Thursday, June 08, 2023

Using My Own Programming Language in a Game Jam


For the past while, I've been working on creating a new programming language called Plom. This is a bit unusual because I don't actually believe in creating new programming languages. I think there are enough programming languages. I don't think there's much benefit to creating new ones beyond personal satisfaction. And I even dedicated a whole PhD to researching how to add new features to existing programming languages so that you don't have to create new ones.

The reason I ended up making a new programming language was that I was interested in getting more people into programming by making it easier for people to program using cellphones. In a world where more and more people have cellphones, we need to bring programming to cellphones instead of expecting people to buy computers to do any programming. But then I faced a standard research dilemma of whether I should adapt an existing programming language resulting in something more practical but full of compromises or whether I should design a new language entirely from scratch giving me more avenues to explore to find the best solution but resulting in something less practical for real-world use. In this case, I did decide that making a new programming language would simply offer considerably more gains over adapting an existing language, and I felt like it was important to show as many gains as possible. I need to convince others that this direction in programming language design is important, and I feel that I need to show clear improvements over existing techniques in order to do that.

When creating a new programming language, I have a theory that it's important that the programming language be usable for real programming. It doesn't matter if it's a toy programming language or an educational programming language or whatever. To fully understand the main problems and issues behind a new programming language, it must be used. It's also important for marketing because the primary evangelists behind programming languages are other programmers. So it doesn't matter if a programming language is intended for a non-programmer audience, the people who will evangelize the language to them are, in fact, programmers. As such, the programming language must be usable for real programming by real programmers if you want it to gain any traction.

So all this is a long-winded explanation for how I ended up game jamming with my own programming language. I've been working on my Plom programming language for a while, and though it's still in rough shape, I felt that I really needed to start using it for something real to get a feel for the real issues facing the language and where it needed improvement. If I were to just make some toy programs in a relaxed environment, I would end up working in starts and stops. Seeing one annoyance in the language, then taking a break to work on it, and then switching back and forth, again and again. But game jams are useful because you have a limited time and you must absolutely focus on the language to drive it through any problems and issues. Instead of taking a break to fix an annoyance, I had to keep programming despite the annoyance, which sometimes revealed deeper, more important issues. So I entered a weekend game jam with the intention to make a game entirely using Plom, allowing me to focus entirely on Plom for one weekend so that I could understand its strengths and weaknesses. I spent the weeks before the game jam making sure that Plom had at least rudimentary support for being used in a game jam such as basic support for importing external resources (like images for games), a rudimentary runtime so that code could be run, and the ability to export everything as a game. I then installed everything on my iPad and Android phone and headed off to the jam.

Overall, programming with Plom worked better and worse than expected. 

It worked better than expected in that I was actually able to finish making a small game with the language. I kept worrying that I would encounter some fundamental flaw in the language that would make the project go awry. I was sure that I must have overlooked some implementation detail that would cause the language to behave unreliably, requiring hours and hours to debug, derailing things. In the end though, the language itself seemed to work fine, and it behaved as it was designed to. Its implementation seemed to scale properly to support a small, real program, and its performance was adequate. PlomGit, the little git version control app I wrote earlier, was solid, and I was able to move between developing on Android, iOS, and web depending on where I was without any complications. I did most of my programming on my iPad because it was a faster machine, but I did do some programming on my phone on the subway too. I really only had to stop game jamming and focus on improving Plom once, which was to add support for importing Plom projects made in iOS/Android directly into the web version, so that I could debug them more easily. It wasn't a fundamental issue with Plom itself. So overall, I think the general design that I have for Plom seems solid.

Plom worked much worse than expected in that some aspects of Plom simply weren't ready for real programming yet. Mainly, the error reporting and logging were totally inadequate. I knew of this shortcoming when entering the game jam, but I expected to be able to set-up a full build environment for Plom at the game jam where I could debug Plom and dig into its internals at the jam site to figure out what was going wrong. But the computers at George Brown College were shared, and I didn't want to store my ssh keys there, and installing xcode on those machines to allow me to deploy new iOS versions seemed a little dubious (curse you, Apple and your closed developer ecosystem that requires complicated pipelines and signing credentials just to deploy small programs). So even if I made small coding errors in my game, there was inadequate feedback about where the errors were, and I wouldn't be able to properly debug it until I brought the code home and the entire Plom environment in a Chrome debugger (I've never really been able to get the Safari debugger to work properly with GWT code running in frames, so debugging the Plom environment in iOS never really worked for me). As a result, at the beginning, when I wasn't really confident in which parts of Plom were reliable or not and didn't have much experience with programming in Plom, I made several coding mistakes that weren't obvious, couldn't track them down, and pretty much became stuck for hours at a time because I didn't know whether the bugs were in Plom or my game code or somewhere else. In fact, by half way through the jam, I still couldn't reliably display images on the screen, let alone make a game. I then had to discard my initial plan for a game and come up with an entirely different game idea that was much simpler because there was no way I could make my original game idea with the pace I was proceeding at. By the end of the second day, I was finally able to get some small things running and with a game idea that had a more manageable, smaller scope, I didn't feel so stressed out. By the third day, I was more confident in using Plom, and I was more confident that any bugs I encountered were bugs in the game and not with Plom, so I was really able to focus my efforts and finish the game.

So overall, the game jam was pretty stressful. Usually with game jams, I spend the first day coming up with an idea and programming the basic groundwork for the game. I then have the game playable by the end of the second day. And I spend the third day polishing the game up so that it's enjoyable to play. With this game jam, I went in with a simple game idea already and I spent the first day getting used to Plom and trying to draw sprites onto the screen. By the second day, I was still fighting with getting a basic game framework going, and disheartened by how things were going, I had to change game ideas.  I was even making a new Array implementation for Plom that could interface better with JavaScript code. It was only on the final day where I was able to program most of the functionality of the game itself. I always felt like I was behind and struggling to catch up. But I did catch up, and though the game isn't remarkable by any means, it is a real program and it was made with Plom. Plom still has a long road before it's a usable language. During the jam, I must have made 2-3 pages of notes of things that needed improvement. But I'm encouraged by how things went, and I'm beginning to think that Plom might actually work as a language.


Wednesday, November 30, 2022

Steam Deck is Like the DOS Era All Over Again

I recently purchased a Steam Deck for my parents, hoping that it would be an easy to use gaming machine for the occasional times when my parents want to game. The promise of the Steam Deck was that it would be an easy to use gaming machine like a gaming console, but for PC games. Instead, I've found the Steam Deck to be like DOS-era gaming where I have to spend huge amounts of time doing configuration and setup, and afterwards, everything is still sort of fiddly and difficult to use. 

In the end, I now realize that the Steam Deck is not actually for PC gaming. It can play PC games, but the hardware and software have been specifically designed as a new gaming console designed specifically to play Steam Deck games for Steam Deck gamers. What I mean by that, is that the Steam Deck isn't really designed for more general gamers, and it really isn't really designed for non-Steam Deck games. I had a whole library of old Steam games that I've accumulated through Humble Bundles and elsewhere over the years, and I assumed that they would work okay on the Steam Deck. In fact, the experience of playing these games on the Steam Deck isn't that great. The Steam Deck is designed for playing Steam Deck games--games that have been customized and programmed specifically for running on the Steam Deck. If you have a lot of those games, then that's great. I think those are mostly action-oriented games, especially if they have been ported from other gaming consoles. The Steam Deck is also not designed for casual gamers. To use the Steam Deck, you have to learn a bunch of UI quirks and memorize several shortcuts. Non-tech-savvy people will never remember all these things and will become frustrated by the device. A lot of fit and polish issues needed for a general audience are lacking. For example, just turning on the device is a little complicated. There's a one or two second delay between pressing the power button and anything showing up on the screen. So when I press the button, I can never figure out whether the press was registered, and whether I should press the button again, which might turn it off, or long-press it to actually turn it on or whatever (a lot of other UI actions have long delays with insufficient feedback like that too--I'm looking at you, "return to game mode"). And when it does finish booting up, it dumps you on a non-customizable "home" screen, which doesn't actually list the games that you can play on your device. Instead, it lists a jumble of games that you recently purchased on Steam, some that you've played recently, etc. You have to press an unmarked shortcut (the B button) or navigate through the Steam menu to get to the games list, and then you have to navigate around that to get to your list of installed games. There's no way my parents or young kids will remember all those steps to get to their favorite game. You would think that this convoluted UI is a scheme to get you to buy more Steam games, but that's not the case either because you have to navigate the menus to get to the Steam store as well. I just don't understand why the UI is this way.

I've watched several videos about how the Steam Deck can be used as a computer. In fact, it only makes a suitable computer if you plug in a monitor and mouse and keyboard. The Steam Deck designers did not bother refining that aspect of the experience to make it practical if you're using just the Steam Deck itself. For example, I'm not sure if the hardware digitizer is poor quality or the touch drivers are poor, but all touchscreen actions are pretty janky. Swiping to scroll in web browsers and elsewhere doesn't really work smoothly. The virtual touch keyboard always misses key presses, so you can't really type quickly using it. I'm not sure if the soft keyboard is part of the OS or if it's a Steam thing because in some programs, the program loses keyboard focus when I'm in the virtual keyboard, which is annoying. There's no dedicated button to pull up the soft keyboard. Instead, you need to use the Steam-X shortcut, which normal people won't remember. That shortcut is also a hassle because it requires two hands to press (a good portable device should be usable one-handed), and I often end up accidentally pressing the grip buttons on the back of the device when I have to shift my hands over. When using the trackpad like a mouse, the R2 trigger is used for left-click, and the L2 trigger is used for right-click, which is going to throw beginners off. Also, the L2 and R2 triggers are analog triggers, so it's a pain having to squeeze them all the way down just to do a mouse-click. In particular, double-clicking is a real pain, and sometimes, I have to shift my hand a bit to fully depress the trigger, causing my thumb to shift on the trackpad a bit, moving my mouse pointer before clicking. Personally, I think R1 for left-click, and R2 for right-click might have been better. You can install your own programs and games, but Steam discourages that, requiring you to add 4 different pieces of artwork in 3 different locations to get your own programs to integrate nicely with the Steam interface. 

