 1627809865.4920528 0c539e4fb106e1355b358e8dd1b7ab46 english,server,tools,tutorial -a/tenia_esto_descuidado.md 1626594710.918819 0.0 76d45ca201ef36002e0c9c87e7a800e5 short,spanish,update -a/hoy_toco_desarrollo_personaje.md 1627452655.5560262 0.0 b891e8efe4e9a5c3f342f9e84e20437a spanish -a/vpn_server_with_openvpn.md 1627810022.100739 1627812788.832212 7df7d2d05cb07a5d83284f41f3ce9054 english,server,tools,tutorial -a/volviendo_a_usar_la_pagina.md 1651116062.9191298 1651116501.5491333 0f36388a5a216a8b7c79a52e84219fca short,spanish,update -a/devs_android_me_trozaron.md 1652608264.4901433 1652609027.0201497 41c897ac0c6e0bd66f67ddc8286f4413 rant,spanish,update -a/password_manager_authenticator_setup.md 1652654434.4686146 1653179084.149559 ccd90b7bb896f09438696bb793eb6138 english,short,tools -g/starting_gamedev_blogging.md 1652764794.9016073 1653179221.26956 2d6665cebea06ff376dbde9643a893c4 english,gamedev,short,update -g/godot_project_structure.md 1653182170.4395845 1653366918.4756405 a7b153df43631f17864cd8ab67aca60f english,gamedev,short -g/flappybird_godot_devlog_1.md 1653795523.5988536 1653795876.8388574 8a4f723fbb20718ad5238fd28aaf28e2 english,gamedev,godot -g/gogodot_jam3_devlog_1.md 1654852625.58801 0.0 f8767cd4023a7a7c0ccf5388cdef049b english,gamedev,gamejam,godot diff --git a/blog/src/a/acomodada_la_pagina_de_arte.md b/blog/src/a/acomodada_la_pagina_de_arte.md deleted file mode 100644 index 2cac170..0000000 --- a/blog/src/a/acomodada_la_pagina_de_arte.md +++ /dev/null @@ -1,13 +0,0 @@ -title: Al fin ya me acomodé la página pa' los dibujos -author: David Luévano -lang: es -summary: Actualización en el estado de la página, en este caso sobre la existencia de una nueva página para los dibujos y arte en general. -tags: short - update - spanish - -Así es, ya quedó acomodado el sub-dominio `art.luevano.xyz` pos pal [arte](https://art.luevano.xyz) veda. Entonces pues ando feliz por eso. - -Este pedo fue gracias a que me reescribí la forma en la que `pyssg` maneja los templates, ahora uso el sistema de `jinja` en vez del cochinero que hacía antes. - -Y pues nada más eso, aquí está el [primer post](https://art.luevano.xyz/a/elephant_octopus.html) y por supuesto acá está el link del RSS [https://art.luevano.xyz/rss.xml](https://art.luevano.xyz/rss.xml). diff --git a/blog/src/a/asi_nomas_esta_quedando.md b/blog/src/a/asi_nomas_esta_quedando.md deleted file mode 100644 index c1ed74c..0000000 --- a/blog/src/a/asi_nomas_esta_quedando.md +++ /dev/null @@ -1,17 +0,0 @@ -title: Así nomás está quedando el página -author: David Luévano -lang: es -summary: Actualización en el estado de la página, el servidor de XMPP y Matrix que me acomodé y próximas cosas que quiero hacer. -tags: short - update - spanish - -Estuve acomodando un poco más el *sItIo*, al fin agregué la "sección" de [contact](https://luevano.xyz/contact.html) y de [donate](https://luevano.xyz/donate.html) por si hay algún loco que quiere tirar varo. - -También me puse a acomodar un servidor de [XMPP](https://xmpp.org/) el cual, en pocas palabras, es un protocolo de mensajería instantánea (y más) descentralizado, por lo cual cada quien puede hacer una cuenta en el servidor que quiera y conectarse con cuentas creadas en otro servidor... exacto, como con los correos electrónicos. Y esto está perro porque si tú tienes tu propio server, así como con uno de correo electrónico, puedes controlar qué características tiene, quiénes pueden hacer cuenta, si hay *end-to-end encryption* (o mínimo *end-to-server*), entre un montón de otras cosas. - -Ahorita este server es SUMISO (*compliant* en español, jeje) para jalar con la app [conversations](https://conversations.im/) y con la red social [movim](https://movim.eu/), pero realmente funcionaría con casi cualquier cliente de XMPP, amenos que ese cliente implemente algo que no tiene mi server. Y también acomodé un server de [Matrix](https://matrix.org/) que es muy similar pero es bajo otro protocolo y se siente más como un discord/slack (al menos en el [element](https://element.io/)), muy chingón también. - -Si bien aún quedan cosas por hacer sobre estos dos servers que me acomodé (además de hacerles unas entradas para documentar cómo lo hice), quiero moverme a otra cosa que sería acomodar una sección de dibujos, lo cual en teoría es bien sencillo, pero como quiero poder automatizar la publicación de estos, quiero modificar un poco el [pyssg](https://github.com/luevano/pyssg) para que jale chido para este pex. - -Ya por último también quiero moverle un poco al CSS, porque lo dejé en un estado muy culerón y quiero meterle/ajustar unas cosas para que quede más limpio y medianamente bonito... *dentro de lo que cabe porque evidentemente me vale verga si se ve como una página del 2000*. diff --git a/blog/src/a/devs_android_me_trozaron.md b/blog/src/a/devs_android_me_trozaron.md deleted file mode 100644 index 9cc7dad..0000000 --- a/blog/src/a/devs_android_me_trozaron.md +++ /dev/null @@ -1,30 +0,0 @@ -title: Los devs de Android/MIUI me trozaron -author: David Luévano -lang: es -summary: Perdí un día completo resolviendo un problema muy estúpido, por culpa de los devs de Android/MIUI. -tags: rant - update - spanish - -Llevo dos semanas posponiendo esta entrada porque andaba bien enojado (todavía, pero ya se anda pasando) y me daba *zzz*. Pero bueno, antes que nada este pex ocupa un poco de contexto sobre dos cositas: - -- [Tachiyomi](https://tachiyomi.org/): Una aplicación de android que uso para descargar y leer manga. Lo importante aquí es que por default se guardan los mangas con cada página siendo una sola imagen, por lo que al mover el manga de un lado a otro tarda mucho tiempo. -- [Adoptable storage](https://source.android.com/devices/storage/adoptable): Un *feature* de android que básicamente te deja usar una micro SD (mSD) externa como si fuera interna, encriptando y dejando la mSD inutilizable en cualquier otro dispositivo. La memoria interna se *pierde* o algo por el estilo (bajo mi experiencia), por lo que parece es bastante útil cuando la capacidad de la memoria interna es baja. - -Ahora sí vamonos por partes, primero que nada lo que sucedió fue que ordené una mSD con más capacidad que la que ya tenía (64 GB -> 512 GB, poggies), porque últimamente he estado bajando y leyendo mucho manga entonces me estaba quedando sin espacio. Ésta llegó el día de mi cumpleaños lo cuál estuvo chingón, me puse a hacer backup de la mSD que ya tenía y preparando todo, muy bonito, muy bonito. - -Empecé a tener problemas, porque al estar moviendo tanto archivo pequeño (porque recordemos que el *tachiyomi* trata a cada página como una sola imagen), la conexión entre el celular y mi computadora se estaba corte y corte por alguna razón; en general muchos pedos. Por lo que mejor le saqué la nueva mSD y la metí directo a mi computadora por medio de un adaptador para batallar menos y que fuera más rápido. - -Hacer este pedo de mover archivos directamente en la mSD puede llevar a corromper la memoria, no se los detalles pero pasa (o quizá estoy meco e hice algo mal). Por lo que al terminar de mover todo a la nueva mSD y ponerla en el celular, éste se emputó que porque no la detectaba y que quería tirar un formateo a la mSD. A este punto no me importaba mucho, sólo era questión de volvera mover archivos y ser más cuidadoso; "*no issues from my end*" diría en mis *standups*. - -Todo valió **vergota** porque en cierto punto al elegir sí formatear la mSD mi celular me daba la opción de "*usar la micro SD para el celular*" o "*usar la micro SD como memoria portátil*" (o algo entre esas líneas), y yo, estúpidamente, elegí la primera, porque me daba sentido: "no, pues simón, voy a usar esta memoria para este celular". - -Pues mamé, resulta que esa primera opción lo que realmente quería decir es que se iba a usar la micro SD como interna usando el pex este de *adoptable storage*. Entonces básicamente *perdí* mi capacidad de memoria interna (128 GB aprox.), y toda la mSD nueva se usó como memoria interna. Todo se juntó, si intentaba sacar la mSD todo se iba a la mierda y no podía usar muchas aplicaciones. "*No hay pedo*", pensé, "*nada más es cuestión de desactivar esta mamada de adoptable storage*". - -Ni madres dijeron los devs de Android, este pedo nada más es un *one-way*: puedes activar *adoptable storage* pero para desactivarlo **ocupas, a huevo, formatear tu celular a estado de fábrica**. Chingué a mi madre, comí mierda, perdí. - -Pues eso fue lo que hice, ni modo. Hice backup de todo lo que se me ocurrió (también me di cuenta que G\*\*gl\* authenticator es cagada ya que no te deja hacer backup, entre otras cosas, mejor usen [Aegis authenticator](https://getaegis.app/)), desactivé todo lo que se tenía que desactivar y tocó hacer *factory reset*, ni modo. Pero como siempre las cosas salen mal y tocó comer mierda del banco porque me bloquearon la tarjeta, perdí credenciales necesarias para el trabajo (se resolvió rápido), etc., etc.. Ya no importa, ya casi todo está resuelto, sólo queda ir al banco a resolver lo de la tarjeta bloqueada (esto es para otro *rant*, pinches apps de bancos piteras, ocupan hacer una sola cosa y la hacen mal). - -Al final del día, la causa del problema fueron los malditos mangas (por andar queriendo *backupearlos*), que terminé bajando de nuevo manualmente y resultó mejor porque aparentemente *tachiyomi* agregó la opción de "*zippear*" los mangas en formato [CBZ](https://docs.fileformat.com/ebook/cbz/), por lo que ya son más fácil de mover de un lado para otro, el fono no se queda pendejo, etc., etc.. - -Por último, quiero decir que los devs de Android son unos pendejos por no hacer reversible la opción de *adoptable storage*, y los de MIUI son todavía más por no dar detalles de lo que significan sus opciones de formateo, especialmente si una opción es tan chingadora que para revertirla necesitas formatear a estado de fábrica tu celular; más que nada es culpa de los de MIUI, todavía que ponen un chingo de A(i)DS en todas sus apps, no pueden poner una buena descripción en sus opciones. **REEEE**. \ No newline at end of file diff --git a/blog/src/a/el_blog_ya_tiene_timestamps.md b/blog/src/a/el_blog_ya_tiene_timestamps.md deleted file mode 100644 index 4fbe9bd..0000000 --- a/blog/src/a/el_blog_ya_tiene_timestamps.md +++ /dev/null @@ -1,16 +0,0 @@ -title: Así es raza, el blog ya tiene timestamps -author: David Luévano -lang: es -summary: Actualización en el estado del blog y el sistema usado para crearlo. -tags: short - update - tools - spanish - -Pues eso, esta entrada es sólo para tirar update sobre mi [primer post](https://blog.luevano.xyz/a/first_blog_post.html). Ya modifiqué el `ssg` lo suficiente como para que maneje los *timestamps*, y ya estoy más familiarizado con este script entonces ya lo podré extender más, pero por ahora las entradas ya tienen su fecha de creación (y modificación en dado caso) al final y en el índice ya están organizados por fecha, que por ahora está algo simple pero está sencillo de extender. - -Ya lo único que queda es cambiar un poco el formato del blog (y de la página en general), porque en un momento de desesperación puse todo el texto en justificado y pues no se ve chido siempre, entonces queda corregir eso. *Y aunque me tomó más tiempo del que quisiera, así nomás quedó, diría un cierto personaje.* - -El `ssg` modificado está en mis [dotfiles](https://git.luevano.xyz/.dots) (o directamente [aquí](https://git.luevano.xyz/.dots/tree/.local/bin/ssg)). - -Por último, también quité las extensiones `.html` de las URLs, porque se veía bien pitero, pero igual los links con `.html` al final redirigen a su link sin `.html`, así que no hay rollo alguno. diff --git a/blog/src/a/first_blog_post.md b/blog/src/a/first_blog_post.md deleted file mode 100644 index b4851f2..0000000 --- a/blog/src/a/first_blog_post.md +++ /dev/null @@ -1,14 +0,0 @@ -title: This is the first blog post, just for testing purposes -author: David Luévano -lang: en -summary: Just my first blog post where I state what tools I'm using to build this blog. -tags: short - update - tools - english - -I'm making this post just to figure out how [`ssg5`](https://www.romanzolotarev.com/ssg.html) and [`lowdown`](https://kristaps.bsd.lv/lowdown/) are supposed to work (and eventually also [`rssg`](https://www.romanzolotarev.com/rssg.html)). - -At the moment, I'm not satisfied because there's no automatic date insertion into the 1) html file, 2) the blog post itself and 3) the listing system in the [blog homepage](https://blog.luevano.xyz/) (and there's also the problem with the ordering of the entries...). And all of this just because I didn't want to use [Luke's](https://github.com/LukeSmithxyz/lb) solution (don't really like that much how he handles the scripts... *but they just work*). - -Hopefully, for tomorrow all of this will be sorted out and I'll have a working blog system. diff --git a/blog/src/a/git_server_with_cgit.md b/blog/src/a/git_server_with_cgit.md deleted file mode 100644 index 4eb440c..0000000 --- a/blog/src/a/git_server_with_cgit.md +++ /dev/null @@ -1,189 +0,0 @@ -title: Create a git server and setup cgit web app (on Nginx) -author: David Luévano -lang: en -summary: How to create a git server using cgit on a server running Nginx. This is a follow up on post about creating a website with Nginx and Certbot. -tags: server - tools - tutorial - english - -My git server is all I need to setup to actually *kill* my other server (I've been moving from servers on these last 2-3 blog entries), that's why I'm already doing this entry. I'm basically following [git's guide on setting up a server](https://git-scm.com/book/en/v2/Git-on-the-Server-Setting-Up-the-Server) plus some specific stuff for (btw i use) Arch Linux ([Arch Linux Wiki: Git server](https://wiki.archlinux.org/index.php/Git_server#Web_interfaces) and [Step by step guide on setting up git server in arch linux (pushable)](https://miracoin.wordpress.com/2014/11/25/step-by-step-guide-on-setting-up-git-server-in-arch-linux-pushable/)). - -Note that this is mostly for personal use, so there's no user/authentication control other than that of SSH. Also, most if not all commands here are run as root. - -## Prerequisites - -I might get tired of saying this (it's just copy paste, basically)... but you will need the same prerequisites as before (check my [website](https://blog.luevano.xyz/a/website_with_nginx.html) and [mail](https://blog.luevano.xyz/a/mail_server_with_postfix.html) entries), with the extras: - -- (Optional, if you want a "front-end") A **CNAME** for "git" and (optionally) "www.git", or some other name for your sub-domains. -- An SSL certificate, if you're following the other entries, add a `git.conf` and run `certbot --nginx` to extend the certificate. - -## Git - -[Git](https://wiki.archlinux.org/title/git) is a version control system. - -If not installed already, install the `git` package: - -```sh -pacman -S git -``` - -On Arch Linux, when you install the `git` package, a `git` user is automatically created, so all you have to do is decide where you want to store the repositories, for me, I like them to be on `/home/git` like if `git` was a "normal" user. So, create the `git` folder (with corresponding permissions) under `/home` and set the `git` user's home to `/home/git`: - -```sh -mkdir /home/git -chown git:git /home/git -usermod -d /home/git git -``` - -Also, the `git` user is "expired" by default and will be locked (needs a password), change that with: - -```sh -chage -E -1 git -passwd git -``` - -Give it a strong one and remember to use `PasswordAuthentication no` for `ssh` (as you should). Create the `.ssh/authorized_keys` for the `git` user and set the permissions accordingly: - -```sh -mkdir /home/git/.ssh -chmod 700 /home/git/.ssh -touch /home/git/.ssh/authorized_keys -chmod 600 /home/git/.ssh/authorized_keys -chown -R git:git /home/git -``` - -Now is a good idea to copy over your local SSH public keys to this file, to be able to push/pull to the repositories. Do it by either manually copying it or using `ssh`'s built in `ssh-copy-id` (for that you may want to check your `ssh` configuration in case you don't let people access your server with user/password). - -Next, and almost finally, we need to edit the `git-daemon` service, located at `/usr/lib/systemd/system/` (called `git-daemon@.service`): - -```ini -... -ExecStart=-/usr/lib/git-core/git-daemon --inetd --export-all --base-path=/home/git --enable=receive-pack -... -``` - -I just appended `--enable=receive-pack` and note that I also changed the `--base-path` to reflect where I want to serve my repositories from (has to match what you set when changing `git` user's home). - -Now, go ahead and start and enable the `git-daemon` socket: - -```sh -systemctl start git-daemon.socket -systemctl enable git-daemon.socket -``` - -You're basically done. Now you should be able to push/pull repositories to your server... except, you haven't created any repository in your server, that's right, they're not created automatically when trying to push. To do so, you have to run (while inside `/home/git`): - -```sh -git init --bare {repo_name}.git -chown -R git:git repo_name.git -``` - -Those two lines above will need to be run each time you want to add a new repository to your server (yeah, kinda lame... although there are options to "automate" this, I like it this way). - -After that you can already push/pull to your repository. I have my repositories (locally) set up so I can push to more than one remote at the same time (my server, GitHub, GitLab, etc.); to do so, check [this gist](https://gist.github.com/rvl/c3f156e117e22a25f242). - -## Cgit - -[Cgit](https://wiki.archlinux.org/title/Cgit) is a fast web interface for git. - -This is optionally since it's only for the web application. - -Install the `cgit` and `fcgiwrap` packages: - -```sh -pacman -S cgit fcgiwrap -``` - -Now, just start and enable the `fcgiwrap` socket: - -```sh -systemctl start fcgiwrap.socket -systemctl enable fcgiwrap.socket -``` - -Next, create the `git.conf` as stated in my [nginx setup entry](https://blog.luevano.xyz/a/website_with_nginx.html). Add the following lines to your `git.conf` file: - -```nginx -server { - listen 80; - listen [::]:80; - root /usr/share/webapps/cgit; - server_name {yoursubdomain}.