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Build experience and issues on Fedora 33 and SELinux #74
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So, after second try with
When comparing the contents of
So yeah, that's a lot of stuff missing (around 30 MB in total), and I have no clue why those libs wouldn't compile on my machine. Classical builds work fine. Again, I suspect this has something to do with how Looking at git history here, stumbled upon #32, with changes that happen to occur exactly on
Attaching But I think I'll resolve this eventually... Thanks! |
Reporting that I've managed to build Turns out I was running out of RAM, and the default installation of Fedora 33 didn't create a swap file, but The default installation uses the new Btrfs filesystem, so refer to https://wiki.archlinux.org/index.php/Swap#Swap_file with Btrfs-specific instructions on how to create such file. Comparing with official mono builds:
I haven't build AOT compilers since I haven't yet tried to compile for iOS/macOS. I suspect that the Regarding |
Succeeded with macOS/iOS builds now (including mono). But had to add this to env_libvpx_neon.Append(CPPDEFINES=["__ARM_NEON__"]) Not sure whether it's just a workaround or a solution, but this allowed me to at least prevent the compilation error:
This may be due to NEON detection bugs while using/building OSXCross, no idea. In either case, we have a bug somewhere. Some more links: |
Tried to setup UWP builds, seems like WIP because the build script still references private repository instead of Probably official builds use older version of I've also had to increase That said, currently it will likely be faster to compile UWP export templates on native Windows machine than trying to fixup build scripts, so I suggest avoiding this step if you're a user as of now. |
Turns out it was an issue with 3.2.3, compiles fine on 3.2.4-rc3 without that patch. Probably the The same applies to Javascript/web builds (threads + gdnative). |
For UWP build, the link to download https://stackoverflow.com/a/57808976/2564620 cd "C:\Program Files (x86)\"
7z a "D:/msvc2017.tar" "./Microsoft Visual Studio" -sse -xr@"msvc2017_exclude.txt"
But it still complains about missing |
Most issues resolved by now, except for UWP which is outdated, see #78. |
Stumbled upon useful info regarding podman/SELinux: https://github.com/containers/container-selinux. |
#72 is merged and I've decided to give a try at compiling the engine this way. Also note that #12 has some advanced information as well (for those not familiar with
podman
or container technology in general). This is a summary of discussion at Godot Contributors chat.I've managed to build images and managed to build something, but stumbled upon various errors in the process on a clear installation of Fedora 33 (which also made mono crash on Windows).
sudo
, aspodman
is designed to work in rootless mode. Otherwise this may lead to permission errors once you build with user (for instance, failing to write tologs
withtee
may prevent other builds from being run at all).dnf install patch
manually.:z
tag to each-v
path argument inbuild.sh
, but it didn't resolve all permission errors, and even crashed in some cases (around building Windows).sudo setenforce 0
allows to circumvent this before building.dnf install wine
on the host to be sure, may be required.mono
runtime should be installed on the host as well, as resulted inmono: command not found
in some cases.err:seh:install_bpf Unexpected status 0xffffffff, errno 1.
Worth documenting that
export REGISTRY="localhost"
must be written in build script if building locally.Feel free to close this at some point, I'd just like to document the limitations so I can refer to them in case I forget, and may be useful for other newbies like me.
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