Playing games that aren't optimized for the Steam Deck isn't too great too. Part of the problem is that the device is optimized for Steam Deck games at the expense of being good for general PC gaming. For example, besides the keyboard being janky, the Steam Deck doesn't have enough buttons for it to act like both a mouse and a game controller at the same time. With non-Steam PC games, there's an assumption that even if you have a gamepad, you might sometimes have to click on things or type things to configure things. But the Steam Deck can't be configured as both. You have to go into a mouse mode to do your mouse things, then switch back to controller mode to do your controller things. And there's no button for doing that switch, so you have to navigate menus or whatever every time you need to switch. If the Steam Deck were designed for general PC gaming, they would have lost one of the trackpads and had a dedicated left-click/right-click mouse buttons, plus a keyboard button. That way, you could do easily switch between mouse/gamepad/keyboard for non-Steam Deck games without much hassle. Instead, the games need to be customized specifically for Steam Deck to work well.

I still think the Steam Deck is a nice device, but a lot of the hype oversells what it is. It's not easy to use like a gaming console at all. It isn't great at general PC gaming, and you aren't going to pull out your old collection of Steam strategy games or whatever to play on it. It's not a general computer. You aren't even going to browse the web with it. I think there's still a lot of room for other manufacturers like GPD, AYN etc. to make better devices that are easier to use and better for gaming.

Tuesday, September 10, 2019

Swift ASN.1 Decoder for iOS Receipt Validation

If you want to have in-app purchases in an iOS or MacOS app, you need a way to check what purchases have been made. Annoyingly, Apple does not provide developers with any code for doing this. Apple's APIs will give your program a receipt, listing what was purchased, but the receipt is encoded in a weird format, and Apple doesn't provide any code for reading this format. Apple's reasoning is that not providing code for this is like a very limited form of DRM/copy protection. If every program has custom code for parsing and interpreting the receipt, software pirates will need to do extra work to crack your software.

It is true that software piracy is rampant on Android, and it probably exists on iOS too. Some of us aren't really too concerned with this software piracy issue though, and we just want to implement some quick and dirty handling of IAP with the assumption that most software pirates wouldn't have purchased the software anyway. 

Apple's preferred solution is for you to create your own receipt validation server that your programs can connect to, which will then contact Apple's servers to parse the receipt and to confirm that it's valid. This is a bit of hassle because you have to make an online service, figure out how to keep it running, protect it from hackers, and make your app more fragile because it will always be connecting to this online service.

The other solution is to do receipt validation on the app itself. This is annoying because Apple doesn't provide code for parsing the receipt, the receipt stored on the app contains less information than what Apple provides to servers, and iOS doesn't really bother to keep the receipt up-to-date all the time meaning you often have to go out of your way to update the receipt yourself. The most common way to do the receipt parsing is to just include a copy of OpenSSL in the app, but that involves some annoying interfacing with C code.

I just wanted something quick & dirty, and I'm not too concerned about doing all the signature checking and whatnot, so I just wanted some simpler Objective-C or Swift code online for doing receipt parsing. I tried looking around online a lot, but I couldn't find one, so eventually, I just rolled my own. It's pretty rough since I just threw it together until it worked just enough that it would work for my own app, so use at your own risk. Here it is:

struct Asn1BerTag : CustomStringConvertible {
    var constructed: Bool
    var tagClass: Int
    var tag: Int
    var description: String {
        return String(tagClass) + (constructed ? "C": "-") + String(tag);
    }
}

struct Asn1Entry {
    let tag : Asn1BerTag
    let data : Data
    let len : Int
}

// TODO: This parser thing is sort of insecure because it doesn't really do bounds-checking on
// anything, but it's only used for reading internal data structures so whatever
class Asn1Parser {
    // Parse a single ASN 1 BER entry
    static func parse(_ data: Data, startIdx: Int = 0) -> Asn1Entry {
        var idx = startIdx
        // Try to parse the tag
        var val = data[idx]
        idx += 1
        let tagClass = Int((val >> 6) & 3)
        let constructed = (val & (1 << 5)) != 0
        var tagVal = Int(val & 0x1F)
        if tagVal == 31 {
            val = data[idx]
            idx += 1
            while (val & 0x80) != 0 {
                tagVal <<= 8
                tagVal |= Int(val & 0x7F)
                val = data[idx]
                idx += 1
            }
            tagVal <<= 8
            tagVal |= Int(val & 0x7F)
        }
        let tag = Asn1BerTag(constructed: constructed, tagClass: tagClass, tag: tagVal)
        
        // Try to parse the size
        var len = 0
        var nextTag = 0
        val = data[idx]
        idx += 1
        if val & 0x80 == 0 {
            len = Int(val)
            nextTag = idx + len
        } else if val != 0x80 {
            let numOctets = Int(val & 0x7f)
            for _ in 0..<numoctets {
                len <<= 8
                val = data[idx]
                idx += 1
                len |= Int(val) & 0xFF
            }
            nextTag = idx + len
        } else {
            // Indefinite length. Scan until we encounter 2 zero bytes
            var scanIdx = idx
            while data[scanIdx] != 0 && data[scanIdx+1] != 0 {
                scanIdx += 1
            }
            len = scanIdx - idx
            nextTag = scanIdx + 2
        }
        return Asn1Entry(tag: tag, data: data.subdata(in: idx..<(idx + len)), len: nextTag - startIdx)
    }
    
    static func parseSequence(_ data: Data) -> [Asn1Entry] {
        var toReturn : [Asn1Entry] = []
        var idx = 0
        while idx < data.count {
            let entry = Asn1Parser.parse(data, startIdx: idx)
            toReturn.append(entry)
            idx += entry.len
        }
        
        return toReturn
    }
    
    static func parseInteger(_ data: Data) -> Int {
        let len = data.count
        var val = 0
        
        for i in 0..<len {
            if i == 0 {
                val = Int(data[i] & 0x7F)
            } else {
                val <<= 8
                val |= Int(data[i])
            }
        }
        if len > 0 && data[0] & 0x80 != 0 {
            let complement = 1 << (len * 8)
            val -= complement
        }
        return val
    }
    
    static func parseObjectIdentifier(_ data:Data, startIdx: Int = 0, len: Int? = nil) -> [Int] {
        let dataLen = len ?? data.count
        var idx = startIdx
        var identifier: [Int] = []
        while idx < startIdx + dataLen {
            var subidentifier = 0
            var val = data[idx]
            idx += 1
            while (val & 0x80) != 0 {
                subidentifier <<= 7
                subidentifier |= Int(val & 0x7F)
                val = data[idx]
                idx += 1
            }
            subidentifier <<= 7
            subidentifier |= Int(val & 0x7F)
            identifier.append(subidentifier)
        }
        
        return identifier
    }
}

class IapReceipt {
    var quantity: Int?
    var product_id: String?
    var transaction_id: String?
    var original_transaction_id: String?
    var purchase_date: Date?
    var original_purchase_date: Date?
    var expires_date: Date?
    var is_in_intro_offer_period: Int?
    var cancellation_date: Date?
    var web_order_line_item_id: Int?
}

class AppReceipt {
    var bundle_id : String?
    var application_version : String?
    var receipt_creation_date: Date?
    var expiration_date: Date?
    var original_application_version : String?
    var iaps: [IapReceipt] = []
}

class ReceiptInsecureChecker {
   
    func parsePkcs7ReceiptForPayload(_ data: Data) -> Data? {
        
        // Root is a sequence (tag 16 is sequence)
        let root = Asn1Parser.parseSequence(data)
        guard root.count == 1 && root[0].tag.tag == 16 else { return nil }
        
        // Inside the sequence is some signed data (tag 6 is object identifier)
        let rootSeq = Asn1Parser.parseSequence(root[0].data)
        guard rootSeq.count == 2 && rootSeq[0].tag.tag == 6 && Asn1Parser.parseObjectIdentifier(rootSeq[0].data) == [42, 840, 113549, 1, 7, 2] else { return nil }
        
        // Signed Data contains a sequence
        let signedData = Asn1Parser.parseSequence(rootSeq[1].data)
        guard signedData.count == 1 && signedData[0].tag.tag == 16 else { return nil }
        
        // The third field of the signed data sequence is the actual data
        let signedDataSeq = Asn1Parser.parseSequence(signedData[0].data)
        guard signedDataSeq.count > 3 && signedDataSeq[2].tag.tag == 16 else { return nil }
        
        // The content data should be tagged correctly
        let contentData = Asn1Parser.parseSequence(signedDataSeq[2].data)
        guard contentData.count == 2 && contentData[0].tag.tag == 6 && Asn1Parser.parseObjectIdentifier(contentData[0].data) == [42, 840, 113549, 1, 7, 1] else { return nil }
        