{yourdomain}; - try_files $uri @cgit; - - location @cgit { - include fastcgi_params; - fastcgi_param SCRIPT_FILENAME $document_root/cgit.cgi; - fastcgi_param PATH_INFO $uri; - fastcgi_param QUERY_STRING $args; - fastcgi_param HTTP_HOST $server_name; - fastcgi_pass unix:/run/fcgiwrap.sock; - } -} -``` - -Where the `server_name` line depends on you, I have mine setup to `git.luevano.xyz` and `www.git.luevano.xyz`. Optionally run `certbot --nginx` to get a certificate for those domains if you don't have already. - -Now, all that's left is to configure `cgit`. Create the configuration file `/etc/cgitrc` with the following content (my personal options, pretty much the default): - -```apache -css=/cgit.css -logo=/cgit.png - -enable-http-clone=1 -# robots=noindex, nofollow -virtual-root=/ - -repo.url={url} -repo.path={dir_path} -repo.owner={owner} -repo.desc={short_description} - -... -``` - -Where you can uncomment the `robots` line to let web crawlers (like Google's) to index your `git` web app. And at the end keep all your repositories (the ones you want to make public), for example for my [*dotfiles*](https://git.luevano.xyz/.dots) I have: - -```apache -... -repo.url=.dots -repo.path=/home/git/.dots.git -repo.owner=luevano -repo.desc=These are my personal dotfiles. -... -``` - -Otherwise you could let `cgit` to automatically detect your repositories (you have to be careful if you want to keep "private" repos) using the option `scan-path` and setup `.git/description` for each repository. For more, you can check [cgitrc(5)](https://man.archlinux.org/man/cgitrc.5). - -By default you can't see the files on the site, you need a highlighter to render the files, I use `highlight`. Install the `highlight` package: - -```sh -pacman -S highlight -``` - -Copy the `syntax-highlighting.sh` script to the corresponding location (basically adding `-edited` to the file): - -```sh -cp /usr/lib/cgit/filters/syntax-highlighting.sh /usr/lib/cgit/filters/syntax-highlighting-edited.sh -``` - -And edit it to use the version 3 and add `--inline-css` for more options without editing `cgit`'s CSS file: - -```sh -... -# This is for version 2 -# exec highlight --force -f -I -X -S "$EXTENSION" 2>/dev/null - -# This is for version 3 -exec highlight --force --inline-css -f -I -O xhtml -S "$EXTENSION" 2>/dev/null -... -``` - -Finally, enable the filter in `/etc/cgitrc` configuration: - -```apache -source-filter=/usr/lib/cgit/filters/syntax-highlighting-edited.sh -``` - -That would be everything. If you need support for more stuff like compressed snapshots or support for markdown, check the optional dependencies for `cgit`. diff --git a/blog/src/a/hoy_toco_desarrollo_personaje.md b/blog/src/a/hoy_toco_desarrollo_personaje.md deleted file mode 100644 index a32dd01..0000000 --- a/blog/src/a/hoy_toco_desarrollo_personaje.md +++ /dev/null @@ -1,29 +0,0 @@ -title: Hoy me tocó desarrollo de personaje -author: David Luévano -lang: es -summary: Una breve historia sobre cómo estuvo mi día, porque me tocó desarrollo de personaje y lo quiero sacar del coraje que traigo. -tags: spanish - -Sabía que hoy no iba a ser un día tan bueno, pero no sabía que iba a estar tan horrible; me tocó desarrollo de personaje y saqué el *bad ending*. - -Básicamente tenía que cumplir dos misiones hoy: ir al banco a un trámite y vacunarme contra el Covid-19. Muy sencillas tareas. - -Primero que nada me levanté de una pesadilla horrible en la que se puede decir que se me subió el muerto al querer despertar, esperé a que fuera casi la hora de salida de mi horario de trabajo, me bañé y fui directo al banco primero. Todo bien hasta aquí. - -En el camino al banco, durante la plática con el conductor del Uber salió el tema del horario del banco. Yo muy tranquilo dije "pues voy algo tarde, pero sí alcanzo, cierran a las 5, ¿no?" a lo que me respondió el conductor "nel jefe, a las 4, y se van media hora antes"; quedé. Chequé y efectivamente cerraban a las 4. Entonces le dije que le iba a cambiar la ruta directo a donde me iba a vacunar, pero ya era muy tarde y quedaba para la dirección opuesta."Ni pedo, ahí déjame y pido otro viaje, no te apures", le dije y como siempre pues me deseó que se compusiera mi día; **afortunadamente** el banco sí estaba abierto para lo que tenía que hacer, así que fue un buen giro. Me puse muy feliz y asumí que sería un buen día, como me lo dijo mi conductor; **literalmente NO SABÍA**. - -Salí feliz de poder haber completado esa misión y poder irme a vacunar. Pedí otro Uber a donde tenía que ir y todo bien. Me tocó caminar mucho porque la entrada estaba en punta de la chingada de donde me dejó el conductor, pero no había rollo, era lo de menos. Me desanimé cuando vi que había una cantidad estúpida de gente, era una fila que abarcaba todo el estacionamiento y daba demasiadas vueltas; "ni pedo", dije, "si mucho me estaré aquí una hora, hora y media"... otra vez, **literalmente NO SABÍA**. - -Pasó media hora y había avanzado lo que parecía ser un cuarto de la fila, entonces todo iba bien. Pues nel, había avanzado el equivalente a un octavo de la fila, este pedo no iba a salir en una hora-hora y media. Para acabarla de chingar era todo bajo el tan amado sol de Chiwawa. "No hay pedo, me entretengo tirando chal con alguien en el wasap", pues no, aparentemente no cargué el celular y ya tenía 15-20% de batería... volví a quedar. - -Se me acabó la pila, ya había pasado una hora y parecía que la fila era infinita, simplemente avanzábamos demasiado lento, a pesar de que los que venían atrás de mí repetían una y otra vez "mira, avanza bien rápido, ya mero llegamos", ilusos. Duré aproximadamente 3 horas formado, aguantando conversaciones estúpidas a mi alrededor, gente quejándose por estar parada (yo también me estaba quejando pero dentro de mi cabeza), y por alguna razón iban familias completas de las cuales al final del día sólo uno o dos integrantes de la familia entraban a vacunarse. - -En fin que se acabó la tortura y ya tocaba irse al cantón, todo bien. "No hay pedo, no me tocó irme en Uber, aquí agarro un camíon" pensé. Pero no, ningún camión pasó durante la hora que estuve esperando y de los 5 taxis que intenté parar **NINGUNO** se detuvo. Decidí irme caminado, ya qué más daba, en ese punto ya nada más era hacer corajes *dioquis*. - -En el camino vi un Oxxo y decidí desviarme para comprar algo de tomar porque andaba bien deshidratado. En el mismo segundo que volteé para ir hacia el Oxxo pasó un camión volando y lo único que pensaba era que el conductor me decía "Jeje ni pedo:)". Exploté, me acabé, simplemente perdí, saqué el *bad ending*. - -Ya estaba harto y hasta iba a comprar un cargador para ya irme rápido, estaba cansado del día, simplemente ahí terminó la quest, había sacado el peor final. Lo bueno es que se me ocurrió pedirle al cajero un cargador y que me *tirara paro*. Todo bien, pedí mi Uber y llegué a mi casa sano y a salvo, pero con la peor rabia que me había dado en mucho tiempo. Simplemente ¿mi culo? explotado. Este día me tocó un desarrollo de personaje muy cabrón, se mamó el D\*\*\*\*\*o. - -Lo único rescatable fue que había una (más bien como 5) chica muy guapa en la fila, lástima que los *stats* de mi personaje me tienen bloqueadas las conversaciones con desconocidos. - -Y pues ya, este pex ya me sirvió para desahogarme, una disculpa por la redacción tan *pitera*. Sobres. diff --git a/blog/src/a/mail_server_with_postfix.md b/blog/src/a/mail_server_with_postfix.md deleted file mode 100644 index 63bf564..0000000 --- a/blog/src/a/mail_server_with_postfix.md +++ /dev/null @@ -1,517 +0,0 @@ -title: Create a mail server with Postfix, Dovecot, SpamAssassin and OpenDKIM -author: David Luévano -lang: en -summary: How to create mail server using Postfix, Dovecot, SpamAssassin and OpenDKIM. This is a follow up on post about creating a website with Nginx and Certbot. -tags: server - tools - tutorial - english - -The entry is going to be long because it's a *tedious* process. This is also based on [Luke Smith's script](https://github.com/LukeSmithxyz/emailwiz), but adapted to Arch Linux (his script works on debian-based distributions). This entry is mostly so I can record all the notes required while I'm in the process of installing/configuring the mail server on a new VPS of mine; also I'm going to be writing a script that does everything in one go (for Arch Linux), that will be hosted [here](https://git.luevano.xyz/server_scripts.git). - -This configuration works for local users (users that appear in `/etc/passwd`), and does not use any type of SQL Database. And note that most if not all commands executed here are run with root privileges. - -## Prerequisites - -Basically the same as with the [website with Nginx and Certbot](https://blog.luevano.xyz/a/website_with_nginx.html), with the extras: - -- You will need a **CNAME** for "mail" and (optionally) "www.mail", or whatever you want to call the sub-domains (although the [RFC 2181](https://tools.ietf.org/html/rfc2181#section-10.3) states that it NEEDS to be an **A** record, fuck the police). -- An SSL certificate. You can use the SSL certificate obtained following my last post using `certbot` (just create a `mail.conf` and run `certbot --nginx` again). -- Ports 25, 587 (SMTP), 465 (SMTPS), 143 (IMAP) and 993 (IMAPS) open on the firewall. - -## Postfix - -[Postfix](https://wiki.archlinux.org/title/postfix) is a "mail transfer agent" which is the component of the mail server that receives and sends emails via SMTP. - -Install the `postfix` package: - -```sh -pacman -S postfix -``` - -We have two main files to configure (inside `/etc/postfix`): `master.cf` ([master(5)](https://man.archlinux.org/man/master.5)) and `main.cf` ([postconf(5)](https://man.archlinux.org/man/postconf.5)). We're going to edit `main.cf` first either by using the command `postconf -e 'setting'` or by editing the file itself (I prefer to edit the file). - -Note that the default file itself has a lot of comments with description on what each thing does (or you can look up the manual, linked above), I used what Luke's script did plus some other settings that worked for me. - -Now, first locate where your website cert is, mine is at the default location `/etc/letsencrypt/live/`, so my `certdir` is `/etc/letsencrypt/live/luevano.xyz`. Given this information, change `{yourcertdir}` on the corresponding lines. The configuration described below has to be appended in the `main.cf` configuration file. - -Certificates and ciphers to use for authentication and security: - -```apache -smtpd_tls_key_file = {yourcertdir}/privkey.pem -smtpd_tls_cert_file = {yourcertdir}/fullchain.pem -smtpd_use_tls = yes -smtpd_tls_auth_only = yes -smtp_tls_security_level = may -smtp_tls_loglevel = 1 -smtp_tls_CAfile = {yourcertdir}/cert.pem -smtpd_tls_mandatory_protocols = !SSLv2, !SSLv3, !TLSv1, !TLSv1.1 -smtp_tls_mandatory_protocols = !SSLv2, !SSLv3, !TLSv1, !TLSv1.1 -smtpd_tls_protocols = !SSLv2, !SSLv3, !TLSv1, !TLSv1.1 -smtp_tls_protocols = !SSLv2, !SSLv3, !TLSv1, !TLSv1.1 -tls_preempt_cipherlist = yes -smtpd_tls_exclude_ciphers = aNULL, LOW, EXP, MEDIUM, ADH, AECDH, MD5, - DSS, ECDSA, CAMELLIA128, 3DES, CAMELLIA256, - RSA+AES, eNULL - -smtp_tls_CApath = /etc/ssl/certs -smtpd_tls_CApath = /etc/ssl/certs - -smtpd_relay_restrictions = permit_sasl_authenticated, permit_mynetworks, defer_unauth_destination -``` - -Also, for the *connection* with `dovecot`, append the next few lines (telling postfix that `dovecot` will use user/password for authentication): - -```apache -smtpd_sasl_auth_enable = yes -smtpd_sasl_type = dovecot -smtpd_sasl_path = private/auth -smtpd_sasl_security_options = noanonymous, noplaintext -smtpd_sasl_tls_security_options = noanonymous -``` - -Specify the mailbox home (this is going to be a directory inside your user's home containing the actual mail files): - -```apache -home_mailbox = Mail/Inbox/ -``` - -Pre-configuration to work seamlessly with `dovecot` and `opendkim`: - -```apache -myhostname = {yourdomainname} -mydomain = localdomain -mydestination = $myhostname, localhost.$mydomain, localhost - -milter_default_action = accept -milter_protocol = 6 -smtpd_milters = inet:127.0.0.1:8891 -non_smtpd_milters = inet:127.0.0.1:8891 -mailbox_command = /usr/lib/dovecot/deliver -``` - -Where `{yourdomainname}` is `luevano.xyz` in my case, or if you have `localhost` configured to your domain, then use `localhost` for `myhostname` (`myhostname = localhost`). - -Lastly, if you don't want the sender's IP and user agent (application used to send the mail), add the following line: - -```apache -smtp_header_checks = regexp:/etc/postfix/smtp_header_checks -``` - -And create the `/etc/postfix/smtp_header_checks` file with the following content: - -```coffee -/^Received: .*/ IGNORE -/^User-Agent: .*/ IGNORE -``` - -That's it for `main.cf`, now we have to configure `master.cf`. This one is a bit more tricky. - -First look up lines (they're uncommented) `smtp inet n - n - - smtpd`, `smtp unix - - n - - smtp` and `-o syslog_name=postfix/$service_name` and either delete or uncomment them... or just run `sed -i "/^\s*-o/d;/^\s*submission/d;/\s*smtp/d" /etc/postfix/master.cf` as stated in Luke's script. - -Lastly, append the following lines to complete postfix setup and pre-configure for `spamassassin`. - -```txt -smtp unix - - n - - smtp -smtp inet n - y - - smtpd - -o content_filter=spamassassin -submission inet n - y - - smtpd - -o syslog_name=postfix/submission - -o smtpd_tls_security_level=encrypt - -o smtpd_sasl_auth_enable=yes - -o smtpd_tls_auth_only=yes -smtps inet n - y - - smtpd - -o syslog_name=postfix/smtps - -o smtpd_tls_wrappermode=yes - -o smtpd_sasl_auth_enable=yes -spamassassin unix - n n - - pipe - user=spamd argv=/usr/bin/vendor_perl/spamc -f -e /usr/sbin/sendmail -oi -f \${sender} \${recipient} -``` - -Now, I ran into some problems with postfix, one being [smtps: Servname not supported for ai_socktype](https://www.faqforge.com/linux/fix-for-opensuse-error-postfixmaster-fatal-0-0-0-0smtps-servname-not-supported-for-ai_socktype/), to fix it, as *Till* posted in that site, edit `/etc/services` and add: - -```apache -smtps 465/tcp -smtps 465/udp -``` - -Before starting the `postfix` service, you need to run `newaliases` first, but you can do a bit of configuration beforehand editing the file `/etc/postfix/aliases`. I only change the `root: you` line (where `you` is the account that will be receiving "root" mail). After you're done, run: - -```sh -postalias /etc/postfix/aliases -newaliases -``` - -At this point you're done configuring `postfix` and you can already start/enable the `postfix` service: - -```sh -systemctl start postfix.service -systemctl enable postfix.service -``` - -## Dovecot - -[Dovecot](https://wiki.archlinux.org/title/Dovecot) is an IMAP and POP3 server, which is what lets an email application retrieve the mail. - -Install the `dovecot` and `pigeonhole` (sieve for `dovecot`) packages: - -```sh -pacman -S dovecot pigeonhole -``` - -On arch, by default, there is no `/etc/dovecot` directory with default configurations set in place, but the package does provide the example configuration files. Create the `dovecot` directory under `/etc` and, optionally, copy the `dovecot.conf` file and `conf.d` directory under the just created `dovecot` directory: - -```sh -mkdir /etc/dovecot -cp /usr/share/doc/dovecot/example-config/dovecot.conf /etc/dovecot/dovecot.conf -cp -r /usr/share/doc/dovecot/example-config/conf.d /etc/dovecot -``` - -As Luke stated, `dovecot` comes with a lot of "modules" (under `/etc/dovecot/conf.d/` if you copied that folder) for all sorts of configurations that you can include, but I do as he does and just edit/create the whole `dovecot.conf` file; although, I would like to check each of the separate configuration files `dovecot` provides I think the options Luke provides are more than good enough. - -I'm working with an empty `dovecot.conf` file. Add the following lines for SSL and login configuration (also replace `{yourcertdir}` with the same certificate directory described in the Postfix section above, note that the `<` is required): - -```apache -ssl = required -ssl_cert = <{yourcertdir}/fullchain.pem -ssl_key = <{yourcertdir}/privkey.pem -ssl_min_protocol = TLSv1.2 -ssl_cipher_list = ALL:!RSA:!CAMELLIA:!aNULL:!eNULL:!LOW:!3DES:!MD5:!EXP:!PSK:!SRP:!DSS:!RC4:!SHA1:!SHA256:!SHA384:!LOW@STRENGTH -ssl_prefer_server_ciphers = yes -ssl_dh = virtual IP address -# associations in this file. -ifconfig-pool-persist ipp.txt - -# Push routes to the client to allow it -# to reach other private subnets behind -# the server. -;push "route 192.168.10.0 255.255.255.0" -;push "route 192.168.20.0 255.255.255.0" - -# If enabled, this directive will configure -# all clients to redirect their default -# network gateway through the VPN, causing -# all IP traffic such as web browsing and -# and DNS lookups to go through the VPN -push "redirect-gateway def1 bypass-dhcp" - -# Certain Windows-specific network settings -# can be pushed to clients, such as DNS -# or WINS server addresses. -# Google DNS. -;push "dhcp-option DNS 8.8.8.8" -;push "dhcp-option DNS 8.8.4.4" - -# The keepalive directive causes ping-like -# messages to be sent back and forth over -# the link so that each side knows when -# the other side has gone down. -keepalive 10 120 - -# The maximum number of concurrently connected -# clients we want to allow. -max-clients 5 - -# It's a good idea to reduce the OpenVPN -# daemon's privileges after initialization. -user nobody -group nobody - -# The persist options will try to avoid -# accessing certain resources on restart -# that may no longer be accessible because -# of the privilege downgrade. -persist-key -persist-tun - -# Output a short status file showing -# current connections, truncated -# and rewritten every minute. -status openvpn-status.log - -# Set the appropriate level of log -# file verbosity. -# -# 0 is silent, except for fatal errors -# 4 is reasonable for general usage -# 5 and 6 can help to debug connection problems -# 9 is extremely verbose -verb 3 - -# Notify the client that when the server restarts so it -# can automatically reconnect. -# Only usable with udp. -explicit-exit-notify 1 -``` - -`#` and `;` are comments. Read each and every line, you might want to change some stuff (like the logging), specially the first line which is your server public IP. - -Now, we need to enable *packet forwarding* (so we can access the web while connected to the VPN), which can be enabled on the interface level or globally (you can check the different options with `sysctl -a | grep forward`). I'll do it globally, run: - -```sh -sysctl net.ipv4.ip_forward=1 -``` - -And create/edit the file `/etc/sysctl.d/30-ipforward.conf`: - -``` -net.ipv4.ip_forward=1 -``` - -Now we need to configure `ufw` to forward traffic through the VPN. Append the following to `/etc/default/ufw` (or edit the existing line): - -``` -... -DEFAULT_FORWARD_POLICY="ACCEPT" -... -``` - -And change the `/etc/ufw/before.rules`, appending the following lines after the header **but before the \*filter line**: - -``` -... -# NAT (Network Address Translation) table rules -*nat -:POSTROUTING ACCEPT [0:0] - -# Allow traffic from clients to the interface --A POSTROUTING -s 10.8.0.0/24 -o interface -j MASQUERADE - -# do not delete the "COMMIT" line or the NAT table rules above will not be processed -COMMIT - -# Don't delete these required lines, otherwise there will be errors -*filter -... -``` - -Where `interface` must be changed depending on your system (in my case it's `ens3`, another common one is `eth0`); I always check this by running `ip addr` which gives you a list of interfaces (the one containing your server public IP is the one you want, or whatever interface your server uses to connect to the internet): - -``` -... -2: ens3: bla bla - link/ether bla:bla - altname enp0s3 - inet my.public.ip.addr bla bla -... -``` - -And also make sure the `10.8.0.0/24` matches the subnet mask specified in the `server.conf` file (in this example it matches). You should check this very carefully, because I just spent a good 2 hours debugging why my configuration wasn't working, and this was te reason (I could connect to the VPN, but had no external connection to the web). - -Finally, allow the OpenVPN port you specified (in this example its `1194/udp`) and reload `ufw`: - -```sh -ufw allow 1194/udp comment "OpenVPN" -ufw reload -``` - -At this point, the server-side configuration is done and you can start and enable the service: - -```sh -systemctl start openvpn-server@server.service -systemctl enable openvpn-server@server.service -``` - -Where the `server` after `@` is the name of your configuration, `server.conf` without the `.conf` in my case. - -### Create client configurations - -You might notice that I didn't specify how to actually connect to our server. For that we need to do a few more steps. We actually need a configuration file similar to the `server.conf` file that we created. - -The real way of doing this would be to run similar steps as the ones with `easy-rsa` locally, send them to the server, sign them, and retrieve them. Nah, we'll just create all configuration files on the server as I was mentioning earlier. - -Also, the client configuration file has to match the server one (to some degree), to make this easier you can create a `client-common` file in `/etc/openvpn/server` with the following content: - -``` -client -dev tun -remote 1.2.3.4 1194 udp # change this to match your ip and port -resolv-retry infinite -nobind -persist-key -persist-tun -remote-cert-tls server -auth SHA512 -verb 3 -``` - -Where you should make any changes necessary, depending on your configuration. - -Now, we need a way to create and revoke new configuration files. For this I created a script, heavily based on one of the links I mentioned at the beginning, by the way. You can place these scripts anywhere you like, and you should take a look before running them because you'll be running them as root. - -In a nutshell, what it does is: generate a new client certificate keypair, update the CRL and create a new `.ovpn` configuration file that consists on the `client-common` data and all of the required certificates; or, revoke an existing client and refresh the CRL. The file is placed under `~/ovpn`. - -Create a new file with the following content (name it whatever you like) and don't forget to make it executable (`chmod +x vpn_script`): - -``` -#!