        // Payload should just be some bytes (tag 4 is octet string)
        let payload = Asn1Parser.parse(contentData[1].data)
        guard payload.tag.tag == 4 else { return nil }
        
        return payload.data
    }
    
    func parseReceiptAttributes(_ data: Data) -> AppReceipt? {
        var appReceipt = AppReceipt()
        
        // Root is a set (tag 17 is a set)
        let root = Asn1Parser.parse(data)
        guard root.tag.tag == 17 else { return nil }
        
        // Read set entries
        let receiptAttributes = Asn1Parser.parseSequence(root.data)
        
        // Parse each attribute
        for attr in receiptAttributes {
            if attr.tag.tag != 16 { continue }
            let attrEntries = Asn1Parser.parseSequence(attr.data)
            guard attrEntries.count == 3 && attrEntries[0].tag.tag == 2 && attrEntries[1].tag.tag == 2 && attrEntries[2].tag.tag == 4 else { return nil }
            
            let type = Asn1Parser.parseInteger(attrEntries[0].data)
            let version = Asn1Parser.parseInteger(attrEntries[1].data)
            let value = attrEntries[2].data
            switch (type) {
            case 2:
                let valEntry = Asn1Parser.parse(value)
                // tag 12 = utf8 string
                guard valEntry.tag.tag == 12 else { break }
                appReceipt.bundle_id = String(bytes: valEntry.data, encoding: .utf8)
            case 3:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 12 else { break }
                appReceipt.application_version = String(bytes: valEntry.data, encoding: .utf8)
            case 12:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 22 else { return nil }
                appReceipt.receipt_creation_date = parseRfc3339Date(String(bytes: valEntry.data, encoding: .utf8) ?? "")
            case 17:
                let iap = parseIapAttributes(value)
                if iap != nil {
                    appReceipt.iaps.append(iap!)
                }
            case 19:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 12 else { break }
                appReceipt.original_application_version = String(bytes: valEntry.data, encoding: .utf8)
            case 21:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 22 else { return nil }
                appReceipt.expiration_date = parseRfc3339Date(String(bytes: valEntry.data, encoding: .utf8) ?? "")
            default:
                break
            }
        }
        
        return appReceipt
    }
    
    func parseIapAttributes(_ data: Data) -> IapReceipt? {
        let iap = IapReceipt()
        
        // Root is a set (tag 17 is a set)
        let root = Asn1Parser.parse(data)
        guard root.tag.tag == 17 else { return nil }
        
        // Read set entries
        let receiptAttributes = Asn1Parser.parseSequence(root.data)
        
        // Parse each attribute
        for attr in receiptAttributes {
            if attr.tag.tag != 16 { continue }
            let attrEntries = Asn1Parser.parseSequence(attr.data)
            guard attrEntries.count == 3 && attrEntries[0].tag.tag == 2 && attrEntries[1].tag.tag == 2 && attrEntries[2].tag.tag == 4 else { return nil }
            
            let type = Asn1Parser.parseInteger(attrEntries[0].data)
            let version = Asn1Parser.parseInteger(attrEntries[1].data)
            let value = attrEntries[2].data
            switch (type) {
            case 1701:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 2 else { return nil }
                iap.quantity = Asn1Parser.parseInteger(valEntry.data)
            case 1702:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 12 else { return nil }
                iap.product_id = String(bytes: valEntry.data, encoding: .utf8)
            case 1703:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 12 else { return nil }
                iap.transaction_id = String(bytes: valEntry.data, encoding: .utf8)
            case 1704:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 22 else { return nil }
                iap.purchase_date = parseRfc3339Date(String(bytes: valEntry.data, encoding: .utf8) ?? "")
            case 1706:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 22 else { return nil }
                iap.original_purchase_date = parseRfc3339Date(String(bytes: valEntry.data, encoding: .utf8) ?? "")
            case 1708:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 22 else { return nil }
                iap.expires_date = parseRfc3339Date(String(bytes: valEntry.data, encoding: .utf8) ?? "")
            case 1719:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 2 else { return nil }
                iap.is_in_intro_offer_period = Asn1Parser.parseInteger(valEntry.data)
            case 1712:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 22 else { return nil }
                iap.cancellation_date = parseRfc3339Date(String(bytes: valEntry.data, encoding: .utf8) ?? "")
            case 1711:
                let valEntry = Asn1Parser.parse(value)
                guard valEntry.tag.tag == 2 else { return nil }
                iap.web_order_line_item_id = Asn1Parser.parseInteger(valEntry.data)
            default:
                break
            }
        }
        return iap
    }
    
    func parseRfc3339Date(_ str: String) -> Date? {
        let posixLocale = Locale(identifier: "en_US_POSIX")
        
        let formatter1 = DateFormatter()
        formatter1.locale = posixLocale
        formatter1.dateFormat = "yyyy'-'MM'-'dd'T'HH':'mm':'ssX5"
        formatter1.timeZone = TimeZone(secondsFromGMT: 0)
        
        let result = formatter1.date(from: str)
        if result != nil {
            return result
        }
        
        let formatter2 = DateFormatter()
        formatter2.locale = posixLocale
        formatter2.dateFormat = "yyyy'-'MM'-'dd'T'HH':'mm':'ss.SSSSSSX5"
        formatter2.timeZone = TimeZone(secondsFromGMT: 0)
        
        return formatter2.date(from: str)
    }    
}

To use the code, you would write something like this:

let data = Data(base64Encoded: "... BASE 64 DATA ...")
let receiptChecker = ReceiptInsecureChecker()
let payload = receiptChecker.parsePkcs7ReceiptForPayload(receipt!)
let appReceipt = receiptChecker.parseReceiptAttributes(payload!)
print(appReceipt!.iaps)

Note: I'm not a Swift coder. I only starting learning Swift about a month ago, so I apologize if the code is not very Swift-y

Wednesday, July 31, 2019

CorelDraw Graphics Suite 2019 Review

Since I'm originally from Ottawa, I've always used CorelDRAW for vector graphics. This actually works out well. Since I'm not an artist or designer, I rarely need to do any vector graphics work, so CorelDRAW has worked for me because it comes with a lot of functionality, I could make a one-time purchase of a perpetual license to the software, and I was occasionally able to get good deals when buying it.

I previously used CorelDraw X5, and it did what I needed it to do, but the menus didn't work quite right on Windows 10, so I was looking to upgrade if the upgrade price ever dropped to around $100-$150 or so, but the price never dropped that low, so I just kept using my old version. Especially since I now make my own vector graphics package, I rarely needed CorelDraw except for some occasional obscure feature. Unfortunately, Corel declared that 2019 would be the last year they would offer upgrade pricing on CorelDraw, so I decided to pick up a copy of CorelDraw 2019 since it would be my last chance to get an upgrade.

I have to say that I feel a little disappointed with CorelDraw 2019. CorelDraw has always been a buggy piece of software. But usually it's the new features that are buggy, but if you stick with the core vector graphics stuff then it works fine. Usually, the new features would be so buggy that they would be unusable, but Corel wouldn't bother fixing it until a later version, so you would just have to pay for an upgrade to fix those bugs and get working versions of the new features. Unfortunately, it seems like they rewrote the core user interface code in this version, so now the core vector graphics functionality is buggy. I suspect it might be related to the fact that they've rewritten stuff so that it works on the Mac (previously, CorelDraw was Windows only). This is annoying to me because CorelDraw 2019 is too buggy for basic vector graphics work, but it likely won't be fixed unless I buy an upgrade to a later version, but Corel isn't going to be selling upgrades any more. I'm sorely tempted to keep using CorelDraw X5. The bugs are just little annoying little things like the screen blanking out if you scroll the window using the scrollbar, requiring you to press ctrl-W to manually refresh the screen. Groups also no longer snaps properly to grids. If you try to move a group, CorelDraw will choose one of the objects of the group (I think it's the top one?), and snap that to the grid instead of aligning the group as a whole. This makes grids sort of useless to me. CorelDraw also doesn't let you snap to grids and snap to objects at the same time. It gets confused and tries snapping to objects, and will completely ignore any possible grid snapping you can do. If basic functionality like scrolling and snap to grid don't work, then how is anyone supposed to get any productive vector graphics work done with CorelDraw?

On top of that, CorelDraw feels slow and sluggish. To be fair, CorelDraw has always felt slow and sluggish, but if you keep using an old version, then after a few years, your computer gets fast enough that it feels snappy and usable. Still, I was hoping that Corel would have left well enough alone, and stopped meddling with the old code so that it would stay fast. That's not the case. It feels sluggish. After all these years, Corel still has not learned that responsiveness is one of those magic unspoken features that make a graphics package feel good to use. Even though Corel Photo-Paint has many more features than my old copy of Photoshop Elements, I still use Photoshop Elements as my primary paint program because it's just so much faster and responsive. CorelDraw 2019 also just stops and hangs for a couple of seconds sometimes. I think it might be that the saving code is now very slow for some reason. Since CorelDraw autosaves fairly often (due to its buggy nature), I think CorelDraw will just occasionally become unresponsive as its incredibly slow autosave happens.