/bin/sh -# Client ovpn configuration creation and revoking. -MODE=$1 -if [ ! "$MODE" = "new" -a ! "$MODE" = "rev" ]; then - echo "$1 is not a valid mode, using default 'new'" - MODE=new -fi - -CLIENT=${2:-guest} -if [ -z $2 ];then - echo "there was no client name passed as second argument, using 'guest' as default" -fi - -# Expiration config. -EASYRSA_CERT_EXPIRE=3650 -EASYRSA_CRL_DAYS=3650 - -# Current PWD. -CPWD=$PWD -cd /etc/easy-rsa/ - -if [ "$MODE" = "rev" ]; then - easyrsa --batch revoke $CLIENT - - echo "$CLIENT revoked." -elif [ "$MODE" = "new" ]; then - easyrsa build-client-full $CLIENT nopass - - # This is what actually generates the config file. - { - cat /etc/openvpn/server/client-common - echo "" - cat /etc/easy-rsa/pki/ca.crt - echo "" - echo "" - sed -ne '/BEGIN CERTIFICATE/,$ p' /etc/easy-rsa/pki/issued/$CLIENT.crt - echo "" - echo "" - cat /etc/easy-rsa/pki/private/$CLIENT.key - echo "" - echo "" - sed -ne '/BEGIN OpenVPN Static key/,$ p' /etc/openvpn/server/ta.key - echo "" - } > "$(eval echo ~${SUDO_USER:-$USER}/ovpn/$CLIENT.ovpn)" - - eval echo "~${SUDO_USER:-$USER}/ovpn/$CLIENT.ovpn file generated." -fi - -# Finish up, re-generates the crl -easyrsa gen-crl -chown nobody:nobody pki/crl.pem -chmod o+r pki/crl.pem -cd $CPWD -``` - -And the way to use is to run `vpn_script new/rev client_name` as sudo (when revoking, it doesn't actually deletes the `.ovpn` file in `~/ovpn`). Again, this is a little script that I put together, so you should check it out, it may need tweaks (depending on your directory structure for `easy-rsa`) and it could have errors. - -Now, just get the `.ovpn` file generated, import it to OpenVPN in your client of preference and you should have a working VPN service. diff --git a/blog/src/a/website_with_nginx.md b/blog/src/a/website_with_nginx.md deleted file mode 100644 index 7e4624a..0000000 --- a/blog/src/a/website_with_nginx.md +++ /dev/null @@ -1,166 +0,0 @@ -title: Create a website with Nginx and Certbot -author: David Luévano -lang: en -summary: How to create website that runs on Nginx and uses Certbot for SSL certificates. This is a base for future blog posts about similar topics. -tags: server - tools - tutorial - english - -These are general notes on how to setup a Nginx web server plus Certbot for SSL certificates, initially learned from [Luke's video](https://www.youtube.com/watch?v=OWAqilIVNgE) and after some use and research I added more stuff to the mix. And, actually at the time of writing this entry, I'm configuring the web server again on a new VPS instance, so this is going to be fresh. - -As a side note, (((i use arch btw))) so everything here es aimed at an Arch Linux distro, and I'm doing everything on a VPS. Also note that most if not all commands here are executed with root privileges. - -## Prerequisites - -You will need two things: - -- A domain name (duh!). I got mine on [Epik](https://www.epik.com/?affid=da5ne9ru4) (affiliate link, btw). - - With the corresponding **A** and **AAA** records pointing to the VPS' IPs ("A" record points to the ipv4 address and "AAA" to the ipv6, basically). I have three records for each type: empty one, "www" and "\*" for a wildcard, that way "domain.name", "www.domain.name", "anythingelse.domain.name" point to the same VPS (meaning that you can have several VPS for different sub-domains). -- A VPS or somewhere else to host it. I'm using [Vultr](https://www.vultr.com/?ref=8732849) (also an affiliate link). - - With `ssh` already configured both on the local machine and on the remote machine. - - Firewall already configured to allow ports 80 (HTTP) and 443 (HTTPS). I use `ufw` so it's just a matter of doing `ufw allow 80,443/tcp` as root and you're golden. - - `cron` installed if you follow along (you could use `systemd` timers, or some other method you prefer to automate running commands every X time). - -## Nginx - -[Nginx](https://wiki.archlinux.org/title/Nginx) is a web (HTTP) server and reverse proxy server. - -You have two options: `nginx` and `nginx-mainline`. I prefer `nginx-mainline` because it's the "up to date" package even though `nginx` is labeled to be the "stable" version. Install the package and enable/start the service: - -```sh -pacman -S nginx-mainline -systemctl enable nginx.service -systemctl start nginx.service -``` - -And that's it, at this point you can already look at the default initial page of Nginx if you enter the IP of your server in a web browser. You should see something like this: - -![Nginx welcome page](images/b/notes/nginx/nginx_welcome_page.png "Nginx welcome page") - -As stated in the welcome page, configuration is needed, head to the directory of Nginx: - -```sh -cd /etc/nginx -``` - -Here you have several files, the important one is `nginx.conf`, which as its name implies, contains general configuration of the web server. If you peek into the file, you will see that it contains around 120 lines, most of which are commented out and contains the welcome page server block. While you can configure a website in this file, it's common practice to do it on a separate file (so you can scale really easily if needed for mor websites or sub-domains). - -Inside the `nginx.conf` file, delete the `server` blocks and add the lines `include sites-enabled/*;` (to look into individual server configuration files) and `types_hash_max_size 4096;` (to get rid of an ugly warning that will keep appearing) somewhere inside the `http` block. The final `nginx.conf` file would look something like (ignoring the comments just for clarity, but you can keep them as side notes): - -```nginx -worker_processes 1; - -events { - worker_connections 1024; -} - -http { - include sites-enabled/*; - include mime.types; - default_type application/octet-stream; - - sendfile on; - - keepalive_timeout 65; - - types_hash_max_size 4096; -} -``` - -Next, inside the directory `/etc/nginx/` create the `sites-available` and `sites-enabled` directories, and go into the `sites-available` one: - -```sh -mkdir sites-available -mkdir sites-enabled -cd sites-available -``` - -Here, create a new `.conf` file for your website and add the following lines (this is just the sample content more or less): - -```nginx -server { - listen 80; - listen [::]:80; - - root /path/to/root/directory; - server_name domain.name another.domain.name; - index index.html anotherindex.otherextension; - - location /{ - try_files $uri $uri/ =404; - } -} -``` - -That could serve as a template if you intend to add more domains. - -Note some things: - -- `listen`: we're telling Nginx which port to listen to (IPv4 and IPv6, respectively). -- `root`: the root directory of where the website files (`.html`, `.css`, `.js`, etc. files) are located. I followed Luke's directory path `/var/www/some_folder`. -- `server_name`: the actual domain to "listen" to (for my website it is: `server_name luevano.xyz www.luevano.xyz;` and for this blog is: `server_name blog.luevano.xyz www.blog.luevano.xyz;`). -- `index`: what file to serve as the index (could be any `.html`, `.htm`, `.php`, etc. file) when just entering the website. -- `location`: what goes after `domain.name`, used in case of different configurations depending on the URL paths (deny access on `/private`, make a proxy on `/proxy`, etc). - - `try_files`: tells what files to look for. - -Then, make a symbolic link from this configuration file to the `sites-enabled` directory: - -```sh -ln -s /etc/nginx/sites-available/your_config_file.conf /etc/nginx/sites-enabled -``` - -This is so the `nginx.conf` file can look up the newly created server configuration. With this method of having each server configuration file separate you can easily "deactivate" any website by just deleting the symbolic link in `sites-enabled` and you're good, or just add new configuration files and keep everything nice and tidy. - -All you have to do now is restart (or enable and start if you haven't already) the Nginx service (and optionally test the configuration): - -```sh -nginx -t -systemctl restart nginx -``` - -If everything goes correctly, you can now go to your website by typing `domain.name` on a web browser. But you will see a "404 Not Found" page like the following (maybe with different Nginx version): - -![Nginx 404 Not Found page](images/b/notes/nginx/nginx_404_page.png "Nginx 404 Not Found page") - -That's no problem, because it means that the web server it's actually working. Just add an `index.html` file with something simple to see it in action (in the `/var/www/some_folder` that you decided upon). If you keep seeing the 404 page make sure your `root` line is correct and that the directory/index file exists. - -I like to remove the `.html` and trailing `/` on the URLs of my website, for that you need to add the following `rewrite` lines and modify the `try_files` line (for more: [Sean C. Davis: Remove HTML Extension And Trailing Slash In Nginx Config](https://www.seancdavis.com/blog/remove-html-extension-and-trailing-slash-in-nginx-config/)): - -```nginx -server { - ... - rewrite ^(/.*)\.html(\?.*)?$ $1$2 permanent; - rewrite ^/(.*)/$ /$1 permanent; - ... - try_files $uri/index.html $uri.html $uri/ $uri =404; - ... -``` - -## Certbot - -[Certbot](https://wiki.archlinux.org/title/Certbot) is what provides the SSL certificates via [Let's Encrypt](https://letsencrypt.org/). - -The only "bad" (bloated) thing about Certbot, is that it uses `python`, but for me it doesn't matter too much. You may want to look up another alternative if you prefer. Install the packages `certbot` and `certbot-nginx`: - -```sh -pacman -S certbot certbot-nginx -``` - -After that, all you have to do now is run `certbot` and follow the instructions given by the tool: - -```sh -certbot --nginx -``` - -It will ask you for some information, for you to accept some agreements and the names to activate HTTPS for. Also, you will want to "say yes" to the redirection from HTTP to HTTPS. And that's it, you can now go to your website and see that you have HTTPS active. - -Now, the certificate given by `certbot` expires every 3 months or something like that, so you want to renew this certificate every once in a while. Using `cron`, you can do this by running: - -```sh -crontab -e -``` - -And a file will be opened where you need to add a new rule for Certbot, just append the line: `1 1 1 * * certbot renew` (renew on the first day of every month) and you're good. Alternatively use `systemd` timers as stated in the [Arch Linux Wiki](https://wiki.archlinux.org/title/Certbot#Automatic_renewal). - -That's it, you now have a website with SSL certificate. diff --git a/blog/src/a/xmpp_server_with_prosody.md b/blog/src/a/xmpp_server_with_prosody.md deleted file mode 100644 index e3e33b5..0000000 --- a/blog/src/a/xmpp_server_with_prosody.md +++ /dev/null @@ -1,579 +0,0 @@ -title: Create an XMPP server with Prosody compatible with Conversations and Movim -author: David Luévano -lang: en -summary: How to create an XMPP server using Prosody on a server running Nginx. This server will be compatible with at least Conversations and Movim. -tags: server - tools - tutorial - english - -Recently I set up an XMPP server (and a Matrix one, too) for my personal use and for friends if they want one; made one for ???[EL ELE EME](https://lmcj.xyz)???, for example. So, here are the notes on how I set up the server that is compatible with the [Conversations](https://conversations.im/) app and the [Movim](https://movim.eu/) social network. You can see my addresses in [contact](https://luevano.xyz/contact.html) and the XMPP compliance/score of the server. - -One of the best resources I found that helped me a lot was [Installing and Configuring Prosody XMPP Server on Debian 9](https://community.hetzner.com/tutorials/prosody-debian9), and of course the [Arch Wiki](https://wiki.archlinux.org/title/Prosody) and the [oficial documentation](https://prosody.im/). - -As with my other entries, this is under a server running Arch Linux, with the Nginx web server and Certbot certificates. And all commands here are executed as root (unless specified otherwise) - -## Prerequisites - -Same as with my other entries ([website](https://luevano.xyz/a/website_with_nginx.html), [mail](https://blog.luevano.xyz/a/mail_server_with_postfix.html) and [git](https://blog.luevano.xyz/a/git_server_with_cgit.html)) plus: - -- **A** and (optionally) **AAA** DNS records for: - - `xmpp`: the actual XMPP server and the file upload service. - - `muc` (or `conference`): for multi-user chats. - - `pubsub`: the publish-subscribe service. - - `proxy`: a proxy in case one of the users needs it. - - `vjud`: user directory. -- (Optionally, but recommended) the following **SRV** DNS records; make sure it is pointing to an **A** or **AAA** record (matching the records from the last point, for example): - - `_xmpp-client._tcp.**your.domain**.` for port `5222` pointing to `xmpp.**your.domain**.` - - `_xmpp-server._tcp.**your.domain**.` for port `5269` pointing to `xmpp.**your.domain**.` - - `_xmpp-server._tcp.muc.**your.domain**.` for port `5269` pointing to `xmpp.**your.domain**.` -* SSL certificates for the previous subdomains; similar that with my other entries just create the appropriate `prosody.conf` (where `server_name` will be all the subdomains defined above) file and run `certbot --nginx`. You can find the example configuration file almost at the end of this entry. -- Email addresses for `admin`, `abuse`, `contact`, `security`, etc. Or use your own email for all of them, doesn't really matter much as long as you define them in the configuration and are valid, I have aliases so those emails are forwarded to me. -- Allow ports `5000`, `5222`, `5269`, `5280` and `5281` for [Prosody](https://prosody.im/doc/ports) and, `3478` and `5349` for [Turnserver](https://webrtc.org/getting-started/turn-server) which are the defaults for `coturn`. - -## Prosody - -[Prosody](https://wiki.archlinux.org/title/Prosody) is an implementation of the XMPP protocol that is flexible and extensible. - -Install the `prosody` package (with optional dependencies) and the `mercurial` package: - -```sh -pacman -S prosody, mercurial, lua52-sec, lua52-dbi, lua52-zlib -``` - -We need mercurial to be able to download and update the extra modules needed to make the server compliant with `conversations.im` and `mov.im`. Go to `/var/lib/prosody`, clone the latest Prosody modules repository and prepare the directories: - -```sh -cd /var/lib/prosody -hg clone https://hg.prosody.im/prosody-modules modules-available -mkdir modules-enabled -``` - -You can see that I follow a similar approach that I used with Nginx and the server configuration, where I have all the modules available in a directory, and make a symlink to another to keep track of what is being used. You can update the repository by running `hg pull --update` while inside the `modules-available` directory (similar to Git). - -Make symbolic links to the following modules: - -``` -ln -s /var/lib/prosody/modules-available/MODULE_NAME /var/lib/prosody/modules-enabled/ -... -``` - -- Modules: - - `mod_bookmarks` - - `mod_cache_c2s_caps` - - `mod_checkcerts` - - `mod_cloud_notify` - - `mod_csi_battery_saver` - - `mod_default_bookmarks` - - `mod_external_services` - - `mod_http_avatar` - - `mod_http_pep_avatar` - - `mod_http_upload` - - `mod_http_upload_external` - - `mod_idlecompat` - - `mod_muc_limits` - - `mod_muc_mam_hints` - - `mod_muc_mention_notifications` - - `mod_presence_cache` - - `mod_pubsub_feeds` - - `mod_pubsub_text_interface` - - `mod_smacks` - - `mod_strict_https` - - `mod_vcard_muc` - - `mod_vjud` - - `mod_watchuntrusted` - -And add other modules if needed, but these work for the apps that I mentioned. You should also change the permissions for these files: - -```sh -chown -R prosody:prosody /var/lib/prosody -``` - -Now, configure the server by editing the `/etc/prosody/prosody.cfg.lua` file. It's a bit tricky to configure, so here is my configuration file (lines starting with `--` are comments). Make sure to change according to your domain, and maybe preferences. Read each line and each comment to know what's going on, It's easier to