In the end, I feel like I've wasted my money. I bought CorelDraw 2019 because it was the last upgrade version they would offer. But CorelDraw 2019 is really buggy and not very usable. These bugs likely won't be fixed until a later version of Corel, which there won't be any upgrade pricing available for. Every time I use CorelDraw 2019, I keep wanting to go back to using my old version of CorelDraw X5 instead, which I sometimes do. I think the verdict is that if you are in a rush to upgrade CorelDraw because it's a last upgrade version available, DON'T get CorelDraw 2019 because it's too slow and buggy. If you can find an upgrade to an older version of CorelDraw, that might be a better choice to buy actually. Otherwise, just stick to your old version.

Monday, June 18, 2018

Ranking of Racism against Asian Americans at Ivy League Schools

It has long been assumed that the Ivy League schools are racist against Asians, but it's been hard to understand the extent of the racism. There are some universities that try to run purely meritocratic admissions systems involving fewer subjective evaluations. For example, Caltech has an Asian enrollment of 43%, but it's not clear whether that's comparable to other schools because of the heavy engineering focus of the school. Berkeley is a more well-rounded university and it has an Asian enrollment of 41%, but it's a public university in a state with a high Asian population, so it's not clear if it's comparable to universities in other parts of the country.

Fortunately, Harvard ran the numbers back in the 2013, and they found that if they ranked students solely by academic qualifications, then Asians would make up around 40% of the admissions. Even if Harvard continued to set aside spots for athletes and undeserving rich people, then Asians would make up 31%. If extra-curriculars and other subjective measures were included as well, then Asians should still make up around 26% of the student population (even though in 2013, only 19% of the admitted class was Asian). I believe that the Asian population has only grown since 2013.

These numbers agree with the Berkeley and Caltech numbers, so I feel it's safe to use these numbers to do back-of-the-envelope calculations for how racist against Asians each university is. The Harvard numbers should be comparable with other prestigious, well-rounded, private universities that attract students from across the country. So it should be safe to compare the numbers to other Ivy League universities.

So I visited the websites of the Ivy League universities, and grabbed their reported diversity statistics on Asian admissions. The numbers are hard to compare because different universities categorized their students differently. If universities had a separate category for unknown and/or foreign students, then I left them out of the total. If there was a category for multi-racial, I did not include that number in the count of percentage Asians. As a result, the numbers are very noisy, but I think they still give a basis for comparing universities. I think that universities with Asian enrollment in the high 20s or low 30s are demonstrating low amounts of racism against Asians.

So here are the results:

1. Brown (18.16%) - most racist
2. Yale (21%)
3. Dartmouth (21.74%)
4. Harvard (22.2%) - probably worse than Dartmouth, but the numbers are hard to compare
5. Cornell (23.26%)
6. UPenn (23.56%)
7. Princeton (25.29%)
8. Columbia (29%) - least racist

And here's Stanford's numbers even though they aren't an Ivy League university:

Stanford (26.44% Asian)

Initially, the numbers seem to suggest that Brown is the most racist against Asians of the universities. They also have the lowest enrollment of African Americans of the other Ivy League universities, so they just fail on diversity in general. They do have a large number of students classified as multi-racial, which makes things unclear, but things still look bad after removing them from the totals. It's possible that Yale or Harvard are, in fact, the worst universities because they don't have a "multi-racial" category and their percentage of enrollment being Asian is pretty low.

There's a bunch of universities in the middle that seem to be sort of racist. Princeton seems to be the best of the middle.

The least racist, by far, seems to be Columbia, which achieves a high-20s in Asian enrollment, which is the safe zone. They also have strong African enrollment as well. It demonstrates that it is possible to have diverse minority enrollment without unduly punishing Asians.

So what's going on? These universities (other than Columbia) are using the implicit bias effect to willfully keep down Asian enrollment. These universities intentionally add subjective measures into student evaluations that are known to be subject to bias. They then hire admissions officers of dubious qualifications who don't understand the Asian experience or don't like Asians in general, who implicitly prefer applicants who are more like themselves, and who are told to find applicants who match an Ivy League "culture" or "character profile" that run contrary to Asian stereotypes and biases. As a result, they end up giving lower subjective scores to Asians. Is the applicant who plays badminton more or less "brave" than the applicant who plays football? Is the atheist applicant more or less kind than the church-going applicant? There is no way of knowing those things, but people will inevitably form an opinion based on their implicit biases. For example, Harvard gave lower "personality" ratings to Asian applicants in general. I can imagine that, yes, some universities might prefer people with certain personalities over others. But that mix of personalities should be evenly distributed among all people. If one race consistently score poorly on the personality rating versus all other races, then there's some implicit racism going on there that needs to be fixed. Strangely, no personality deficiencies were found during alumni interviews. The bias only appeared during the ranking of personal qualities by the Admissions Office.

Here are some more in-depth articles if you want a deeper dive in the issues involved: 1, 2, 3.

Tuesday, June 12, 2018

Nan Native Module Asynchronous Callbacks in Electron with GWT

This problem has been causing me frustration for weeks, and I think I've finally figured out what was wrong.

I have a GWT application that I'm running as a desktop application using Electron. To access some Windows services, I wrote a native module in C++ that my JavaScript code can call into and call some Windows functions. Some of the newest Windows APIs are asynchronous and long-running, so I made use of Nan's AsyncWorker framework for running C++ code in another thread and then calling a callback function in JavaScript with the result afterwards.

But the code would always crash. If I executed the commands from the Electron/Chrome debugger console, it would run fine. But if I ran the same instructions in my compiled GWT application, the application would crash when the callback function is invoked from C++.

I spent weeks looking over the code and trying different variations, tearing my hair out, and I could never figure it out. Native modules (much like everything else in node.js and electron) are underdocumented, but my code looked the same as the examples, and I couldn't find any reports of other people having problems. Maybe I was compiling things incorrectly? Was my build set-up wrong? Maybe mixing in winrt and managed code was causing problems? But I think I've finally figured things out.

The problem is that the GWT code runs in an iframe, so the callback functions are defined in the iframe, and somehow, this leads to a crash when the C++ code tries to call these callback functions. To solve this problem, I've created a separate JavaScript shim that creates the callback functions in the context of the main web page. My GWT code can call into the main web page to create the callback functions and to pass them to the native module. Then the native module can safely call back into JavaScript from the AsyncWorker without any crashes.

Side Note: When running Electron in Windows, it seems that the Windows message queue is managed from the main process. So if you have a Windows API that needs to be called from the UI thread, it should probably be called from the main process not the renderer process.

Tuesday, May 01, 2018

ES6 Modules: Limp and Overcooked

I've been eagerly awaiting a module system for JavaScript for many years. Although plans for a standardized module system have been floating around even for ECMAScript 4, it's only become standardized and available during the last year or so. Usually, modules are a pretty intuitive language concept. You briefly look at a couple of examples, and then you dive and start using it, and everything just works. For some reason though, when I tried using ES6 modules in a project, my mind absolutely refused to accept ES6 modules. I literally spent hours staring at these lines of code, and my brain couldn't do it:
import foo from './library.js';
import {foo} from './library.js';
Both lines of code are valid ES6 Modules code. Only one line is correct though, and it depends on how you've set-up your modules. The difference is so confusing and the error messages are so cryptic that I just couldn't get my feeble brain to understand it.

Apparently, the JavaScript module system spent so long in the standardization oven that it has become overcooked and ruined. It's limp and dry and completely unappetizing. ES6 Modules are actually two completely different module systems that have been thrown together into JavaScript with no attempt to unify them at all. What's worse is that the two module systems use very similar syntax, and it's very easy to get things mixed up. Some misplaced squigglies results in you using the wrong module system that's incompatible with the library you want because the library was built with the other module system. What's doubly-worse is that one of the module systems is already deprecated, and the preferred module system has the more complicated syntax. If one system is preferred, then why does the other one exist? If the two module systems are different, why couldn't they have two completely syntaxes for them?

What's weird is that they could have unified it. There would have been a lot of weird corner cases, but they could have made a consistent syntax. When I see the two lines above, I think of destructuring assignment.
pair = getFullName();
[firstName, lastName] = getFullName();

point = getPoint();
{x, y} = getPoint();
It's a bit unusual, but it's consistent. My mind could accept that.
import foo from './library.js';
could be for importing everything in the library into an object named foo
import {foo} from './library.js';
could be for importing foo from a library.

But, no, that's not how it works. Instead, the first line is for doing imports from modules built using the default module method, and the second line is for doing imports from modules built using the namespace module method. Oh, you can also build your libraries so that they are compatible with both types of modules, but since the two module systems are completely distinct, you can design your libraries to export completely different things depending on whether they are imported using the default module method or the namespace module method.

After several hours of my mind rejecting the ES6 approach to modules, I think I've finally gotten it accepted. I explained to my mind that the ES6 module system is complete garbage, but that's all that there is to eat, and it better not barf it all out like last time. It's not happy about it though.

Saturday, March 10, 2018

Copying Hard Disks with Bootable Windows GPT Partitions Using Linux

This is just a placeholder blog post. I keep intending to do a proper blog post on this topic, but I never get around to it. Unfortunately, I always forget the steps I need to do when I'm in the middle of copying my hard disks and can't consult my notes, so I'm going to just put some placeholder notes here and flesh them out properly later.

Note: Copying hard disks is tricky. I disclaim all responsibility if you use these steps and you lose data or your BIOS becomes corrupted or whatever. This blog post mainly serves as notes to myself.