explain it with comments in the file itself than strip it in a lot of pieces. - -And also, note that the configuration file has a "global" section and a per "virtual server"/"component" section, basically everything above all the VirtualServer/Component sections are global, and bellow each VirtualServer/Component, corresponds to that section. - -``` --- important for systemd -daemonize = true -pidfile = "/run/prosody/prosody.pid" - --- or your account, not that this is an xmpp jid, not email -admins = { "admin@your.domain" } - -contact_info = { - abuse = { "mailto:abuse@your.domain", "xmpp:abuse@your.domain" }; - admin = { "mailto:admin@your.domain", "xmpp:admin@your.domain" }; - admin = { "mailto:feedback@your.domain", "xmpp:feedback@your.domain" }; - security = { "mailto:security@your.domain" }; - support = { "mailto:support@your.domain", "xmpp:support@muc.your.domain" }; -} - --- so prosody look up the plugins we added -plugin_paths = { "/var/lib/prosody/modules-enabled" } - -modules_enabled = { - -- Generally required - "roster"; -- Allow users to have a roster. Recommended ;) - "saslauth"; -- Authentication for clients and servers. Recommended if you want to log in. - "tls"; -- Add support for secure TLS on c2s/s2s connections - "dialback"; -- s2s dialback support - "disco"; -- Service discovery - -- Not essential, but recommended - "carbons"; -- Keep multiple clients in sync - "pep"; -- Enables users to publish their avatar, mood, activity, playing music and more - "private"; -- Private XML storage (for room bookmarks, etc.) - "blocklist"; -- Allow users to block communications with other users - "vcard4"; -- User profiles (stored in PEP) - "vcard_legacy"; -- Conversion between legacy vCard and PEP Avatar, vcard - "limits"; -- Enable bandwidth limiting for XMPP connections - -- Nice to have - "version"; -- Replies to server version requests - "uptime"; -- Report how long server has been running - "time"; -- Let others know the time here on this server - "ping"; -- Replies to XMPP pings with pongs - "register"; -- Allow users to register on this server using a client and change passwords - "mam"; -- Store messages in an archive and allow users to access it - "csi_simple"; -- Simple Mobile optimizations - -- Admin interfaces - "admin_adhoc"; -- Allows administration via an XMPP client that supports ad-hoc commands - --"admin_telnet"; -- Opens telnet console interface on localhost port 5582 - -- HTTP modules - "http"; -- Explicitly enable http server. - "bosh"; -- Enable BOSH clients, aka "Jabber over HTTP" - "websocket"; -- XMPP over WebSockets - "http_files"; -- Serve static files from a directory over HTTP - -- Other specific functionality - "groups"; -- Shared roster support - "server_contact_info"; -- Publish contact information for this service - "announce"; -- Send announcement to all online users - "welcome"; -- Welcome users who register accounts - "watchregistrations"; -- Alert admins of registrations - "motd"; -- Send a message to users when they log in - --"legacyauth"; -- Legacy authentication. Only used by some old clients and bots. - --"s2s_bidi"; -- not yet implemented, have to wait for v0.12 - "bookmarks"; - "checkcerts"; - "cloud_notify"; - "csi_battery_saver"; - "default_bookmarks"; - "http_avatar"; - "idlecompat"; - "presence_cache"; - "smacks"; - "strict_https"; - --"pep_vcard_avatar"; -- not compatible with this version of pep, wait for v0.12 - "watchuntrusted"; - "webpresence"; - "external_services"; - } - --- only if you want to disable some modules -modules_disabled = { - -- "offline"; -- Store offline messages - -- "c2s"; -- Handle client connections - -- "s2s"; -- Handle server-to-server connections - -- "posix"; -- POSIX functionality, sends server to background, enables syslog, etc. -} - -external_services = { - { - type = "stun", - transport = "udp", - host = "proxy.your.domain", - port = 3478 - }, { - type = "turn", - transport = "udp", - host = "proxy.your.domain", - port = 3478, - -- you could decide this now or come back later when you install coturn - secret = "YOUR SUPER SECRET TURN PASSWORD" - } -} - ---- general global configuration -http_ports = { 5280 } -http_interfaces = { "*", "::" } - -https_ports = { 5281 } -https_interfaces = { "*", "::" } - -proxy65_ports = { 5000 } -proxy65_interfaces = { "*", "::" } - -http_default_host = "xmpp.your.domain" -http_external_url = "https://xmpp.your.domain/" --- or if you want to have it somewhere else, change this -https_certificate = "/etc/prosody/certs/xmpp.your.domain.crt" - -hsts_header = "max-age=31556952" - -cross_domain_bosh = true ---consider_bosh_secure = true -cross_domain_websocket = true ---consider_websocket_secure = true - -trusted_proxies = { "127.0.0.1", "::1", "192.169.1.1" } - -pep_max_items = 10000 - --- this is disabled by default, and I keep it like this, depends on you ---allow_registration = true - --- you might want this options as they are -c2s_require_encryption = true -s2s_require_encryption = true -s2s_secure_auth = false ---s2s_insecure_domains = { "insecure.example" } ---s2s_secure_domains = { "jabber.org" } - --- where the certificates are stored (/etc/prosody/certs by default) -certificates = "certs" -checkcerts_notify = 7 -- ( in days ) - --- rate limits on connections to the server, these are my personal settings, because by default they were limited to something like 30kb/s -limits = { - c2s = { - rate = "2000kb/s"; - }; - s2sin = { - rate = "5000kb/s"; - }; - s2sout = { - rate = "5000kb/s"; - }; -} - --- again, this could be yourself, it is a jid -unlimited_jids = { "admin@your.domain" } - -authentication = "internal_hashed" - --- if you don't want to use sql, change it to internal and comment the second line --- since this is optional, i won't describe how to setup mysql or setup the user/database, that would be out of the scope for this entry -storage = "sql" -sql = { driver = "MySQL", database = "prosody", username = "prosody", password = "PROSODY USER SECRET PASSWORD", host = "localhost" } - -archive_expires_after = "4w" -- configure message archive -max_archive_query_results = 20; -mam_smart_enable = true -default_archive_policy = "roster" -- archive only messages from users who are in your roster - --- normally you would like at least one log file of certain level, but I keep all of them, the default is only the info = "*syslog" one -log = { - info = "*syslog"; - warn = "prosody.warn"; - error = "prosody.err"; - debug = "prosody.debug"; - -- "*console"; -- Needs daemonize=false -} - --- cloud_notify -push_notification_with_body = false -- Whether or not to send the message body to remote pubsub node -push_notification_with_sender = false -- Whether or not to send the message sender to remote pubsub node -push_max_errors = 5 -- persistent push errors are tolerated before notifications for the identifier in question are disabled -push_max_devices = 5 -- number of allowed devices per user - --- by default every user on this server will join these muc rooms -default_bookmarks = { - { jid = "room@muc.your.domain", name = "The Room" }; - { jid = "support@muc.your.domain", name = "Support Room" }; -} - --- could be your jid -untrusted_fail_watchers = { "admin@your.domain" } -untrusted_fail_notification = "Establishing a secure connection from $from_host to $to_host failed. Certificate hash: $sha1. $errors" - ------------ Virtual hosts ----------- -VirtualHost "your.domain" - name = "Prosody" - http_host = "xmpp.your.domain" - -disco_items = { - { "your.domain", "Prosody" }; - { "muc.your.domain", "MUC Service" }; - { "pubsub.your.domain", "Pubsub Service" }; - { "proxy.your.domain", "SOCKS5 Bytestreams Service" }; - { "vjud.your.domain", "User Directory" }; -} - - --- Multi-user chat -Component "muc.your.domain" "muc" - name = "MUC Service" - modules_enabled = { - --"bob"; -- not compatible with this version of Prosody - "muc_limits"; - "muc_mam"; -- message archive in muc, again, a placeholder - "muc_mam_hints"; - "muc_mention_notifications"; - "vcard_muc"; - } - - restrict_room_creation = false - - muc_log_by_default = true - muc_log_presences = false - log_all_rooms = false - muc_log_expires_after = "1w" - muc_log_cleanup_interval = 4 * 60 * 60 - - --- Upload -Component "xmpp.your.domain" "http_upload" - name = "Upload Service" - http_host= "xmpp.your.domain" - -- you might want to change this, these are numbers in bytes, so 10MB and 100MB respectively - http_upload_file_size_limit = 1024*1024*10 - http_upload_quota = 1024*1024*100 - - --- Pubsub -Component "pubsub.your.domain" "pubsub" - name = "Pubsub Service" - pubsub_max_items = 10000 - modules_enabled = { - "pubsub_feeds"; - "pubsub_text_interface"; - } - - -- personally i don't have any feeds configured - feeds = { - -- The part before = is used as PubSub node - --planet_jabber = "http://planet.jabber.org/atom.xml"; - --prosody_blog = "http://blog.prosody.im/feed/atom.xml"; - } - - --- Proxy -Component "proxy.your.domain" "proxy65" - name = "SOCKS5 Bytestreams Service" - proxy65_address = "proxy.your.domain" - - --- Vjud, user directory -Component "vjud.your.domain" "vjud" - name = "User Directory" - vjud_mode = "opt-in" -``` - -You ???HAVE??? to read all of the configuration file, because there are a lot of things that you need to change to make it work with your server/domain. Test the configuration file with: - -```sh -luac5.2 -p /etc/prosody/prosody.cfg.lua -``` - -Notice that by default `prosody` will look up certificates that look like `sub.your.domain`, but if you get the certificates like I do, you'll have a single certificate for all subdomains, and by default it is in `/etc/letsencrypt/live`, which has some strict permissions. So, to import it you can run: - -```sh -prosodyctl --root cert import /etc/letsencrypt/live -``` - -Ignore the complaining about not finding the subdomain certificates and note that you will have to run that command on each certificate renewal, to automate this, add the `--deploy-hook` flag to your automated Certbot renewal system; for me it's a `systemd` timer with the following `certbot.service`: - -```ini -[Unit] -Description=Let's Encrypt renewal - -[Service] -Type=oneshot -ExecStart=/usr/bin/certbot renew --quiet --agree-tos --deploy-hook "systemctl reload nginx.service && prosodyctl --root cert import /etc/letsencrypt/live" -``` - -And if you don't have it already, the `certbot.timer`: - -```ini -[Unit] -Description=Twice daily renewal of Let's Encrypt's certificates - -[Timer] -OnCalendar=0/12:00:00 -RandomizedDelaySec=1h -Persistent=true - -[Install] -WantedBy=timers.target -``` - -Also, go to the `certs` directory and make the appropriate symbolic links: - -```sh -cd /etc/prosody/certs -ln -s your.domain.crt SUBDOMAIN.your.domain.crt -ln -s your.domain.key SUBDOMAIN.your.domain.key -... -``` - -That's basically all the configuration that needs Prosody itself, but we still have to configure Nginx and Coturn before starting/enabling the `prosody` service. - -## Nginx configuration file - -Since this is not an ordinary configuration file I'm going to describe this too. Your `prosody.conf` file should have the following location blocks under the main server block (the one that listens to HTTPS): - -```nginx -# HTTPS server block -server { - root /var/www/prosody/; - server_name xmpp.luevano.xyz muc.luevano.xyz pubsub.luevano.xyz vjud.luevano.xyz proxy.luevano.xyz; - index index.html; - - # for extra https discovery (XEP-0256) - location /.well-known/acme-challenge { - allow all; - } - - # bosh specific - location /http-bind { - proxy_pass https://localhost:5281/http-bind; - - proxy_set_header Host $host; - proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; - proxy_set_header X-Forwarded-Proto $scheme; - proxy_buffering off; - tcp_nodelay on; - } - - # websocket specific - location /xmpp-websocket { - proxy_pass https://localhost:5281/xmpp-websocket; - - proxy_http_version 1.1; - proxy_set_header Connection "Upgrade"; - proxy_set_header Upgrade $http_upgrade; - - proxy_set_header Host $host; - proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; - proxy_set_header X-Forwarded-Proto $scheme; - proxy_read_timeout 900s; - } - - # general proxy - location / { - proxy_pass https://localhost:5281; - - proxy_set_header Host $host; - proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; - proxy_set_header X-Forwarded-Proto $scheme; - proxy_set_header X-Real-IP $remote_addr; - } - ... - # Certbot stuff -} -# HTTP server block (the one that certbot creates) -server { - ... -} -``` - -Also, you need to add the following to your actual `your.domain` (this cannot be a subdomain) configuration file: - -```nginx -server { - ... - location /.well-known/host-meta { - default_type 'application/xrd+xml'; - add_header Access-Control-Allow-Origin '*' always; - } - - location /.well-known/host-meta.json { - default_type 'application/jrd+json'; - add_header Access-Control-Allow-Origin '*' always; - } - ... -} -``` - -And you will need the following `host-meta` and `host-meta.json` files inside the `.well-known/acme-challenge` directory for `your.domain` (following my nomenclature: `/var/www/yourdomaindir/.well-known/acme-challenge/`). - -For `host-meta` file: - -```xml - - - - - -``` - -And `host-meta.json` file: - -```json -{ - "links": [ - { - "rel": "urn:xmpp:alt-connections:xbosh", - "href": "https://xmpp.your.domain:5281/http-bind" - }, - { - "rel": "urn:xmpp:alt-connections:websocket", - "href": "wss://xmpp.your.domain:5281/xmpp-websocket" - } - ] -} -``` - -Remember to have your `prosody.conf` file symlinked (or discoverable by Nginx) to the `sites-enabled` directory. You can now restart your `nginx` service (and test the configuration, optionally): - -```sh -nginx -t -systemctl restart nginx.service -``` - -## Coturn - -[Coturn](https://github.com/coturn/coturn) is the implementation of TURN and STUN server, which in general is for (at least in the XMPP world) voice support and external service discovery. - -Install the `coturn` package: - -```sh -pacman -S coturn -``` - -You can modify the configuration file (located at `/etc/turnserver/turnserver.conf`) as desired, but at least you need to make the following changes (uncomment or edit): - -```ini -use-auth-secret -realm=proxy.your.domain -static-auth-secret=YOUR SUPER SECRET TURN PASSWORD -``` - -I'm sure there is more configuration to be made, like using SQL to store data and whatnot, but for now this is enough for me. Note that you may not have some functionality that's needed to create dynamic users to use the TURN server, and to be honest I haven't tested this since I don't use this feature in my XMPP clients, but if it doesn't work, or you know of an error or missing configuration don't hesitate to [contact me](https://luevano.xyz/contact.html). - -Start/enable the `turnserver` service: - -```sh -systemctl start turnserver.service -systemctl enable turnserver.service -``` - -You can test if your TURN server works at [Trickle ICE](https://webrtc.github.io/samples/src/content/peerconnection/trickle-ice/). You may need to add a user in the `turnserver.conf` to test this. - -## Wrapping up - -At this point you should have a working XMPP server, start/enable the `prosody` service now: - -```sh -systemctl start prosody.service -systemctl enable prosody.service -``` - -And you can add your first user with the `prosodyctl` command (it will prompt you to add a password): - -```sh -prosodyctl adduser user@your.domain -``` - -You may want to add a `compliance` user, so you can check if your server is set up correctly. To do so, go to [XMPP Compliance Tester](https://compliance.conversations.im/add/) and enter the `compliance` user credentials. It should have similar compliance score to mine: - - - -Additionally, you can test the security of your server in [IM Observatory](https://xmpp.net/index.php), here you only need to specify your `domain.name` (not `xmpp.domain.name`, if you set up the **SRV** DNS records correctly). Again, it should have a similar score to mine: - -xmpp.net score - -You can now log in into your XMPP client of choice, if it asks for the server it should be `xmpp.your.domain` (or `your.domain` for some clients) and your login credentials `you@your.domain` and the password you chose (which you can change in most clients). - -That's it, send me a message david@luevano.xyz if you were able to set up the server successfully. diff --git a/blog/src/g/flappybird_godot_devlog_1.md b/blog/src/g/flappybird_godot_devlog_1.md deleted file mode 100644 index 44a5f36..0000000 --- a/blog/src/g/flappybird_godot_devlog_1.md +++ /dev/null @@ -1,684 +0,0 @@ -title: Creating a FlappyBird clone in Godot 3.5 devlog 1 -author: David Luévano -lang: en -summary: Since I'm starting to get more into gamedev stuff, I'll start blogging about it just to keep consistent. This shows as "devlog 1" just in case I want to include more parts for extra stuff. -tags: gamedev - godot - english - -I just have a bit of experience with Godot and with gamedev in general, so I started with this game as it is pretty straight forward. On a high level the main characteristics of the game are: - -- Literally just one sprite going up and down. -- Constant horizontal move of the world/player. -- If you go through the gap in the pipes you score a point. -- If you touch the pipes, the ground or go past the "ceiling" you lose. - -The game was originally developed with *Godot 4.0 alpha 8*, but it didn't support HTML5 (webassembly) export... so I backported to *Godot 3.5 rc1*. - -Not going to specify all the details, only the needed parts and what could be confusing, as the source code is available and can be inspected; also this assumes minimal knowledge of *Godot* in general. Usually when I mention that a set/change of something it usually it's a property and it can be found under the *Inspector* on the relevant node, unless stated otherwise; also, all scripts attached have the same name as the scenes, but in *snake_case* (scenes/nodes in *PascalCase*). - -One thing to note, is that I started writing this when I finished the game, so it's hard to go part by part, and it will be hard to test individual parts when going through this as everything is depending on each other. For the next devlog, I'll do it as I go and it will include all the changes to the nodes/scripts as I was finding them, probably better idea and easier to follow. - -The source code can be found in my GitHub [here](https://github.com/luevano/flappybird_godot), it also contains the exported versions for HTML5, Windows and Linux (be aware that the sound might be too high and I'm too lazy to make it configurable, it was the last thing I added), or you could also go to the itch.io page I setup where it's playable in the browser: - -