About GPT Partitions
I still don't fully understand how a modern UEFI system boots from GPT partitions. I think with GPT and UEFI, your hard disk contains multiple partitions. One of them is a FAT partition that's special because it contains some boot loader programs that contain the instructions needed to load an OS from one of the other partitions. That partition is called the EFI System Partition. The UEFI BIOS of a computer will start Windows in two ways
  1. Usually, the BIOS stores the specific UUID label of the boot EFI System Partition and the name of the boot loader program on that partition to load. The BIOS can then quickly load the boot loader and then continue on to load the OS.
  2. When you first install Windows, the BIOS doesn't have that information yet, so the BIOS is able to find the EFI System Partition on the hard disk itself, find the default Windows boot loader on that partition, and then run that to start Windows.
Why It's Tricky Copying Windows
Copying Windows GPT partitions is hard because
  • Windows makes it hard to copy Windows partitions
  • the bootloader program on the FAT partition has to be changed to load things from the new partition
  • the BIOS has to be changed to know about the new bootloader
Steps for Doing the Copy
By default, Windows is configured with some settings that lets it keep the file system in an inconsistent state on shutdown (in order to have faster shutdowns and bootups), which is a bad time to copy it. I tried various methods for disabling that, but the only reliable approach seems to be to turn off hibernation entirely. You need to start a command prompt in Administrator mode. Then run

     powercfg -h off

If you're copying to a smaller hard disk, you might want to use Windows Disk Management (right-click "This PC", choose "Manage", then choose "Drive Management" under the "Storage" category on the left) to shrink your partitions in advance, but that usually never works, and Linux can shrink your partitions anyway.

Also make sure that you have a bootable version of a Windows rescue CD or the Windows installation media.

Now, you can start-up Linux to start copying your hard disk. I always use the GParted LiveCD to do this. GParted can be slow to start-up because it scans through all your hard disks very slowly to find all the partitions. I think it might also do some really slow thing with Windows partitions as well. That scanning step gets slower the bigger your hard disk is too. But I've found it to be pretty reliable. Use this to copy your partitions to the new hard disk.

msftres Partition
You may find that your hard disk has a msftres (Microsoft reserved) partition. GParted is unable to copy this partition. It is not necessary to copy the partition. It is just a partition that Microsoft reserved so that if you ever install Windows Bitlocker disk encryption, Microsoft can store the decryption code there. If you do want to keep this msftres partition, you can manually create one. First, copy all the partitions before the msftres partition. Then boot into the Windows installation CD (you did remember to make one, right?). Go into the Advanced Repair settings and get to the command prompt. Then use the "diskpart" program to create an msftres partition. I forget the exact steps. You can type stuff like "help," "help select disk," "help list partition," "help create partition msr" or something to get the exact commands you need. But you need to select the new hard disk, then use something like "create partition msr size=128" to create a 128MB msftres partition. Then, you can reboot into GParted to copy the rest of the partitions.
 
Update 2020-9-22:
> list disk
> select disk n
> list partition
> create partition msr size=128

GParted Fix-ups
GParted will make the copied partitions have the exact same IDs as the old partitions. This can be a problem if you keep both the new hard disk and the old hard disk in the same computer (e.g. when moving from a hard disk to an SSD, you might want to keep the old hard disk around in the same computer as a backup). It's not clear which boot partition the BIOS will use when starting up. And when Windows is loaded, the wrong one can potentially start up. And even if the right one starts up, the wrong partition might end up being mapped to the C drive. To be safe, if you intend on keeping both hard disks in your system, you should go in and change the UUIDs of all the partitions on either the new drive or the old drive. I'm not 100% sure about Windows recovery partitions. To have the recovery work properly on the new hard disk, it might be better to have it keep the same UUID, so then generating new UUIDs for the old hard disk may be better. But I could never get that recovery partition to work properly anyway, and I would rather have at least one proper working copy of my hard disk in case the copy goes bad, so maybe it's better to generate new UUIDs for the new hard disk.

GParted also often doesn't copy the partition labels and flags correctly. You can go in and set those manually so that they're the same on both disks. I've forgotten to do this before, and everything still seemed to work, so this might not be necessary.

Update UEFI BIOS with Location of Bootloader
Now that Windows is copied, you need to update the BIOS with which bootloader to use on start-up. If you didn't change the UUIDs of the newly copied partitions, then this might not be necessary since the existing BIOS entry for the location of the old bootloader should still work. You might need to swap hard drive cables to ensure that the new hard drive takes over the old drive number from the old hard drive. Or maybe not? 

If you did change the UUID of the boot partition, then this is definitely necessary. Open a Linux terminal. Become root by using "sudo bash". Then use the "efibootmgr" program to create the necessary entries. 
 
Update 2020-9-22:
> efibootmgr or efibootmgr -v 
to list boot entries
> efibootmgr -o i,j,k
to change boot order e.g. efibootmgr -o 2,1,3
(check man pages for other commands)

I can never figure out how to create new BIOS EFI entries using efibootmgr, so I sometimes try to use some other approach to create these new entries. Sometimes, if you start up your system with only your new hard disk, the BIOS won't find the default bootloader, so it will default to searching for the Windows bootloader itself, and it will then add an entry for it in the BIOS itself. Or you can try starting a Windows Recovery CD or installation DVD, going to the command-line repair tools, and trying to use "bcdedit", "bcdboot", or "bootrec /rebuildbcd" to do this. I'm not sure what these programs do, but I think one of them will create a new EFI BIOS entry for the bootloader partition.

Once you have an EFI entry in the BIOS for the bootloader, you can go back to using "efibootmgr" to rearrange the order of your boot entries so that it comes first, which is a lot easier than creating a new entry from scratch.

Update Bootloader with New Location of Windows Partition
Now the BIOS can find the bootloader to start loading Windows, but the bootloader may not point to the correct partition to actually start the OS. Again, you can try starting a Windows Recovery CD or installation DVD, going to the command-line repair tools, and try to use "bcdedit", "bcdboot", or "bootrec /rebuildbcd" to do this. Again, I'm not sure what these programs do. I don't actually know what the BCD is, and the Microsoft documentation is very vague on that fact. I think it refers mostly to the configuration files for the bootloader on the EFI FAT system partition, but I don't know. Sometimes, everything has gone bad, and you need to use "bcdedit" to start a completely new BCD store. In any case, after randomly running some combination of those programs, Windows will somehow fix itself and become bootable.

Checking Windows
When you do manage to successfully boot into Windows again, going into Drive Management to make sure that the correct drive is listed as your boot drive and that it is the C drive. You might also need to manually remove drive letters from some of your recovery drives and other drives. Don't forget to reenable hibernation by going to the command prompt as an administrator and using

     powercfg -h on

Fixing Up Your Linux Bootloader
I normally use Windows, but I keep a copy of Linux on my drives for occasional use. Normally, I just let Linux install a boot loader into the EFI system partition and add an entry to the BIOS. I change the boot order to normally boot to Windows, but I use the "boot from alternate drive" key on startup to show all the EFI boot entries, and then I manually choose the Linux one. 

After copying a Linux partition to a new hard disk, you have to reinstall the grub bootloader on the EFI system partition to point to the new Linux partition. Reinstalling grub is mostly impossible, so I find it easier to simply reinstall Linux over the old version (I keep my Linux data on a separate /home partition, so that it's safe to do that without losing data).

Sunday, March 04, 2018

Creating a SDF Texture for a Font at Runtime

I was recently trying to implement text for the graphics engine behind Omber. Unfortunately, although I had a complete vector graphics engine, I hadn't gotten around to implementing support for shapes with holes in them, so I couldn't just take the vector representation of each font glyph and render them directly. Instead, I ended up using the standard approach used in many 3d game engines, which is to use Signed Distance Field fonts.

Most people pre-generate their SDF textures, but that didn't really seem feasible to me. I wanted my code to let people use their own fonts in their drawings, so I couldn't precalculate SDF textures for those fonts. Also, international fonts might contain thousands of characters, and it would be too memory intensive to calculate textures for all of them in advance. So I went about trying to figure out how to generate my own SDF textures, and I learned some good lessons about how to do it.

At first, I didn't really understand how SDF worked, so I tried using the dumb approach of drawing a character on a bitmap, and then manually trying to calculate the SDF values. This actually takes a bit of time to code up, it's really slow to run, and the results are sort of poor. I didn't really understand that the shader really only cares about SDF values for the one or two pixels near the edge of a glyph, and the SDF values need to have subpixel accuracy. True, you might see some demos of people adjusting SDF cut-off values to make variations of a font with different font weights. But for normal situations, you only care about SDF values within a pixel or two of the edges of a glyph because when those values are linearly interpolated, you get a good approximation of the angle of the edge in that area. And you really do need subpixel accuracy or your linear interpolation will simply give you back your chunky pixels. To get that sub-pixel accuracy using a raster approach, you would have to draw your glyphs at a really big size and then scale the bitmaps down, but that's even slower and you lose a lot of accuracy.

Instead, it turned out to be both faster and more accurate to generate the SDF directly from the vector representation. I already had a vector graphics engine, which made it easier, but you actually don't need much vector logic. Basically, you only need a few things. You need a way to extract the bezier curves of each glyph. I was working in JavaScript, so typr.js and opentype.js were available libraries for that. Then you need a Bezier subdivider to convert all the bezier curves to lines. Then you take that bag of lines and throw them into a Point-in-Polygon routine (that calculates whether you cross an even or odd number of lines to see if you're inside a polygon or not) to get the sign and a Distance-to-Line routine to get the distance, and you're done. Since you're working with floating-point values, you get very high precision with sub-pixel accuracy. And since you don't have to scan through lots of pixels to calculate distances, it turns out it's really fast. That actually makes sense because even old computers could render vector fonts at a reasonable speed, so it should be possible to calculate a low-resolution SDF quite quickly too.


So, yeah. Calculate your SDF textures at runtime straight from the vector representation because it's not much code and it's faster.

Thursday, October 26, 2017

glTF 2.0: I Like It!

Although I'm not a 3d graphics person, I have worked with several 3d file format1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11. In general, I've been very disappointed in the design of these file formats. But I've finally found a 3d file format that I've liked. glTF 2.0 is actually pretty nice.

It's a mostly straight-forward, easy to understand file format that's pretty unambiguous. It doesn't try to implement any fancy features like U3D. It doesn't contain weird legacy baggage like X3D or COLLADA. Its design isn't so overly configurable or flexible that it's impossible to know whether what you store in it can be read by other programs like COLLADA or TIFF. It just holds a bunch of triangles and associated data structures. It seems like it was built from the ground up as a proper file format for interchange instead of growing out of some existing system with all sorts of strange behavior based on how the codebase for the original system evolved. It also has good extension points making it easy to store additional application-specific data in a file.

I think part of the reason why it came out so well is that it was originally designed for one purpose only: for sending 3d models to be displayed by WebGL. With a well-defined and basic use case, the designers had the focus to make something straight-forward and easy to work with. With glTF 2.0, the file format has been extended to support more general use cases, but the core use case--holding 3d models--hasn't been diluted by that. Storing 3d models in glTF 2.0 is still clear and concise without a lot of confusion.

I still have a few niggles with it though that could be improved. Right now, the file format doesn't have widespread support yet, but it is starting to grow. Still, given that this is a file format specification, I feel like there should have been at least one proper reference importer/exporter for the file format before it was finalized. There are multiple implementations of the spec, which is good, but none of the implementations are complete and comprehensive and allow for a proper bidirectional interfacing with a proper 3d application, so it's just hard to know if the files I've created are correct or whether all the corners of the file format has been fully tested.

Some parts of specification don't really give proper explanations or context for why they are needed. For example, I still don't understand why accessor.min and accessor.max exist. Like, I'm sure there's a good reason, but they just seem like an unnecessary hassle to me. Especially given that it's impossible to properly encode a 32-bit floating point number as a decimal string, I just can't see what use an inaccurate record of the min and max x,y,z values of some points are. Having more context there would be useful for implementors. Another example are the different buffer, bufferview, and accessor objects needed to refer to memory. It took me a long time to figure out what the difference was. At first, I thought you could the data for everything in a single bufferview, and just use different accessors to refer to different chunks of it. It was only later when I read that bufferviews were intended to refer to OpenGL memory buffers did I finally understand what each level of memory reference is for. The different buffers are meant to refer to different data stored on-disk. Usually, you'll only have one buffer, but if you have different models that share data, you can put this shared data in a separate file/buffer that those two models can share. The bufferview refers to a single in-memory chunk of data loaded into memory for a model. So, having a single bufferview for an entire scene would be wrong. You would normally have one or more bufferview for each 3d object in a scene. In general, when accessing data from a bufferview, you would always read from the start of the bufferview. If you find yourself reading from an offset into the bufferview, then you should probably just use a separate bufferview instead. The accessors describe how to read individual data fields of a bufferview. Notably, the bufferview contains a byteStride property that allows a bufferview to be broken up into different records or entries. An accessor describes how different fields are stored/interleaved inside a record or entry of a bufferview. An accessor's byteOffset is supposed to be used for offsets into a record or entry, not for starting at an offset into a bufferview.

glTF 2.0 also offers a convenient format for storing all the 3d data in a single file called GLB. The GLB specification is nice in that it's really basic and straight-forward, but its design is a little sloppy. The GLB file format has its file size encoded in it, which is unnecessary and prevents the data from being streamed. Even if that were fixed, the design of the chunks inside the file also prevent being able to write out the data in a single stream. All the parts of the file have to be written out separately first, their sizes determined, and then they can be assembled and written out into a GLB file. This is caused by the fact that there can only be a single buffer chunk, and the JSON chunk (which will contain references into the buffer chunk) has to be written out before the buffer chunk.

Overall though, I really like the glTF 2.0 format. I really hope it gets widespread adoption. I definitely see it displacing the .OBJ format in the long term.

Thursday, July 27, 2017

WKWebView for Clueless Mac Programmers

I've been recently trying to package up my vector design web app Omber as a Macintosh app. Unfortunately, I had zero knowledge about Mac programming. Like, I never owned a Mac. I didn't even know how to get the cursor to go to the start of a line or skip a word using the keyboard without having to look up Stack Overflow. I tried using Electron, but after spending a long time going through various documentation to rebrand and package things (the nw.js documentation is so much better. The nw.js documentation is always such a joy to read compared to the electron docs), I wasn't too satisfied with the result. It worked, but it was sort of clunky, and I think there was some weird sandbox thing going on that caused file reading to sometimes work but sometimes not. With Windows, it makes sense to use Electron because the Windows default browser engine has weird behaviour and not everyone has the latest version of Windows. But on the Mac, everyone gets free OS upgrades to the latest version and the browser engine is fairly decent, so there's no need to include a 100MB browser engine with an app. So I figured I could whip together a quick Mac application that's just a window with a web view in it in about the same amount of time it would take to debug the Electron sandbox issues.

<rant about Mac programming>
Programming for the Mac is just like using a Mac. Apple hides important details and tries to force you to do things their way. Apple keeps changing things underneath you so all the documentation online or in books is always vaguely out of date. It's also expensive. I bought the cheapest Mac mini with 4GB RAM and a hard disk for development, thinking I could do mostly command-line stuff, but that's not the case. You really need to work from Xcode, and Xcode is a pig of a program that takes up a lot of RAM and is sort of slow. I almost immediately had to switch to using an external SSD on USB to get any reasonable responsiveness from my system. Apple is really trying to stuff Swift down everyone's throats, but I opted to go with Objective-C because of my Smalltalk background. It's not bad except the syntax is somewhat awful. My main issue with it is that part of what Smalltalk so productive is that it comes with an advanced IDE that's super fast and makes it easy to browse around large application frameworks to figure out how to use an API. Objective-C comes with an overwhelmingly huge application framework as well, but Xcode is slow and pokey and doesn't come with good facilities for diving through the framework. Code completion is not good enough. There should be a quick way to find how other people call the same method, check out the documentation for a method, and to check out the inheritance tree. Xcode is more of a traditional IDE with some code completion. It would be nice if Xcode actually labelled all of its inscrutable icons too. No one knows what any of those buttons mean, but using those buttons isn't optional either. The latest MacOS/OSX versions do include a web view, but I always get the feeling that Safari developers don't really understand web apps and want to discourage people from making them. I find that they only implement just enough features to Safari support their own uses and then lose all interest in implementing things in a general way that can have multiple uses. For example, for the longest time, they refused to implement the download attribute on links because Apple didn't need it, so why should anyone else need it? Then, when they did implement it, it initially didn't work on data-urls and blobs because they didn't understand how important that was for web apps. Similarly, the new WKWebView initially could only show files from the Internet and not load up anything locally, making it useless for JavaScript downloadable apps. Then, even when they did fix it, things like web workers or XMLHttpRequest are still broken, really limiting its usefulness. 
</rant about Mac programming>

Anyway, I found a great blog post that shows how to make a one window app with a web view in it. It lists every step, so it's easy to follow along even with no understanding of Mac programming. It worked for me, but Xcode has changed its default app layout to use storyboards so some of the instructions don't work any more, and it used the old WebView which is very limited. The new WKWebView is better because it allows for JIT compilation of the JavaScript, and it comes with proper facilities for letting the JavaScript send data to native code (the old web view required a bad hack to do that). So here are some updated instructions:
  1. Get Xcode and start it up
  2. Create a new Xcode project
  3. Make a MacOS Cocoa Application
  4. Fill in the appropriate application info, choose Objective-C for the language
  5. That should bring you to the screen where you can adjust the project settings
    1. If you want to run in a sandbox, I think you have to turn on signing. I think Xcode will take care of getting the appropriate certificates for you (I had already gotten them earlier).
    2. At the bottom of the General settings, under "Linked Frameworks and Libraries", you should add the WebKit.framework
    3. In the Capabilities tab, you can turn on the App Sandbox if you want (I think this is needed for the Mac App Store). Be careful, there seems to be a UI bug there. Once you turn on the app sandbox, you can't turn it off from the UI any more.
    4. If you do enable the App Sandbox, you also need to enable "Outgoing Connections (Client)" in the Network category. This is required even if you don't use the network. WKWebView seemed to have problems loading local files if the network entitlement wasn't enabled.
  6. Go to your ViewController.h, and change it to
  7. #import <Cocoa/Cocoa.h>
    #import <WebKit/WebKit.h>
    
    @interface ViewController : NSViewController
    
    @property(strong,nonatomic) WKWebView* webView;
    