- -## Initial project setup - -### Directory structure - -I'm basically going with what I wrote on [Godot project structure](https://blog.luevano.xyz/g/godot_project_structure.html) recently, and probably with minor changes depending on the situation. - -### Config - -#### Default import settings - -Since this is just pixel art, the importing settings for textures needs to be adjusted so the sprites don't look blurry. Go to *Project -> Project settings... -> Import defaults* and on the drop down select `Texture`, untick everything and make sure *Compress/Mode* is set to `Lossless`. - -![Project settings - Import defaults - Texture settings](images/g/flappybird_godot/project_settings_import_texture.png "Project settings - Import defaults - Texture settings") - -#### General settings - -It's also a good idea to setup some config variables project-wide. To do so, go to *Project -> Project settings... -> General*, select *Application/config* and add a new property (there is a text box at the top of the project settings window) for game scale: `application/config/game_scale` for the type use `float` and then click on add; configure the new property to `3.0`; On the same window, also add `application/config/version` as a `string`, and make it `1.0.0` (or whatever number you want). - -![Project settings - General - Game scale and version properties](images/g/flappybird_godot/project_settings_config_properties.png "Project settings - General - Game scale and version properties") - -For my personal preferences, also disable some of the *GDScript* debug warnings that are annoying, this is done at *Project -> Project settings... -> General*, select *Debug/GDScript* and toggle off "Unused arguments", "Unused signal" and "Return value discarded", and any other that might come up too often and don't want to see. - -![Project settings - General - GDScript debug warnings](images/g/flappybird_godot/project_settings_debug_gdscript.png "Project settings - General - GDScript debug warnings") - -Finally, set the initial window size in *Project -> Project settings... -> General*, select *Display/Window* and set *Size/Width* and *Size/Height* to `600` and `800`, respectively. As well as the *Stretch/Mode* to "viewport", and *Stretch/Aspect* to "keep": - -![Project settings - General - Initial window size](images/g/flappybird_godot/project_settings_window_settings.png "Project settings - General - Initial window size") - -#### Keybindings - -I only used 3 actions (keybindings): jump, restart and toggle_debug (optional). To add custom keybindings (so that the `Input.something()` API can be used), go to *Project -> Project settings... -> Input Map* and on the text box write "jump" and click add, then it will be added to the list and it's just a matter of clicking the `+` sign to add a "Physical key", press any key you want to be used to jump and click ok. Do the same for the rest of the actions. - -![Project settings - Input Map - Adding necessary keybindings](images/g/flappybird_godot/project_settings_input_map.png "Project settings - Input Map - Adding necessary keybindings") - -#### Layers - -Finally, rename the physics layers so we don't lose track of which layer is which. Go to *Project -> Layer Names -> 2d Physics* and change the first 5 layer names to (in order): "player", "ground", "pipe", "ceiling" and "score". - -![Project settings - Layer Names - 2D Physics](images/g/flappybird_godot/project_settings_layer_names_2d_physics.png "Project settings - Layer Names - 2D Physics") - -## Assets - -For the assets I found out about a pack that contains just what I need: [flappy-bird-assets](https://megacrash.itch.io/flappy-bird-assets) by [MegaCrash](https://megacrash.itch.io/); I just did some minor modifications on the naming of the files. For the font I used [Silver](https://poppyworks.itch.io/silver), and for the sound the resources from [FlappyBird-N64](https://github.com/meeq/FlappyBird-N64) (which seems to be taken from [101soundboards.com](https://www.101soundboards.com/boards/10178-flappy-bird-sounds) which the orignal copyright holder is [.Gears](https://dotgears.com/) anyways). - -### Importing - -Create the necessary directories to hold the respective assets and it's just a matter of dragging and dropping, I used directories: `res://entities/actors/player/sprites/`, `res://fonts/`, `res://levels/world/background/sprites/`, `res://levels/world/ground/sprites/`, `res://levels/world/pipe/sprites/`, `res://sfx/`. For the player sprites, the "FileSystem" window looks like this (`entities/actor` directories are really not necessary): - -![FileSystem - Player sprite imports](images/g/flappybird_godot/player_sprite_imports.png "FileSystem - Player sprite imports") - -It should look similar for other directories, except maybe for the file extensions. For example, for the sfx: - -![FileSystem - SFX imports](images/g/flappybird_godot/sfx_imports.png "FileSystem - SFX imports") - -## Scenes - -Now it's time to actually create the game, by creating the basic scenes that will make up the game. The hardest part and the most confusing is going to be the *TileMaps*, so that goes first. - -### TileMaps - -I'm using a scene called "WorldTiles" with a *Node2D* node as root called the same. With 2 different *TileMap* nodes as children named "GroundTileMap" and "PipeTileMap" (these are their own scene); yes 2 different *TileMaps* because we need 2 different physics colliders (In Godot 4.0 you can have a single *TileMap* with different physics colliders in it). Each node has its own script. It should look something like this: - -![Scene - WorldTiles (TileMaps)](images/g/flappybird_godot/scene_world_tiles.png "Scene - WorldTiles (TileMaps)") - -I used the following directory structure: - -![Scene - WorldTiles - Directory structure](images/g/flappybird_godot/scene_world_tiles_directory_structure.png "Scene - WorldTiles - Directory structure") - -To configure the GroundTileMap, select the node and click on "(empty)" on the *TileMap/Tile set* property and then click on "New TileSet", then click where the "(empty)" used to be, a new window should open on the bottom: - -![TileSet - Configuration window](images/g/flappybird_godot/tile_set_config_window.png "TileSet - Configuration window") - -Click on the plus on the bottom left and you can now select the specific tile set to use. Now click on the yellow "+ New Single Tile", activate the grid and select any of the tiles. Should look like this: - -![TileSet - New single tile](images/g/flappybird_godot/tile_set_new_single_tile.png "TileSet - New single tile") - -We need to do this because for some reason we can't change the snap options before selecting a tile. After selecting a random tile, set up the *Snap Options/Step* (in the *Inspector*) and set it to 16x16 (or if using a different tile set, to it's tile size): - -![TileSet - Tile - Step snap options](images/g/flappybird_godot/tile_set_tile_step_snap_options.png "TileSet - Tile - Step snap options") - -Now you can select the actual single tile. Once selected click on "Collision", use the rectangle tool and draw the rectangle corresponding to that tile's collision: - -![TileSet - Tile - Selection and collision](images/g/flappybird_godot/tile_set_tile_selection_collision.png "TileSet - Tile - Selection and collision") - -Do the same for the other 3 tiles. If you select the *TileMap* itself again, it should look like this on the right (on default layout it's on the left of the *Inspector*): - -![TileSet - Available tiles](images/g/flappybird_godot/tile_set_available_tiles.png "TileSet - Available tiles") - -The ordering is important only for the "underground tile", which is the filler ground, it should be at the end (index 3); if this is not the case, repeat the process (it's possible to rearrange them but it's hard to explain as it's pretty weird). - -At this point the tilemap doesn't have any physics and the cell size is wrong. Select the "GroundTileMap", set the *TileMap/Cell/Size* to 16x16, the *TileMap/Collision/Layer* set to `bit 2` only (ground layer) and disable any *TileMap/Collision/Mask* bits. Should look something like this: - -![TileMap - Cell size and collision configuration](images/g/flappybird_godot/tile_map_cell_collision_configuration.png "TileMap - Cell size and collision configuration") - -Now it's just a matter of repeating the same for the pipes ("PipeTileMap"), only difference is that when selecting the tiles you need to select 2 tiles, as the pipe is 2 tiles wide, or just set the *Snap Options/Step* to 32x16, for example, just keep the cell size to 16x16. - -#### Default ground tiles - -I added few default ground tiles to the scene, just for testing purposes but I left them there. These could be place programatically, but I was too lazy to change things. On the "WorldTiles" scene, while selecting the "GroundTileMap", you can select the tiles you want to paint with, and left click in the grid to paint with the selected tile. Need to place tiles from `(-8, 7)` to `(10, 7)` as well as the tile below with the filler ground (the tile position/coordinates show at the bottom left, refer to the image below): - -![Scene - WorldTiles - Default ground tiles](images/g/flappybird_godot/world_tiles_default_tiles.png "Scene - WorldTiles - Default ground tiles") - -### Player - -On a new scene called "Player" with a *KinematicBody2D* node named "Player" as the root of the scene, then for the children: *AnimatedSprite* as "Sprite", *CollisionShape2D* as "Collision" (with a circle shape) and 3 *AudioStreamPlayers* for "JumpSound", "DeadSound" and "HitSound". Not sure if it's a good practice to have the audio here, since I did that at the end, pretty lazy. Then, attach a script to the "Player" node and then it should look like this: - -![Scene - Player - Node setup](images/g/flappybird_godot/scene_player_node_setup.png "Scene - Player - Node setup") - -Select the "Player" node and set the *CollisionShape2D/Collision/Layer* to 1 and the *CollisionObject2D/Collision/Mask* to 2 and 3 (ground and pipe). - -For the "Sprite" node, when selecting it click on the "(empty)" for the *AnimatedSprite/Frames* property and click "New SpriteFrames", click again where the "(empty)" used to be and ane window should open on the bottom: - -![Scene - Player - SpriteFrames window](images/g/flappybird_godot/scene_player_spriteframes_window.png "Scene - Player - SpriteFrames window") - -Right off the bat, set the "Speed" to `10 FPS` (bottom left) and rename "default" to "bird_1". With the "bird_1" selected, click on the "Add frames from a Sprite Sheet", which is the second button under "Animation Frames:" which looks has an icon of a small grid (next to the folder icon), a new window will popup where you need to select the respective sprite sheet to use and configure it for importing. On the "Select Frames" window, change the "Vertical" to 1, and then select all 4 frames (*Ctrl + Scroll* wheel to zoom in): - -![Scene - Player - Sprite sheet importer](images/g/flappybird_godot/scene_player_sprite_sheet_importer.png "Scene - Player - Sprite sheet importer") - -After that, the *SpriteFrames* window should look like this: - -![Scene - Player - SpriteFrames window with sprite sheet configured](images/g/flappybird_godot/scene_player_spriteframes_window_with_sprite_sheet.png "Scene - Player - SpriteFrames window with sprite sheet configured") - -Finally, make sure the "Sprite" node has the *AnimatedSprite/Animation* is set to "bird_1" and that the "Collision" node is configured correctly for its size and position (I just have it as a radius of 7). As well as dropping the SFX files into the corresponding *AudioStreamPlayer* (into the *AudioStreamPlayer/Stream* property). - -### Other - -These are really simple scenes that don't require much setup: - -- "CeilingDetector": just an *Area2D* node with a *CollisionShape2D* in the form of a rectangle (*CollisionShape2D/Shape/extents* to `(120, 10)`), stretched horizontally so it fits the whole screen. *CollisionObject2D/Collision/Layer* set to `bit 4` (ceiling) and *CollisionObject2D/Collision/Mask* set to bit 1 (player). -- "ScoreDetector": similar to the "CeilingDetector", but vertical (*CollisionShape2D/Shape/extents* to `(2.5, 128)`) and *CollisionObject2D/Collision/Layer* set to `bit 1` (player). -- "WorldDetector": *Node2D* with a script attached, and 3 *RayCast2D* as children: - - "NewTile": *Raycast2D/Enabled* to true (checked), *Raycast2D/Cast To* `(0, 400)`, *Raycast2D/Collision Mask* to `bit 2` (ground) and *Node2D/Transform/Position* to `(152, -200)` - - "OldTile": same as "NewTile", except for the *Node2D/Transform/Position*, set it to `(-152, -200)`. - - "OldPipe": same as "OldTile", except for the *Raycast2D/Collision Mask*, set it to `bit 3` (pipe). - -### Game - -This is the actual "Game" scene that holds all the playable stuff, here we will drop in all the previous scenes; the root node is a *Node2D* and also has an attached script. Also need to add 2 additional *AudioStreamPlayers* for the "start" and "score" sounds, as well as a *Sprite* for the background (*Sprite/Offset/Offset* set to `(0, 10)`) and a *Camera2D* (*Camera2D/Current* set to true (checked)). It should look something like this: - -![Scene - Game - Node setup](images/g/flappybird_godot/scene_game_node_setup.png "Scene - Game - Node setup") - -The scene viewport should look something like the following: - -![Scene - Game - Viewport](images/g/flappybird_godot/scene_game_viewport.png "Scene - Game - Viewport") - -### UI - -#### Fonts - -We need some font "Resources" to style the *Label* fonts. Under the *FileSystem* window, right click on the fonts directory (create one if needed) and click on "New Resource..." and select *DynamicFontData*, save it in the "fonts" directory as "SilverDynamicFontData.tres" ("Silver" as it is the font I'm using) then double click the just created resource and set the *DynamicFontData/Font Path* to the actual "Silver.ttf" font (or whatever you want). - -Then create a new resource and this time select *DynamicFont*, name it "SilverDynamicFont.tres", then double click to edit and add the "SilverDynamicFontData.tres" to the *DynamicFont/Font/Font Data* property (and I personally toggled off the *DynamicFont/Font/Antialiased* property), now just set the *DynamicFont/Settings/(Size, Outline Size, Outline Color)* to 32, 1 and black, respectively (or any other values you want). It should look something like this: - -![Resource - DynamicFont - Default font](images/g/flappybird_godot/resource_dynamic_font.png "Resource - DynamicFont - Default font") - -Do the same for another *DynamicFont* which will be used for the score label, named "SilverScoreDynamicFont.tres". Only changes are *Dynamic/Settings/(Size, Outline Size)* which are set to 128 and 2, respectively. The final files for the fonts should look something like this: - -![Resource - Dynamicfont - Directory structure](images/g/flappybird_godot/resource_dynamic_font_directory_structure.png "Resource - Dynamicfont - Directory structure") - -#### Scene setup - -This has a bunch of nested nodes, so I'll try to be concise here. The root node is a *CanvasLayer* named "UI" with its own script attached, and for the children: - -- "MarginContainer": *MarginContainer* with *Control/Margin/(Left, Top)* set to `10` and *Control/Margin/(Right, Bottom)* set to `-10`. - - "InfoContainer": *VBoxContainer* with *Control/Theme Overrides/Constants/Separation* set to `250`. - - "ScoreContainer": *VBoxContainer*. - - "Score": *Label* with *Label/Align* set to "Center", *Control/Theme Overrides/Fonts/Font* to the "SilverScoreDynamicFont.tres", if needed adjust the *DynamicFont* settings. - - "HighScore: same as "Score", escept for the *Control/Theme Overrides/Fonts/Font* which is set to "SilverDynamicFont.tres". - - "StartGame": Same as "HighScore". - - "DebugContainer": *VBoxContainer*. - - "FPS": *Label*. - - "VersionContainer": *VBoxContainer* with *BoxContainer/Alignment* set to "Begin". - - "Version": *Label* with *Label/Align* set to "Right". - -The scene ends up looking like this: - -![Scene - UI - Node setup](images/g/flappybird_godot/scene_ui.png "Scene - UI - Node setup") - -### Main - -This is the final scene where we connect the Game and the UI. It's made of a *Node2D* with it's own script attached and an instance of "Game" and "UI" as it's children. - -This is a good time to set the default scene when we run the game by going to *Project -> Project settings... -> General* and in *Application/Run* set the *Main Scene* to the "Main.tscn" scene. - -## Scripting - -I'm going to keep this scripting part to the most basic code blocks, as it's too much code, for a complete view you can head to the [source code](https://github.com/luevano/flappybird_godot). - -As of now, the game itself doesn't do anything if we hit play. The first thing to do so we have something going on is to do the minimal player scripting. - -### Player - -The most basic code needed so the bird goes up and down is to just detect "jump" key presses and add a negative jump velocity so it goes up (`y` coordinate is reversed in godot...), we also check the velocity sign of the `y` coordinate to decide if the animation is playing or not. - -```gdscript -class_name Player -extends KinematicBody2D - -export(float, 1.0, 1000.0, 1.0) var JUMP_VELOCITY: float = 380.0 - -onready var sprite: AnimatedSprite = $Sprite - -var gravity: float = 10 * ProjectSettings.get_setting("physics/2d/default_gravity") -var velocity: Vector2 = Vector2.ZERO - - -func _physics_process(delta: float) -> void: - velocity.y += gravity * delta - - if Input.is_action_just_pressed("jump"): - velocity.y = -JUMP_VELOCITY - - if velocity.y < 0.0: - sprite.play() - else: - sprite.stop() - - velocity = move_and_slide(velocity) -``` - -You can play it now and you should be able to jump up and down, and the bird should stop on the ground (although you can keep jumping). One thing to notice is that when doing `sprite.stop()` it stays on the last frame, we can fix that using the code below (and then change `sprite.stop()` for `_stop_sprite()`): - -```gdscript -func _stop_sprite() -> void: - if sprite.playing: - sprite.stop() - if sprite.frame != 0: - sprite.frame = 0 -``` - -Where we just check that the last frame has to be the frame 0. - -Now just a matter of adding other needed code for moving horizontally, add sound by getting a reference to the *AudioStreamPlayers* and doing `sound.play()` when needed, as well as handling death scenarios by adding a `signal died` at the beginning of the script and handle any type of death scenario using the below function: - -```gdscript -func _emit_player_died() -> void: - # bit 2 corresponds to pipe (starts from 0) - set_collision_mask_bit(2, false) - dead = true - SPEED = 0.0 - emit_signal("died") - # play the sounds after, because yield will take a bit of time, - # this way the camera stops when the player "dies" - velocity.y = -DEATH_JUMP_VELOCITY - velocity = move_and_slide(velocity) - hit_sound.play() - yield(hit_sound, "finished") - dead_sound.play() -``` - -Finally need to add the actual checks for when the player dies (like collision with ground or pipe) as well as a function that listens to a signal for when the player goes to the ceiling. - -### WorldDetector - -The code is pretty simple, we just need a way of detecting if we ran out of ground and send a signal, as well as sending as signal when we start detecting ground/pipes behind us (to remove it) because the world is being generated as we move. The most basic functions needed are: - -```gdscript -func _was_colliding(detector: RayCast2D, flag: bool, signal_name: String) -> bool: - if detector.is_colliding(): - return true - if flag: - emit_signal(signal_name) - return false - return true - - -func _now_colliding(detector: RayCast2D, flag: bool, signal_name: String) -> bool: - if detector.is_colliding(): - if not flag: - emit_signal(signal_name) - return true - return false -``` - -We need to keep track of 3 "flags": `ground_was_colliding`, `ground_now_colliding` and `pipe_now_colliding` (and their respective signals), which are going to be used to do the checks inside `_physics_process`. For example for checking for new ground: `ground_now_colliding = _now_colliding(old_ground, ground_now_colliding, "ground_started_colliding")`. - -### WorldTiles - -This script is what handles the "GroundTileMap" as well as the "PipeTileMap" and just basically functions as a "Signal bus" connecting a bunch of signals from the "WorldDetector" with the *TileMaps* and just tracking how many pipes have been placed: - -```gdscript -export(int, 2, 20, 2) var PIPE_SEP: int = 6 -var tiles_since_last_pipe: int = PIPE_SEP - 1 - - -func _on_WorldDetector_ground_stopped_colliding() -> void: - emit_signal("place_ground") - - tiles_since_last_pipe += 1 - if tiles_since_last_pipe == PIPE_SEP: - emit_signal("place_pipe") - tiles_since_last_pipe = 0 - - -func _on_WorldDetector_ground_started_colliding() -> void: - emit_signal("remove_ground") - - -func _on_WorldDetector_pipe_started_colliding() -> void: - emit_signal("remove_pipe") -``` - -#### GroundTileMap - -This is the node that actually places the ground tiles upong receiving a signal. In general, what you want is to keep track of the newest tile that you need to place (empty spot) as well as the last tile that is in the tilemap (technically the first one if you count from left to right). I was experimenting with `enum`s so I used them to define the possible `Ground` tiles: - -```gdscript -enum Ground { - TILE_1, - TILE_2, - TILE_3, - TILE_DOWN_1, -} -``` - -This way you can just select the tile by doing `Ground.TILE_1`, which will correspond to the `int` value of `0`. So most of the code is just: - -```gdscript -# old_tile is the actual first tile, whereas the new_tile_position -# is the the next empty tile; these also correspond to the top tile -const _ground_level: int = 7 -const _initial_old_tile_x: int = -8 -const _initial_new_tile_x: int = 11 -var old_tile_position: Vector2 = Vector2(_initial_old_tile_x, _ground_level) -var new_tile_position: Vector2 = Vector2(_initial_new_tile_x, _ground_level) - - -func _place_new_ground() -> void: - set_cellv(new_tile_position, _get_random_ground()) - set_cellv(new_tile_position + Vector2.DOWN, Ground.TILE_DOWN_1) - new_tile_position += Vector2.RIGHT - - -func _remove_first_ground() -> void: - set_cellv(old_tile_position, -1) - set_cellv(old_tile_position + Vector2.DOWN, -1) - old_tile_position += Vector2.RIGHT -``` - -Where you might notice that the `_initial_new_tile_x` is `11`, instead of `10`, refer to [Default ground tiles](#default-ground-tiles) where we placed tiles from `-8` to `10`, so the next empty one is `11`. These `_place_new_ground` and `_remove_first_ground` functions are called upon receiving the signal. - -#### PipeTileMap - -This is really similar to the "GroundTileMap" code, instead of defining an `enum` for the ground tiles, we define it for the pipe patterns (because each pipe is composed of multiple pipe tiles). If your pipe tile set looks like this (notice the index): - -![PipeTileMap - Tile set indexes](images/g/flappybird_godot/tile_set_pipes_indexes.png "PipeTileMap - Tile set indexes") - -Then you can use the following "pipe patterns": - -```gdscript -var pipe: Dictionary = { - PipePattern.PIPE_1: [0, 1, 2, 2, 2, 2, 2, 2, 3, 4, -1, -1, -1, 0, 1, 2], - PipePattern.PIPE_2: [0, 1, 2, 2, 2, 2, 2, 3, 4, -1, -1, -1, 0, 1, 2, 2], - PipePattern.PIPE_3: [0, 1, 2, 2, 2, 2, 3, 4, -1, -1, -1, 0, 1, 2, 2, 2], - PipePattern.PIPE_4: [0, 1, 2, 2, 2, 3, 4, -1, -1, -1, 0, 1, 2, 2, 2, 2], - PipePattern.PIPE_5: [0, 1, 2, 2, 3, 4, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2], - PipePattern.PIPE_6: [0, 1, 2, 3, 4, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 2] -} -``` - -Now, the pipe system requires a bit more of tracking as we need to instantiate a "ScoreDetector" here, too. I ended up keeping track of the placed pipes/detectors by using a "pipe stack" (and "detector stack") which is just an array of placed objects from which I pop the first when deleting them: - -```gdscript -onready var _pipe_sep: int = get_parent().PIPE_SEP -const _pipe_size: int = 16 -const _ground_level: int = 7 -const _pipe_level_y: int = _ground_level - 1 -const _initial_new_pipe_x: int = 11 -var new_pipe_starting_position: Vector2 = Vector2(_initial_new_pipe_x, _pipe_level_y) -var pipe_stack: Array - -# don't specify type for game, as it results in cyclic dependency, -# as stated here: https://godotengine.org/qa/39973/cyclic-dependency-error-between-actor-and-actor-controller -onready var game = get_parent().get_parent() -var detector_scene: PackedScene = preload("res://levels/detectors/score_detector/ScoreDetector.tscn") -var detector_offset: Vector2 = Vector2(16.0, -(_pipe_size / 2.0) * 16.0) -var detector_stack: Array -``` - -The `detector_offset` is just me being picky. For placing a new pipe, we get the starting position (bottom pipe tile) and build upwards, then instantiate a new "ScoreDetector" (`detector_scene`) and set it's position to the pipe starting position plus the offset, so it's centered in the pipe, then just need to connect the "body_entered" signal from the detector with the game, so we keep track of the scoring. Finally just add the placed pipe and detector to their corresponding stacks: - -```gdscript -func _place_new_pipe() -> void: - var current_pipe: Vector2 = new_pipe_starting_position - for tile in pipe[_get_random_pipe()]: - set_cellv(current_pipe, tile) - current_pipe += Vector2.UP - - var detector: Area2D = detector_scene.instance() - detector.position = map_to_world(new_pipe_starting_position) + detector_offset - detector.connect("body_entered", game, "_on_ScoreDetector_body_entered") - detector_stack.append(detector) - add_child(detector) - - pipe_stack.append(new_pipe_starting_position) - new_pipe_starting_position += _pipe_sep * Vector2.RIGHT -``` - -For removing pipes, it's really similar but instead of getting the position from the next tile, we pop the first element from the (pipe/detector) stack and work with that. To remove the cells we just set the index to `-1`: - -```gdscript -func _remove_old_pipe() -> void: - var current_pipe: Vector2 = pipe_stack.pop_front() - var c: int = 0 - while c < _pipe_size: - set_cellv(current_pipe, -1) - current_pipe += Vector2.UP - c += 1 - - var detector: Area2D = detector_stack.pop_front() - remove_child(detector) - detector.queue_free() -``` - -These functions are called when receiving the signal to place/remove pipes. - -### Saved data - -Before proceeding, we require a way to save/load data (for the high scores). We're going to use the *ConfigFile* node that uses a custom version of the "ini" file format. Need to define where to save the data: - -```gdscript -const DATA_PATH: String = "user://data.cfg" -const SCORE_SECTION: String = "score" -var _data: ConfigFile -``` - -Note that `user://` is a OS specific path in which the data can be stored on a per user basis, for more: [File paths](https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html). Then, a way to load the save file: - -```gdscript -func _load_data() -> void: - # create an empty file if not present to avoid error while loading settings - var file: File = File.new() - if not file.file_exists(DATA_PATH): - file.open(DATA_PATH, file.WRITE) - file.close() - - _data = ConfigFile.new() - var err: int = _data.load(DATA_PATH) - if err != OK: - print("[ERROR] Cannot load data.") -``` - -A way to save the data: - -```gdscript -func save_data() -> void: - var err: int = _data.save(DATA_PATH) - if err != OK: - print("[ERROR] Cannot save data.") -``` - -And of course, a way to get and set the high score: - -```gdscript -func set_new_high_score(high_score: int) -> void: - _data.set_value(SCORE_SECTION, "high_score", high_score) - - -func get_high_score() -> int: - return _data.get_value(SCORE_SECTION, "high_score") -``` - -Then, whenever this script is loaded we load the data and if it's a new file, then add the default high score of 0: - -```gdscript -func _ready() -> void: - _load_data() - - if not _data.has_section(SCORE_SECTION): - set_new_high_score(0) - save_data() -``` - -Now, this script in particular will need to be a [Singleton (AutoLoad)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html), which means that there will be only one instance and will be available across all scripts. To do so, go to *Project -> Project settings... -> AutoLoad* and select this script in the "Path:" and add a "Node Name:" (I used "SavedData", if you use something else, be careful while following this devlog) which will be the name we'll use to access the singleton. Toggle on "Enable" if needed, it should look like this: - -![Project settings - AutoLoad - SavedData singleton](images/g/flappybird_godot/project_settings_autoload_saved_data.png "Project settings - AutoLoad - SavedData singleton") - -### Game - -The game script it's also like a "Signal bus" in the sense that it connects all its childs' signals together, and also has the job of starting/stopping the `_process` and `_physics_process` methods from the childs as needed. First, we need to define the signals and and references to all child nodes: - -```gdscript -signal game_started -signal game_over -signal new_score(score, high_score) - -onready var player: Player = $Player -onready var background: Sprite= $Background -onready var world_tiles: WorldTiles = $WorldTiles -onready var ceiling_detector: Area2D = $CeilingDetector -onready var world_detector: Node2D = $WorldDetector -onready var camera: Camera2D = $Camera -onready var start_sound: AudioStreamPlayer = $StartSound -onready var score_sound: AudioStreamPlayer = $ScoreSound -``` - -It's important to get the actual "player speed", as we're using a scale to make the game look bigger (remember, pixel art), to do so we need a reference to the "game_scale" we setup at the beginning and compute the `player_speed`: - -```gdscript -var _game_scale: float = ProjectSettings.get_setting("application/config/game_scale") -var player_speed: float - - -func _ready() -> void: - scale = Vector2(_game_scale, _game_scale) - # so we move at the actual speed of the player - player_speed = player.SPEED / _game_scale -``` - -This `player_speed` will be needed as we need to move all the nodes ("Background", "Camera", etc.) in the `x` axis as the player is moving. This is done in the `_physics_process`: - -```gdscript -func _physics_process(delta: float) -> void: - ceiling_detector.move_local_x(player_speed * delta) - world_detector.move_local_x(player_speed * delta) - background.move_local_x(player_speed * delta) - camera.move_local_x(player_speed * delta) -``` - -We also need a way to start and stop the processing of all the nodes: - -```gdscript -func _set_processing_to(on_off: bool, include_player: bool = true) -> void: - set_process(on_off) - set_physics_process(on_off) - if include_player: - player.set_process(on_off) - player.set_physics_process(on_off) - world_tiles.set_process(on_off) - world_tiles.set_physics_process(on_off) - ceiling_detector.set_process(on_off) - ceiling_detector.set_physics_process(on_off) -``` - -Where the `player` is a special case, as when the player dies, it should still move (only down), else it would just freeze in place. In `_ready` we connect all the necessary signals as well as initially set the processing to `false` using the last function. To start/restart the game we need to keep a flag called `is_game_running` initially set to `false` and then handle the (re)startability in `_input`: - -```gdscript -func _input(event: InputEvent) -> void: - if not is_game_running and event.is_action_pressed("jump"): - _set_processing_to(true) - is_game_running = true - emit_signal("game_started") - start_sound.play() - - if event.is_action_pressed("restart"): - get_tree().reload_current_scene() -``` - -Then we handle two specific signals: - -```gdscript -func _on_Player_died() -> void: - _set_processing_to(false, false) - emit_signal("game_over") - - -func _on_ScoreDetector_body_entered(body: Node2D) -> void: - score += 1 - if score > high_score: - high_score = score - SavedData.set_new_high_score(high_score) - SavedData.save_data() - emit_signal("new_score", score, high_score) - score_sound.play() -``` - -When the `player` dies, we set all processing to `false`, except for the player itself (so it can drop all the way to the ground). Also, when receiving a "scoring" signal, we manage the current score, as well as saving the new high score when applicable, note that we need to read the `high_score` at the beginning by calling `SavedData.get_high_score()`. This signal we emit will be received by the UI so it updates accordingly. - -### UI - -First thing is to get a reference to all the child *Labels*, an initial reference to the high score as well as the version defined in the project settings: - -```gdscript -onready var fps_label: Label = $MarginContainer/DebugContainer/FPS -onready var version_label: Label = $MarginContainer/VersionContainer/Version -onready var score_label: Label = $MarginContainer/InfoContainer/ScoreContainer/Score -onready var high_score_label: Label = $MarginContainer/InfoContainer/ScoreContainer/HighScore -onready var start_game_label: Label = $MarginContainer/InfoContainer/StartGame - -onready var _initial_high_score: int = SavedData.get_high_score() - -var _version: String = ProjectSettings.get_setting("application/config/version") -``` - -Then set the initial *Label* values as well as making the `fps_label` invisible: - -```gdscript -func _ready() -> void: - fps_label.visible = false - version_label.set_text("v%s" % _version) - high_score_label.set_text("High score: %s" % _initial_high_score) -``` - -Now we need to handle the `fps_label` update and toggle: - -```gdscript -func _input(event: InputEvent) -> void: - if event.is_action_pressed("toggle_debug"): - fps_label.visible = !fps_label.visible - - -func _process(delta: float) -> void: - if fps_label.visible: - fps_label.set_text("FPS: %d" % Performance.get_monitor(Performance.TIME_FPS)) -``` - -Finally the signal receiver handlers which are straight forward: - -```gdscript -func _on_Game_game_started() -> void: - start_game_label.visible = false - high_score_label.visible = false - - -func _on_Game_game_over() -> void: - start_game_label.set_text("Press R to restart") - start_game_label.visible = true - high_score_label.visible = true - - -func _on_Game_new_score(score: int, high_score: int) -> void: - score_label.set_text(String(score)) - high_score_label.set_text("High score: %s" % high_score) -``` - -### Main - -This is the shortest script, it just connects the signals between the "Game" and the "UI": - -```gdscript -onready var game: Game = $Game -onready var ui: UI = $UI - -var _game_over: bool = false - - -func _ready() -> void: - game.connect("game_started", ui, "_on_Game_game_started") - game.connect("game_over", ui, "_on_Game_game_over") - game.connect("new_score", ui, "_on_Game_new_score") -``` - -## Final notes and exporting - -At this point the game should be fully playable (if any detail missing feel free to look into the source code linked at the beginning). Only thing missing is an icon for the game; I did one pretty quicly with the assets I had. - -### Preparing the files - -If you followed the directory structure I used, then only thing needed is to transform the icon to a native Windows `ico` format (if exporting to Windows, else ignore this part). For this you need [ImageMagick](https://imagemagick.org/index.php) or some other program that can transform `png` (or whatever file format you used for the icon) to `ico`. I used [Chocolatey][https://chocolatey.org/] to install `imagemagick`, then to convert the icon itself used: `magick convert icon.png -define icon:auto-resize=256,128,64,48,32,16 icon.ico` as detailed in *Godot*'s [Changing application icon for Windows](https://docs.godotengine.org/en/stable/tutorials/export/changing_application_icon_for_windows.html). - -### Exporting - -You need to download the templates for exporting as detailed in *Godot*'s [Exporting projects](https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html). Basically you go to *Editor -> Manage Export Templates...* and download the latest one specific to your *Godot* version by clicking on "Download and Install". - -If exporting for Windows then you also need to download `rcedit` from [here](https://github.com/electron/rcedit/releases/latest). Just place it wherever you want (I put it next to the *Godot* executable). - -Then go to *Project -> Export...