    @end
    
  8. When using storyboards, the app delegate doesn't have direct access to the view, so you have to control the view from the view controller instead.
  9. Then go to your ViewController.m. Usually, you would draw a web view in the view of the storyboard and then hook it up to the view controller. Although this is possible with the WKWebView, all the documentation I've seen suggest manually creating the WKWebView instead. I think this might be necessary to pass in all the configuration you want for the WKWebView. To manually create the WKWebView, add these methods that show a basic web page:
  10. - (void)loadView {
        [super loadView];
        _webView = [[WKWebView alloc] initWithFrame: 
            [[self view] bounds] ];
        [[self view] addSubview:_webView];
        // Instead of adding the web view as a subview as
        // in above, you can also just replace the whole 
        // view with the web view using
        //     [self setView: _webView];
    }
    
    - (void)awakeFromNib {
        [_webView loadRequest:
            [NSURLRequest requestWithURL:
            [NSURL URLWithString:@"https://www.example.com"]]];
    }
    
  11. Now when you run the program, you should see the web page from example.com there.
  12. The next step is to create a directory with all your local web pages that you want to show. Create a folder named html in the Finder (i.e. just a normal folder somewhere outside of Xcode)
  13. Drag that folder onto your project in the file list. Enable "Destination: Copy if needed" and "Added folders: Create folder references"
  14. You should now have a html folder in your project. You can delete the original html folder that you created earlier in the Finder since you no longer need it any more. (You can confirm that the html folder will be included in your project properly by looking at your project file under the Build Phases tab, and  the html folder should be listed in the Copy BundleResources section)
  15. Create an index.html file in your new html folder. Put some stuff in it.
  16. To show that page, go to your ViewController.m and change the awakeFromNib method to this:
  17. - (void)awakeFromNib {
        NSString *resourcePath = 
            [[NSBundle mainBundle] resourcePath];
        NSString *htmlPath = [resourcePath 
            stringByAppendingString:@"/html/index.html"];
        NSString *htmlDirPath = [resourcePath 
            stringByAppendingString:@"/html/"];
        [_webView
            loadFileURL:[NSURL fileURLWithPath:htmlPath]
            allowingReadAccessToURL:
                [NSURL fileURLWithPath:htmlDirPath isDirectory:true]];
    }
    
    

Saturday, June 03, 2017

Nw.js vs. Electron

Today, I tried porting an html5 web app of mine into a desktop application. When it comes to running JavaScript programs on the desktop, there are two main choices: node-webkit (nw.js) and Electron. I wasn't sure which one to choose. I didn't think that my web app was very complicated, so I decided to use nw.js. It's simpler, older, has an easier programming model, and I've been happy when I've used apps based on nw.js in the past.

Using nw.js was great. It was so simple and easy to use. I just unzipped nw.js somewhere, dropped my own web pages there, and off it went. It was nothing like the days and days of agony involved in making a Cordova app. The amount of documentation was very manageable, so I was soon diving through it to figure out various polishing issues. And it was all pretty simple. Fixing the taskbar icon was one line. Making it remember the window size from when it was last closed--also one line. Putting in a "save as" dialog was a little more work, but, again, nothing to sweat about.

Then, I decided that I wanted the save dialog to default to saving to Windows' My Documents folder. And that was hours and hours of agony. The nw.js API is pretty small, so I went through all the documentation with a fine-tooth comb, looking for how to do it, and I couldn't find anything. I then thought that maybe that API was in node.js, so I went through all the node.js documentation to find out how to do it--nothing. Then I thought there might be an NPM package to do it. After much searching, I turned up nothing. I think most people use node.js for server stuff, so they never need to store stuff in a user's Documents folder.

After hours of this, I took a peek at Electron, and it was right there. Electron has an extensive platform integration API for not only getting at the documents folder, but also for crazy MacOS dock stuff, etc. Electron is used by bigger companies that ship more complicated applications, so they care deeply about all the subtle platform integration issues needed for a polished app. As a result, Electron has a much deeper and much more extensive platform integration API than nw.js. Of course, the Electron programming model is more complicated than nw.js, so it seems like it will require a lot more code to be written to get things going. And there's a lot more documentation, so I don't think it's possible to read it all, like I could with nw.js. And I'm concerned there might be annoying configuration issues. But it looks like I'll have to move to using Electron.

So if you need extensive platform integration APIs, use Electron, despite the fact that it's more complicated. If you're making something more self-contained, like, say, a game, then nw.js is probably fine though, and you'll save time because it's so easy to set-up.

Update (2017-6-7): Apparently, there's another difference in philosophy between nw.js and Electron too. nw.js tries to create a programming environment that imitates a normal web environment as much as possible. Platform integration is implemented as minor embellishments on existing web APIs with reasonable defaults chosen. With Electron, using normal web APIs will work, but not well. Lots of platform integration features are available, but the programmer has to explicitly write separate Electron code to take advantage of those features, and the API isn't that nice (due to Electron's multi-process architecture and lots and lots of optional parameters). For example, to open a file dialog in nw.js, you can simply reuse the existing html5 file dialog APIs, and the return results are augmented with some extra path information that you can use to open files. To open a file dialog in Electron, you can't reuse your existing html5 file dialog code because Electron's implementation is missing a couple of features, so instead you have to make use of Electron's file dialog APIs. Electron's file dialog APIs are fine, but a little messy to set-up, and by default they aren't modal, so you have to jump through some hoops to get normal file dialog behavior.

Update (2017-8-28): Despite what some people say, the nw.js documentation is much better than the Electron documentation. Electron has a lot of documentation, but it's not well-written. For example, I found the Electron docs would often just list a bunch of method names and method parameter names without really saying what the parameters do (this is similar to the node.js documentation, actually). The documentation that Intel and others have provided for nw.js is very clear and almost a pleasure to read. To show you how good the nw.js documentation is, when I was making a Mac App Store version of an Electron app, I consulted the nw.js documentation on how to do it because the nw.js documentation was just so much more clear and detailed.

Update (2019-9-11): This is only indirectly related to this topic, but I gave a talk earlier in the year on the topic of Java on JavaScript VMs. As part of the talk, I give a survey of different ways of running JavaScript on the client such as Cordova, nw.js, Electron, WKWebView, UWP, etc. Just to warn you in advance, the talk is intended for a Java users group, so the tone of the talk is light-heartedly derogatory about JavaScript. But it's intended in good humor--don't take it too seriously.

Friday, May 12, 2017

Building a Basic City Builder

This post is me rambling about trying to understand how city builder games work by making a very, very simple city simulation model.

I love city builder games, but I always get very frustrated playing them. I think the problem is that most game designers and programmers of city builder games don't actually obsess about cities and don't spend hours reading about and thinking about cities. Now, Will Wright, the designer of the first SimCity, did spend a lot of time reading about the philosophy of cities, and the original SimCity was a great simulation for a game that had to be able to run on a 4.77Mhz computer. It was built around themes of how residents needed a balance of residential, commercial, and industrial zones and of how land values and transportation access was important. Later city builder games do include much more complex city models, but I find they lack any over-arching theme or philosophy about the nature of cities. How is it New Urbanism, one of the biggest movements in urban planning over the last few decades, not have any of its tenets reflected in any of the most recent city builders? The designers of the latest city builder games simply focus too much on the game aspects of city builders and not enough on the urban planning. They seem to design game mechanics and simulation parameters based on what seems "fun" instead of reflecting upon a philosophy or theme of what constitutes a city.

Part of the joy of cities is that they are full of stories. Every neighbourhood has a story about how it evolved and grew and all the little things that people do there. Where do people shop? How do they get to work? What do they do for fun? Every city has a different story. But most city builder games have their simulation parameters set in such a way that they can only tell one story. For example, SimCity 4, which I consider to still be the pinnacle of the SimCity series, has its simulation set-up in such a way that you almost inevitably end up with a city that looks like northern California. The simulated residents are highly biased in favour of driving, and you have little ability to influence that. The city simulation is resistant to the levels of densification typical of non-American cities. The simulation doesn't allow farms in built-up areas, but I encountered plenty of urban farms when I lived in Switzerland. Even a basic assumption of the game like the fact that you need to supply water and sewage infrastructure to have even a basic level of housing development isn't actually true. Dubai was able to build many towering skyscrapers that weren't hooked up to a sewage system. All of these sorts of assumptions and fixed parameters in the city simulation constrains what sort of cities can be produced in the game and restricts the types of stories that players can tell. Even worse, SimCity 5 completely abandoned all pretense of accurately simulating a city and embraced purely game-based mechanics for modelling cities.

There's a lot of buzz about Cities: Skylines, which was made by a Finnish developer that previously made some awful transportation simulation games. Their transportation simulator never worked well for trains and buses, and it still doesn't, but they did get it to work well enough for cars that they were able to make a financially successful city simulator. Similar to how the developers built many transportation games that focused on modelling minute details of bus scheduling and bus stops while completely missing the big picture understanding of how mass transit actually works, Cities: Skylines has a detailed city model underneath that provides a simulacrum of a city when viewed at scale, but has no meaningful philosophy in its design and doesn't make much sense when you poke into it. One of the major aspects of the simulation models the player's ability to move dead bodies through the city! I'm currently living in Toronto, and I can't help but think that Jane Jacobs would cry if she know how many YouTube videos there were of people building multi-block, multi-story so-called "optimal" intersections in Cities: Skylines. The sheer prevalence of these videos is a sign that the underlying simulation model and theme of the game is broken. Note to armchair city builders: if you're building a continuous flow intersection in your city, you've already failed.

Of course, it's easy to complain about things. It turns out that I don't really know how to make a better system. Although I think I figured out how to make reasonable transportation models many years ago, I've never figured out how the underlying economic models of city simulators should work. In fact, I'm not entirely sure how the economic models of existing city simulators are designed. As such, it's hard to know what their underlying assumptions are, how they might be wrong, and how they might be fixed. The economic models of games are obviously biased in favour of growth. If a player lays out tracts and tracts of residential zones in the middle of nowhere, people will suddenly build houses in those zones for no apparent reason. Admittedly, in many places in the world, this is a reasonable assumption. In the areas near large, booming, metropolitan centres, if the government were to spend millions to build out sewage, power, and highway infrastructure to an area and then zone it for a subdivision, developers would quickly build tracts and tracts of suburban housing there. And for gameplay purposes, it's important for the city simulation to be biased towards growth because players love the feel of an expanding city where bigger and better things are constantly being built (though playing a dying city where the infrastructure must be slowly rolled back as people move out and where its role has to be reinvented might make an interesting scenario). But is this biasing towards growth done in a heavy-handed way that restricts the ways that a city can evolve or in a subtle way that still lets players design a city the way that they want?

To get a better insight into the way these economic models might work, I dabbled a bit in reading academic papers on urban planning models, but I never could figure them out. I tried out a trick I figured out in high school and tried to find the oldest paper I could find on the subject, and I actually found one that was somewhat comprehensible: Kenneth Train's "a Validation Test of a Disaggregate Mode Choice Model." My takeaway from the paper is that real-world urban planning models are based on polling of a population and building statistical/fitting models of how this population weighs decisions on choices they make on where to live or get around. For people building a computer game simulation, then a micro-economic agent simulation should capture this. Basically, you have a statistical distribution of how for every 100 people, 30 of those people prefer a house with a yard, 20 people choose their home based on the quality of the schools, 35 need to live within 10 minutes of work, and 15 like having a lot of cultural amenities. Then during the game, you randomly generate people based on the statistical distribution, throw them into the city, and have them make individual choices based on their preferences. Then, you just have to choose an appropriate statistical model of people to get the biases you want for your game. In hindsight, this is pretty obvious. If you model a bunch of individual, different people, then in aggregate, you will get an accurate city model. This still left a big problem though. This agent simulation will accurately model the residents in a city, with all of its assumptions explicitly encoded. This approach doesn't really work in modelling a city's growth. Why do people move to a city? How do you bootstrap an initial population for a city that has no buildings, no residents, and no infrastructure? If a game just regularly generates random people based on a statistical distribution and throws them into the city, then the whole simulation is inherently biased towards growth again. It seems like too blunt an approach to the problem. Surely, there must be a more nuanced way of modelling growth that has a better philosophy behind it other than the theme of unlimited growth? Is there a way of modelling growth that provides more adjustment knobs that can be used to encode different assumptions about growth?

I thought about this growth problem for a few years, but I could never make any headway with it. Regularly generating new random people to move to a city in order to get some growth might work for competitive games of SimCity. If there are different cities with different amenities, then depending on how your city compares to others, newly generated people might choose to move to other cities instead of your one. This sort of model might work well for multiplayer competitive SimCity. But I couldn't figure out how a growth model would work for a single-player city building game. I decided that the only way to find a reasonable approach to this problem would be to actually build a small game where I could dig into the details of the problem. Hopefully, after being enmeshed in the details, I would be able to see something that I couldn't see from far away. I came up with a design for a small city simulator that would focus on the economic model (since I felt I already understood how to design the transportation model), and then it was just a matter of finding the time to build it.

Finally, last week on Thursday, I received a last minute e-mail saying a spot opened up at the TOJam game jam that was running during the weekend, so I decided that it was time to dive in. I had worked out a design for a simplified city builder earlier. The city builder would present the side view of a single street. Since the focus was on the economic model and streetscaping and not on transportation issues, there was no need for a full 2d city. Having a side view also meant that the game could have a simplified interface as well that might even work ok on cellphones. In the game, players would place individual buildings and not zones. I think most city builder players like to customize the looks of their cities, but placing individual buildings doesn't work well at a large scale. But on the small scale of a side-view game, I was hoping that placing individual buildings would be feasible. During the first day, I was able to finish coding up a basic UI that would let players plop buildings on the ground and query them. There was a floating artist at TOJam, Rob Lopatto, who drew some amazing pixel art for me of a house and two types of stores, which really looked amazing.



On the second day, I coded up a basic traffic model. Since I was just trying to make something as simple as possible in a limited time, I only modelled people walking between buildings at a fixed speed. Similar to SimCity 1-4, I modelled the aggregate effect of people walking around instead of actually modelling the specific, individual movements of those people on the road. I think the lessons of SimCity 5 and Cities: Skylines is that modelling the movement of individual cars can be slow and leads to strange anomolies, especially when there is extreme traffic. In real-life, during extreme traffic, people shift their schedules to travel during non-peak times or they change routes or they move. It is rare for a traffic situation to become so dire that people end up in multi-day traffic jams and never reach their destinations. The problem with modelling the aggregate effect of traffic is that the simulation simply outputs some traffic numbers for chunks of road. There's nothing to see, and players like seeing little people and cars moving around. So I had to code up a separate traffic visualization layer that would show people moving around proportional to the amount of traffic there is. I wasn't sure if I would end up showing the right traffic is I generated people doing whole trips (my queuing theory is really bad), so instead I used the SimCity 4 trick of randomly generating people to walk around for short sections of road and then have them disappear again. I could then just periodically generate new people on sections of road that weren't showing enough traffic over time in their visualization. Surprisingly, even though my simulation was small enough that I could simulate the whole world, 60 times a second, I still ended up using my geometric series approach in both the traffic visualization and parts of the simulation. It worked really well!

By the end of the second day though, I had a hit a wall. I still couldn't figure out how to model city growth. I could simulate people in the city, but I couldn't figure out how to get new people to move in. I didn't want to explicitly encode a rule for having people automatically move into the city. Perhaps I could come up with some sort of hacky rule for when new residents would be induced into moving into the city. The new rule would likely still have an emergent behaviour of causing an implicit bias towards growth in the city, but if the rule still made thematic sense, then it would be more satisfying and could be tweaked and improved later on. I started leaning towards the idea of using jobs to induce people to move to the city. If there were companies looking to hire in the city, then people would move there. That mostly makes sense, and avoid explicitly biasing the city simulation towards growth.

I still had a bootstrapping problem though. The companies in a city won't hire people unless they have customers and are making money. But if there's no one living in a city, then companies will have no customers and hence have no jobs. I could make companies hire people even when they have no customers, or I could maybe implement a hack where companies might tentatively hire people to see if they can make money and then fire them if it doesn't work out. I think games like SimCity and Cities: Skylines have a hack where cities with small populations have an explicit macroeconomic boost to industrial jobs. If you zone some industrial areas, some companies will move in and create some factories to employ people even if they have no customers and no one lives in the city. This seemed like just another artificial bias towards growth, even if it was in a different form, so I wanted something different.

Instead, I went with a different cheat in that I created a type of building that was self-sufficient and could supply an initial boost of employment without depending on the existence of other people or infrastructure. I opted for subsistence farming plots. They could provide a minimal income even in a city with no other people or infrastructure, thereby attracting an population base. 100-150 years ago, the Americas were settled by offering free plots of farming land to immigrants, so it's not entirely unheard of, though I'm not sure how realistic that assumption would be now. Once the simulated city developed a sufficient population, there would be enough collective demand to make stores or small workshops profitable so they will employ people, resulting is a positive feedback loop of growth. This ends up supporting a theme that a city is dependent on investments of infrastructure to support certain types of economic activity and growth. Or maybe is says that people power a city but it requires infrastructure to improve efficiency and productivity to unlock that power. In any case, I think those are reasonable philosophies around which a city simulation can be designed. I'd be a little bit afraid of making the rules too deterministic so that it feels more like a game than a story-generating city simulator (e.g. you need electricity to have a factory over size 3, you need an outside road link to let your industrial population grow more than 3000 or stuff like that). And there's another a danger of inadvertently building an arbitrary civilization simulator instead (e.g. you need iron mines, coal mines, and an iron smelter to build the steam engine, which is then a prerequisite to industrial age buildings etc). But it does show that this philosophical approach is broad enough to capture many different city models.

On the third and final day, I polished up the UI and tweaked the city model a bit. Since there were only three different building types, and given the shortness of time, the ending city model was still very simple, but it seemed to work well enough, and it helped me work out a different way to simulate growth in a city builder game. Here's an overview of the final simulation code:
  1. People without a job will go to work at the building with the greatest demand for workers (demand must be at least one full worker). Farms always need one worker while stores need workers proportional to the number of visitors/customers they have
  2. People without a home will move to any home they can find
  3. People will move to a home that's closer to their work than their current home
  4. People will visit the closest store to their home to buy things, but if the number of visitors exceeds the store's capacity, the people will move to the next closest store (and so on)
  5. People without homes or jobs will leave the city
  6. People will cause 1 unit of traffic for each square of the street they need to walk on to get from their home to their work
  7. Any building that still has a demand for workers that can't be filled from the local population will hire someone from outside the city (provided that person can find housing)
  8. Every 100 turns, rent will be collected from each building's residents and workers. Upkeep costs for each building will also be deducted.
Here's the final game.