* and the Window should be empty, add a new template by clicking on "Add..." at the top and then select the template you want. I used HTML5, Windows Desktop and Linux/X11. Really the only thing you need to set is the "Export Path" for each template, which is te location of where the executable will be written to, and in the case of the Windows Desktop template you could also setup stuff like "Company Name", "Product Name", "File/Product Version", etc.. - -Once the templates are setup, select any and click on "Export Project" at the bottom, and make sure to untoggle "Export With Debug" in the window that pops up, this checkbox should be at the bottom of the new window. diff --git a/blog/src/g/godot_project_structure.md b/blog/src/g/godot_project_structure.md deleted file mode 100644 index 3f013cc..0000000 --- a/blog/src/g/godot_project_structure.md +++ /dev/null @@ -1,87 +0,0 @@ -title: General Godot project structure -author: David Luévano -lang: en -summary: Details on the project structure I'm using for Godot, based on preference and some research I did. -tags: gamedev - short - english - -One of my first issues when starting a project is how to structure everything. So I had to spend some time researching best practices and go with what I like the most and after trying some of them I wanted to write down somewhere what I'm sticking with. - -The first place to look for is, of course, the official *Godot* documentation on [Project organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html); along with project structure discussion, also comes with best practices for code style and what-not. I don't like this project/directory structure that much, just because it tells you to bundle everything under the same directory but it's a really good starting point, for example it tells you to use: - -- /models/town/house/ - - house.dae - - window.png - - door.png - -Where I would prefer to have more modularity, for example: - -- /levels/structures/town/house (or /levels/town/structures/house) - - window/ - - window.x - - window.y - - window.z - - door/ - - ... - - house.x - - house.y - - house.z - -It might look like it's more work, but I prefer it like this. I wish [this site](https://www.braindead.bzh/entry/creating-a-game-with-godot-engine-ep-2-project-organization) was still available, as I got most of my ideas from there and was a pretty good resource, but apparently the owner is not maintaining his site anymore; but there is [this excelent comment on reddit](https://www.reddit.com/r/godot/comments/7786ee/comment/dojuzuf/?utm_source=share&utm_medium=web2x&context=3) which shows a project/directory structure more in line with what I'm currently using (and similr to the site that is down that I liked). I ended up with: - -- /.git -- /assets (raw assets/editable assets/asset packs) -- /releases (executables ready to publish) -- /src (the actual godot project) - - .godot/ - - actors/ (or entities) - - player/ - - sprites/ - - player.x - - ... - - enemy/ (this could be a dir with subdirectories for each type of enemy for example...) - - sprites/ - - enemy.x - - ... - - actor.x - - ... - - levels/ (or scenes) - - common/ - - sprites/ - - ... - - main/ - - ... - - overworld/ - - ... - - dugeon/ - - ... - - Game.tscn (I'm considering the "Game" as a level/scene) - - game.gd - - objects/ - - box/ - - ... - - ... - - screens/ - - main_menu/ - - ... - - ... - - globals/ (singletons/autoloads) - - ui/ - - menus/ - - ... - - ... - - sfx/ - - ... - - vfx/ - - ... - - etc/ - - ... - - Main.tscn (the entry point of the game) - - main.gd - - icon.png (could also be on a separate "icons" directory) - - project.godot - - ... -- \ - -And so on, I hope the idea is clear. I'll probably change my mind on the long run, but for now this has been working fine. \ No newline at end of file diff --git a/blog/src/g/gogodot_jam3_devlog_1.md b/blog/src/g/gogodot_jam3_devlog_1.md deleted file mode 100644 index 9e836b1..0000000 --- a/blog/src/g/gogodot_jam3_devlog_1.md +++ /dev/null @@ -1,724 +0,0 @@ -title: Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1 -author: David Luévano -lang: en -summary: Details on the implementation for the game I created for the Go Godot Jam 3, which theme is Evolution. -tags: gamedev - godot - gamejam - english - -The jam's theme is Evolution and all the details are listed [here](https://itch.io/jam/go-godot-jam-3). ~~This time I'm logging as I go, so there might be some changes to the script or scenes along the way~~ ^^I couldn't actually do this, as I was running out of time.^^. Note that I'm not going to go into much details, the obvious will be ommitted. - -I wanted to do a *Snake* clone, and I'm using this jam as an excuse to do it and add something to it. The features include: - -- Snakes will pass their stats in some form to the next snakes. -- Non-grid snake movement. I just hate the grid constraint, so I wanted to make it move in any direction. -- Depending on the food you eat, you'll gain new mutations/abilities ~~and the more you eat the more that mutation develops.~~ ^^didn't have time to add this feature, sad.^^ -- Procedural map creation. - -I created this game using *Godot 3.5-rc3*. You can find the source code in my GitHub [here](https://github.com/luevano/gogodot_jam3) which at the time of writing this it doesn't contain any exported files, for that you can go ahead and play it in your browser at itch.io, which you can find below: - -

- -You can also find the jam entry [here](https://itch.io/jam/go-godot-jam-3/rate/1562701). - -Similarly with the my FlappyBird clone, I plan to update this to a better state. - -## Initial setup - -Again, similar to the [FlappyBird](https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html) clone I developed, I'm using the directory structure I wrote about on [Godot project structure](https://blog.luevano.xyz/g/godot_project_structure.html) with slight modifications to test things out. Also using similar *Project settings* as those from the *FlappyBird* clone like the pixel art texture imports, keybindings, layers, etc.. - -I've also setup [GifMaker](https://github.com/bram-dingelstad/godot-gifmaker), with slight modifications as the *AssetLib* doesn't install it correctly and contains unnecessry stuff: moved necessary files to the `res://addons` directory, deleted test scenes and files in general, and copied the license to the `res://docs` directory. Setting this up was a bit annoying because the tutorial it's bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn't find it anywhere other than by inspecting some of the code/scenes.^^I ended up not leaving this enabled in the game as it lagged the game out, but it's an option I'll end up researching more.^^ - -This time I'm also going to be using an [Event bus](https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/event-bus/) singleton (which I'm going to just call *Event*) as managing signals was pretty annoying on my last project; as well as a *Global* singleton for essential stuff so I don't have to do as many cross references between nodes/scenes. - -## Assets - -This time I'll be creating my own assets in [Aseprite](https://www.aseprite.org/), wont be that good, but enough to prototype and get things going. - -Other than that I used few key sprites from [vryell](https://vryell.itch.io/): [Controller & Keyboard Icons](https://vryell.itch.io/controller-keyboard-icons) and a font from [datagoblin](https://datagoblin.itch.io/): [Monogram](https://datagoblin.itch.io/monogram). - -## The snake - -This is the most challenging part in my opinion as making all the body parts follow the head in a user defined path it's kinda hard. I tried with like 4-5 options and the one I'm detailing here is the only one that worked as I wanted for me. This time the directory structure I'm using is the following: - -![FileSystem - Snake dir structure](images/g/gogodot_jam3/file_system_snake_dir_structure.png "FileSystem - Snake dir structure") - -### Basic movement - -The most basic thing is to move the head, this is what we have control of. Create a scene called `Head.tscn` and setup the basic *KinematicBody2D* with it's own *Sprite* and *CollisionShape2D* (I used a small circle for the tip of the head), and set the *Collision Layer/Mask* accordingly, for now just `layer = bit 1`. And all we need to do, is keep moving the snake forwards and be able to rotate left or right. Created a new script called `head.gd` attached to the root (*KinematicBody2D*) and added: - -```gdscript -extends KinematicBody2D - -enum { - LEFT=-1, - RIGHT=1 -} - -var velocity: Vector2 = Vector2.ZERO -var _direction: Vector2 = Vector2.UP - - -func _physics_process(delta: float) -> void: - if Input.is_action_pressed("move_left"): - _rotate_to(LEFT) - if Input.is_action_pressed("move_right"): - _rotate_to(RIGHT) - - velocity = _direction * Global.SNAKE_SPEED - - velocity = move_and_slide(velocity) - _handle_time_elapsed(delta) - - -func _rotate_to(direction: int) -> void: - rotate(deg2rad(direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time())) - _direction = _direction.rotated(deg2rad(direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time())) -``` - -After tunning all the necessary parameters you should get something like this: - -![Snake - Basic movement (left and right controls)](images/g/gogodot_jam3/snake_basic_movement.gif "Snake - Basic movement (left and right controls)") - -### Setting up path following - -To move other snake parts by following the snake head the only solution I found was to use the *Path2D* and *PathFollow2D* nodes. *Path2D* basically just handles the curve/path that *PathFollow2D* will use to move its child node; and I say "child node" in singular... as *PathFollow2D* can only handle one damn child, all the other ones will have weird transformations and/or rotations. So, the next thing to do is to setup a way to compute (and draw so we can validate) the snake's path/curve. - -Added the signal `snake_path_new_point(coordinates)` to the *Event* singleton and then add the following to `head.gd`: - -```gdscript -var _time_elapsed: float = 0.0 - -# using a timer is not recommended for < 0.01 -func _handle_time_elapsed(delta: float) -> void: - if _time_elapsed >= Global.SNAKE_POSITION_UPDATE_INTERVAL: - Event.emit_signal("snake_path_new_point", global_position) - _time_elapsed = 0.0 - _time_elapsed += delta -``` - -This will be pinging the current snake head position every `0.01` seconds (defined in *Global*). Now create a new scene called `Snake.tscn` which will contain a *Node2D*, a *Path2D* and an instance of *Head* as its childs. Create a new script called `snake.gd` attached to the root (*Node2D*) with the following content: - -```gdscript -class_name Snake -extends Node2D - -onready var path: Path2D = $Path - -func _ready(): - Event.connect("snake_path_new_point", self, "_on_Head_snake_path_new_point") - - -func _draw() -> void: - if path.curve.get_baked_points().size() >= 2: - draw_polyline(path.curve.get_baked_points(), Color.aquamarine, 1, true) - - -func _on_Head_snake_path_new_point(coordinates: Vector2) -> void: - path.curve.add_point(coordinates) - # update call is to draw curve as there are new points to the path's curve - update() -``` - -With this, we're now populating the *Path2D* curve points with the position of the snake head. You should be able to see it because of the `_draw` call. If you run it you should see something like this: - -![Snake - Basic movement with path](images/g/gogodot_jam3/snake_basic_movement_with_path.gif "Snake - Basic movement with path") - -### Define body parts for the snake - -At this point the only thing to do is to add the corresponding next body parts and tail of the snake. To do so, we need a *PathFollow2D* to use the live-generating *Path2D*, the only caveat is that we need one of these per body part/tail (this took me hours to figure out, *thanks documentation*). - -Create a new scene called `Body.tscn` with a *PathFollow2D* as its root and an *Area2D* as its child, then just add the necessary *Sprite* and *CollisionShap2D* for the *Area2D*, I'm using `layer = bit 2` for its collision. Create a new script called `generic_segment.gd` with the following code: - -```gdscript -extends PathFollow2D - -export(String, "body", "tail") var TYPE: String = "body" - - -func _physics_process(delta: float) -> void: - offset += Global.SNAKE_SPEED * delta -``` - -And this can be attached to the *Body*'s root node (*PathFollow2D*), no extra setup needed. Repeat the same steps for creating the `Tail.tscn` scene and when attaching the `generic_segment.gd` script just configure the `Type` parameter to `tail` in the GUI (by selecting the node with the script attached and editing in the *Inspector*). - -### Adding body parts - -Now it's just a matter of handling when to add new body parts in the `snake.gd` script. For now I've only setup for adding body parts to fulfill the initial length of the snake (this doesn't include the head or tail). The extra code needed is the following: - -```gdscript -export(PackedScene) var BODY_SEGMENT_NP: PackedScene -export(PackedScene) var TAIL_SEGMENT_NP: PackedScene - -var current_body_segments: int = 0 -var max_body_segments: int = 1 - - -func _add_initial_segment(type: PackedScene) -> void: - if path.curve.get_baked_length() >= (current_body_segments + 1.0) * Global.SNAKE_SEGMENT_SIZE: - var _temp_body_segment: PathFollow2D = type.instance() - path.add_child(_temp_body_segment) - current_body_segments += 1 - - -func _on_Head_snake_path_new_point(coordinates: Vector2) -> void: - path.curve.add_point(coordinates) - # update call is to draw curve as there are new points to the path's curve - update() - - # add the following lines - if current_body_segments < max_body_segments: - _add_initial_segment(BODY_SEGMENT_NP) - elif current_body_segments == max_body_segments: - _add_initial_segment(TAIL_SEGMENT_NP) -``` - -Select the *Snake* node and add the *Body* and *Tail* scene to the parameters, respectively. Then when running you should see something like this: - -![Snake - Basic movement with all body parts](images/g/gogodot_jam3/snake_basic_movement_added_body_parts.gif "Snake - Basic movement with all body parts") - -Now, we need to handle adding body parts after the snake is complete and already moved for a bit, this will require a queue so we can add part by part in the case that we eat multiple pieces of food in a short period of time. For this we need to add some signals: `snake_adding_new_segment(type)`, `snake_added_new_segment(type)`, `snake_added_initial_segments` and use them when makes sense. Now we need to add the following: - -```gdscript -var body_segment_stack: Array -var tail_segment: PathFollow2D -# didn't konw how to name this, basically holds the current path lenght -# whenever the add body segment, and we use this stack to add body parts -var body_segment_queue: Array -``` - -As well as updating `_add_initial_segment` with the following so it adds the new segment on the specific variable: - -```gdscript -if _temp_body_segment.TYPE == "body": - body_segment_stack.append(_temp_body_segment) -else: - tail_segment = _temp_body_segment -``` - -Now that it's just a matter of creating the segment queue whenever a new segment is needed, as well as adding each segment in a loop whenever we have items in the queue and it's a good distance to place the segment on. These two things can be achieved with the following code: - -```gdscript -# this will be called in _physics_process -func _add_new_segment() -> void: - var _path_length_threshold: float = body_segment_queue[0] + Global.SNAKE_SEGMENT_SIZE - if path.curve.get_baked_length() >= _path_length_threshold: - var _removed_from_queue: float = body_segment_queue.pop_front() - var _temp_body_segment: PathFollow2D = BODY_SEGMENT_NP.instance() - var _new_body_offset: float = body_segment_stack.back().offset - Global.SNAKE_SEGMENT_SIZE - - _temp_body_segment.offset = _new_body_offset - body_segment_stack.append(_temp_body_segment) - path.add_child(_temp_body_segment) - tail_segment.offset = body_segment_stack.back().offset - Global.SNAKE_SEGMENT_SIZE - - current_body_segments += 1 - - -func _add_segment_to_queue() -> void: - # need to have the queues in a fixed separation, else if the eating functionality - # gets spammed, all next bodyparts will be spawned almost at the same spot - if body_segment_queue.size() == 0: - body_segment_queue.append(path.curve.get_baked_length()) - else: - body_segment_queue.append(body_segment_queue.back() + Global.SNAKE_SEGMENT_SIZE) -``` - -With everything implemented and connected accordingly then we can add segments on demand (for testing I'm adding with a keystroke), it should look like this: - -![Snake - Basic movement with dynamic addition of new segments](images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif "Snake - Basic movement with dynamic addition of new segments") - -For now, this should be enough, I'll add more stuff as needed as I go. Last thing is that after finished testing that the movement felt ok, I just added a way to stop the snake whenever it collides with itself by using the following code (and the signal `snake_segment_body_entered(body)`) in a `main.gd` script that is the entry point for the game: - -```gdscript -func _snake_disabled(on_off: bool) -> void: - _snake.propagate_call("set_process", [on_off]) - _snake.propagate_call("set_process_internal", [on_off]) - _snake.propagate_call("set_physics_process", [on_off]) - _snake.propagate_call("set_physics_process_internal", [on_off]) - _snake.propagate_call("set_process_input", [on_off]) -``` - -Which will stop the snake node and all children. - -### Fix on body segments following head - -After a while of testing and developing, I noticed that sometimes the head "detaches" from the body when a lot of rotations happen (moving the snake left or right), because of how imprecise the *Curve2D* is. To do this I just send a signal (`snake_rotated`) whenever the snake rotates and make a small correction (in `generic_segment.gd`): - -```gdscript -func _on_snake_rotated() -> void: - offset -= 0.75 * Global.SNAKE_SPEED * pow(get_physics_process_delta_time(), 2) -``` - -This is completely random, I tweaked it manually after a lot of iterations. - -## The food - -For now I just decided to setup a simple system to see everything works fine. The idea is to make some kind of generic food node/scene and a "food manager" to spawn them, for now in totally random locations. For this I added the following signals: `food_placing_new_food(type)`, `food_placed_new_food(type)` and `food_eaten(type)`. - -First thing is creating the `Food.tscn` which is just an *Area2D* with its necessary children with an attached script called `food.gd`. The script is really simple: - -```gdscript -class_name Food # needed to access Type enum outside of the script, this registers this script as a node -extends Area2D - -enum Type { - APPLE -} - -var _type_texture: Dictionary = { - Type.APPLE: preload("res://entities/food/sprites/apple.png") -} - -export(Type) var TYPE -onready var _sprite: Sprite = $Sprite - - -func _ready(): - connect("body_entered", self, "_on_body_entered") - _sprite.texture = _type_texture[TYPE] - - -func _on_body_entered(body: Node) -> void: - Event.emit_signal("food_eaten", TYPE) - queue_free() -``` - -Then this `food_eaten` signal is received in `snake.gd` to add a new segment to the queue. - -Finally, for the food manager I just created a `FoodManager.tscn` with a *Node2D* with an attached script called `food_manager.gd`. To get a random position: - -```gdscript -func _get_random_pos() -> Vector2: - var screen_size: Vector2 = get_viewport().get_visible_rect().size - var temp_x: float = randf() * screen_size.x - screen_size.x / 2.0 - var temp_y: float = randf() * screen_size.y - screen_size.y / 2.0 - - return Vector2(temp_x, temp_y) -``` - -Which gets the job done, but later I'll have to add a way to check that the position is valid. And to actually place the food: - -```gdscript -func _place_new_food() -> void: - var food: Area2D = FOOD.instance() - var position: Vector2 = _get_random_pos() - food.global_position = position - add_child(food) -``` - -And this is used in `_process` to place new food whenever needed. For now I added a condition to add food until 10 pieces are in place, and keep adding whenever the food is is lower than 10. After setting everything up, this is the result: - -![Snake - Food basic interaction](images/g/gogodot_jam3/snake_food_basic_interaction.gif "Snake - Food basic interaction") - -## Za warudo! (The world) - -It just happend that I saw a video to create random maps by using a method called [random walks](https://www.mit.edu/~kardar/teaching/projects/chemotaxis(AndreaSchmidt)/random.htm), this video was made by [NAD LABS](https://www.youtube.com/c/NADLABS): [Nuclear Throne Like Map Generation In Godot](https://www.youtube.com/watch?v=ppP2Doq3p7s). It's a pretty simple but powerful script, he provided the source code from which I based my random walker, just tweaked a few things and added others. Some of the maps than can be generated with this method (already aded some random sprites): - -![World map generator - Random map 1](images/g/gogodot_jam3/world_generator_1.png "World map generator - Random map 1") - -![World map generator - Random map 2](images/g/gogodot_jam3/world_generator_2.png "World map generator - Random map 2") - -![World map generator - Random map 3](images/g/gogodot_jam3/world_generator_3.png "World map generator - Random map 3") - -It started with just black and white tiles, but I ended up adding some sprites as it was really harsh to the eyes. My implementation is basically the same as *NAD LABS*' with few changes, most importantly: I separated the generation in 2 diferent tilemaps (floor and wall) to have better control as well as wrapped everything in a single scene with a "main" script with the following important functions: - -```gdscript -func get_valid_map_coords() -> Array: - var safe_area: Array = walker_head.get_cells_around() - var cells_used: Array = ground_tilemap.get_used_cells() - for location in safe_area: - cells_used.erase(location) - return cells_used - - -func get_centered_world_position(location: Vector2) -> Vector2: - return ground_tilemap.map_to_world(location) + Vector2.ONE * Global.TILE_SIZE / 2.0 -``` - -Where `get_cells_around` is just a function that gets the safe cells around the origin. And this `get_valid_map_coords` just returns used cells minus the safe cells, to place food. `get_centered_world_position` is so we can center the food in the tiles. - -Some signals I used for the world gen: `world_gen_walker_started(id)`, `world_gen_walker_finished(id)`, `world_gen_walker_died(id)` and `world_gen_spawn_walker_unit(location)`. - -### Food placement - -The last food algorithm doesn't check anything related to the world, and thus the food could spawn in the walls and outside the map. - -First thing is I generalized the food into a single script and added basic food and special food which inherit from base food. The most important stuff for the base food is to be able to set all necessary properties at first: - -```gdscript -func update_texture() -> void: - _sprite.texture = texture[properties["type"]] - - -func set_properties(pos: Vector2, loc: Vector2, special: bool, type: int, points: int=1, special_points: int=1, ttl: float = -1.0) -> void: - properties["global_position"] = pos - global_position = pos - properties["location"] = loc - properties["special"] = special - properties["type"] = type - - properties["points"] = points - properties["special_points"] = special_points - properties["ttl"] = ttl - if properties["ttl"] != -1.0: - timer.wait_time = properties["ttl"] - timer.start() -``` - -Where the `update_texture` needs to be a separate function, because we need to create the food first, set properties, add as a child and then update the sprite; we also need to keep track of the global position, location (in tilemap coordinates) and identifiers for the type of food. - -Then basic/special food just extend base food, define a `Type` enum and preloads the necessary textures, for example: - -```gdscript -enum Type { - APPLE, - BANANA, - RAT -} - - -func _ready(): - texture[Type.APPLE] = preload("res://entities/food/sprites/apple.png") - texture[Type.BANANA] = preload("res://entities/food/sprites/banana.png") - texture[Type.RAT] = preload("res://entities/food/sprites/rat.png") -``` - -Now, some of the most important change to `food_manager.gd` is to get an actual random valid position: - -```gdscript -func _get_random_pos() -> Array: - var found_valid_loc: bool = false - var index: int - var location: Vector2 - - while not found_valid_loc: - index = randi() % possible_food_locations.size() - location = possible_food_locations[index] - if current_basic_food.find(location) == -1 and current_special_food.find(location) == -1: - found_valid_loc = true - - return [world_generator.get_centered_world_position(location), location] -``` - -Other than that, there are some differences between placing normal and special food (specially the signal they send, and if an extra "special points" property is set). Some of the signals that I used that might be important: `food_placing_new_food(type)`, `food_placed_new_food(type, location)` and `food_eaten(type, location)`. - -## Stats clas and loading/saving data - -I got the idea of saving the current stats (points, max body segments, etc.) in a separate *Stats* class for easier load/save data. This option I went with didn't work as I would liked it to work, as it was a pain in the ass to setup and each time a new property is added you have to manually setup the load/save helper functions... so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving `tres` files). - -### Stats class - -The *Stats* "class" is just a script that extends from *Node* called `stats.gd`. It needs to define the `class_name` as `Stats`. The main content: - -```gdscript -# main -var points: int = 0 -var segments: int = 0 - -# track of trait points -var dash_points: int = 0 -var slow_points: int = 0 -var jump_points: int = 0 - -# times trait achieved -var dash_segments: int = 0 -var slow_segments: int = 0 -var jump_segments: int = 0 - -# trait properties -var dash_percentage: float = 0.0 -var slow_percentage: float = 0.0 -var jump_lenght: float = 0.0 - -# trait active -var trait_dash: bool = false -var trait_slow: bool = false -var trait_jump: bool = false -``` - -And with the ugliest functions: - -```gdscript -func get_stats() -> Dictionary: - return { - "points": points, - "segments": segments, - "dash_points": dash_points, - "dash_segments": dash_segments, - "dash_percentage": dash_percentage, - "slow_points": slow_points, - "slow_segments": slow_segments, - "slow_percentage": slow_percentage, - "jump_points": jump_points, - "jump_segments": jump_segments, - "jump_lenght": jump_lenght, - "trait_dash": trait_dash, - "trait_slow": trait_slow, - "trait_jump": trait_jump - } - - -func set_stats(stats: Dictionary) -> void: - points = stats["points"] - segments = stats["segments"] - dash_points = stats["dash_points"] - slow_points = stats["slow_points"] - jump_points = stats["jump_points"] - dash_segments = stats["dash_segments"] - slow_segments = stats["slow_segments"] - jump_segments = stats["jump_segments"] - dash_percentage = stats["dash_percentage"] - slow_percentage = stats["slow_percentage"] - jump_lenght = stats["jump_lenght"] - trait_dash = stats["trait_dash"] - trait_slow = stats["trait_slow"] - trait_jump = stats["trait_jump"] -``` - -And this is not scalable at all, but I had to do this at the end of the jam so no way of optimizing and/or doing it correctly, sadly. - -### Load/save data - -The load/save function is pretty standard. It's a singleton/autoload called *SavedData* with a script that extends from *Node* called `save_data.gd`: - -```gdscript -const DATA_PATH: String = "user://data.save" - -var _stats: Stats - - -func _ready() -> void: - _load_data() - - -# called when setting "stats" and thus saving -func save_data(stats: Stats) -> void: - _stats = stats - var file: File = File.new() - file.open(DATA_PATH, File.WRITE) - file.store_line(to_json(_stats.get_stats())) - file.close() - - -func get_stats() -> Stats: - return _stats - - -func _load_data() -> void: - # create an empty file if not present to avoid error while loading settings - _handle_new_file() - - var file = File.new() - file.open(DATA_PATH, File.READ) - _stats = Stats.new() - _stats.set_stats(parse_json(file.get_line())) - file.close() - - -func _handle_new_file() -> void: - var file: File = File.new() - if not file.file_exists(DATA_PATH): - file.open(DATA_PATH, File.WRITE) - _stats = Stats.new() - file.store_line(to_json(_stats.get_stats())) - file.close() -``` - -It uses json as the file format, but I might end up changing this in the future to something else more reliable and easier to use (*Stats* class related issues). - -## Scoring - -For this I created a scoring mechanisms and just called it *ScoreManager* (`score_manager.gd`) which just basically listens to `food_eaten` signal and adds points accordingly to the current *Stats* object loaded. The main function is: - -```gdscript -func _on_food_eaten(properties: Dictionary) -> void: - var is_special: bool = properties["special"] - var type: int = properties["type"] - var points: int = properties["points"] - var special_points: int = properties["special_points"] - var location: Vector2 = properties["global_position"] - var amount_to_grow: int - var special_amount_to_grow: int - - amount_to_grow = _process_points(points) - _spawn_added_score_text(points, location) - _spawn_added_segment_text(amount_to_grow) - - if is_special: - special_amount_to_grow = _process_special_points(special_points, type) - # _spawn_added_score_text(points, location) - _spawn_added_special_segment_text(special_amount_to_grow, type) - _check_if_unlocked(type) -``` - -Where the most important function is: - -```gdscript -func _process_points(points: int) -> int: - var score_to_grow: int = (stats.segments + 1) * Global.POINTS_TO_GROW - stats.points - var amount_to_grow: int = 0 - var growth_progress: int - stats.points += points - if points >= score_to_grow: - amount_to_grow += 1 - points -= score_to_grow - # maybe be careful with this - amount_to_grow += points / Global.POINTS_TO_GROW - stats.segments += amount_to_grow - Event.emit_signal("snake_add_new_segment", amount_to_grow) - - growth_progress = Global.POINTS_TO_GROW - ((stats.segments + 1) * Global.POINTS_TO_GROW - stats.points) - Event.emit_signal("snake_growth_progress", growth_progress) - return amount_to_grow -``` - -Which will add the necessary points to `Stats.points` and return the amount of new snake segments to grow. After this `_spawn_added_score_segment` and `_spawn_added_segment_text` just spawn a *Label* with the info on the points/segments gained; this is custom UI I created, nothing fancy. - -Last thing is taht in `_process_points` there is a check at the end, where if the food eaten is "special" then a custom variation of the last 3 functions are executed. These are really similar, just specific to each kind of food. - -This *ScoreManager* also handles the calculation for the `game_over` signal, to calculte progress, set necessary *Stats* values and save the data: - -```gdscript -func _on_game_over() -> void: - var max_stats: Stats = _get_max_stats() - SaveData.save_data(max_stats) - Event.emit_signal("display_stats", initial_stats, stats, mutation_stats) - - -func _get_max_stats() -> Stats: - var old_stats_dict: Dictionary = initial_stats.get_stats() - var new_stats_dict: Dictionary = stats.get_stats() - var max_stats: Stats = Stats.new() - var max_stats_dict: Dictionary = max_stats.get_stats() - var bool_stats: Array = [ - "trait_dash", - "trait_slow", - "trait_jump" - ] - - for i in old_stats_dict: - if bool_stats.has(i): - max_stats_dict[i] = old_stats_dict[i] or new_stats_dict[i] - else: - max_stats_dict[i] = max(old_stats_dict[i], new_stats_dict[i]) - max_stats.set_stats(max_stats_dict) - return max_stats -``` - -Then this sends a signal `display_stats` to activate UI elements that shows the progression. - -Naturally, the saved *Stats* are loaded whenever needed. For example, for the *Snake*, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we're saving the new *Stats* at the end, then on restart we load the updated one. - -## Snake redesigned with the state machine pattern - -I redesigned the snake code (the head, actually) to use the state machine pattern by following [this guide](https://gdscript.com/solutions/godot-state-machine/) which is definitely a great guide, straight to the point and easy to implement. - -Other than what is shown in the guide, I implemented some important functions in the `state_machine.gd` script itself, to be used by each of the states as needed: - -```gdscript -func rotate_on_input() -> void: - if Input.is_action_pressed("move_left"): - player.rotate_to(player.LEFT) - if Input.is_action_pressed("move_right"): - player.rotate_to(player.RIGHT) - - -func slow_down_on_collisions(speed_backup: float): - if player.get_last_slide_collision(): - Global.SNAKE_SPEED = player.velocity.length() - else: - Global.SNAKE_SPEED = speed_backup - - -func handle_slow_speeds() -> void: - if Global.SNAKE_SPEED <= Global.SNAKE_SPEED_BACKUP / 4.0: - Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP - Event.emit_signal("game_over") -``` - -And then in the *StateMachine*'s `_process`: - -```gdscript -func _physics_process(delta: float) -> void: - # state specific code, move_and_slide is called here - if state.has_method("physics_process"): - state.physics_process(delta) - - handle_slow_speeds() - player.handle_time_elapsed(delta) -``` - -And now it's just a matter of implementing the necessary states. I used 4: `normal_stage.gd`, `slow_state.gd`, `dash_state.gd` and `jump_state.gd`. - -The `normal_state.gd` contains what the original `head.gd` code contained: - -```gdscript -func physics_process(delta: float) -> void: - fsm.rotate_on_input() - fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED - fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity) - - fsm.slow_down_on_collisions(Global.SNAKE_SPEED_BACKUP) - - -func input(event: InputEvent) -> void: - if fsm.player.can_dash and event.is_action_pressed("dash"): - exit("DashState") - if fsm.player.can_slow and event.is_action_pressed("slow"): - exit("SlowState") - if fsm.player.can_jump and event.is_action_pressed("jump"): - exit("JumpState") -``` - -Here, the `exit` method is basically to change to the next state. And lastly, I'm only gonna show the `dash_state.gd` as the other ones are pretty similar: - -```gdscript -func enter(): - if fsm.DEBUG: - print("Got inside %s." % name) - Event.emit_signal("snake_started_dash") - Global.SNAKE_SPEED = Global.SNAKE_DASH_SPEED - yield(get_tree().create_timer(Global.SNAKE_DASH_TIME), "timeout") - exit() - - -func exit(): - Event.emit_signal("snake_finished_dash") - Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP - fsm.back() - - -func physics_process(delta: float) -> void: - fsm.rotate_on_input() - fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED - fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity) - - fsm.slow_down_on_collisions(Global.SNAKE_DASH_SPEED) -``` - -Where the important parts happen in the `enter` and `exit` functions. We need to change the `Global.SNAKE_SPEED` with the `Global.SNAKE_DASH_SPEED` on `start`and start the timer for how long should the dash last. And on the `exit` we reset the `Global.SNAKE_SPEED` back to normal. There is probably a better way of updating the `Global.SNAKE_SPEED` but this works just fine. - -For the other ones is the same. Only difference with the `jump_state.gd` is that the collision from head to body is disabled, and no rotation is allowed (by not calling the `rotate_on_input` function). - -## Other minor stuff - -Not as important but worth mentioning: - -- Added restartability function. -- Added signals for game control: `game_over` and `game_start`, but ended not using them. -- Fixed issue where the *Curve2D* stayed the same even when restarting by just setting an empty curve on starting the node. -- Added a debug mode for drawing of the *Curve2D* instead of always drawing. -- Tweaked the tracking of the snake size. -- Tweaked the food system to contain more attributes and use a base food node. -- Added a HUD with mini snake sprites. -- Added a HUD for growth progress on snake body segments and abilities. -- Refactored the nodes to make it work with `change_scene_to`, and added a main menu. -- Added GUI for dead screen, showing the progress. - -## Final notes - -I actually didn't finish this game (as how I visualized it), but I got it in a playable state which is good. My big learning during this jam is the time management that it requires to plan and design a game. I lost a lot of time trying to implement some mechanics because I was facing many issues, because of my lack of practice (which was expected) as well as trying to blog and create the necessary sprites myself. Next time I should just get an asset pack and do something with it, as well as keeping the scope of my game shorter. - -For exporting and everything else, I went with what I did for my [FlappyBird Godot clone](https://blog.luevano.xyz/g/flappybird_godot_devlog_1#final-notes-and-exporting) \ No newline at end of file diff --git a/blog/src/g/starting_gamedev_blogging.md b/blog/src/g/starting_gamedev_blogging.md deleted file mode 100644 index 6fc518c..0000000 --- a/blog/src/g/starting_gamedev_blogging.md +++ /dev/null @@ -1,14 +0,0 @@ -title: Will start blogging about gamedev -author: David Luévano -lang: en -summary: Since I'm starting to get more into gamedev stuff, I'll start blogging about it just to keep consistent. -tags: gamedev - update - short - english - -I've been wanting to get into gamedev for a while now, but it's always a pain to stay consistent. I just recently started to get into gamedev again, and this time I'm trying to actually do stuff. - -So, the plan is to blog about my progress and clone some simple games just to get started. I'm thinking on sticking with [Godot](https://godotengine.org/) just because I like that it's open source, it's getting better and better overtime (big rewrite happening right now) and I already like how the engine works. ~~Specifically I'll start using *Godot 4* even though it's not done yet, to get used to the new features, specifically pumped for [GDScript 2.0](https://godotengine.org/article/gdscript-progress-report-feature-complete-40).~~ ^^Actually... (for the small clones/ripoffs) I'll need to use *Godot 3.X* (probably 3.5), as *Godot 4* doesn't have support to export to webassembly (HTML5) yet, and I want that to publish to [itch.io](https://itch.io/) and my website. I'll continue to use *Godot 4* for bigger projects, as they will take longer and I hope that by the time I need to publish, there's no issues to export.^^ - -For a moment I almost started a new subdomain just for gamedev stuff, but decided to just use a different directory for subtleness; this directory and use of tags should be enough. I'll be posting the entry about the first rip-off I'm *developing* (FlappyBird L O L) shortly. \ No newline at end of file -- cgit v1.2.3-70-g09d2