[Pkg-pascal-devel] Castle Game Engine 7.0-alpha.1 release, view3dscene 4.0.0
Michalis Kamburelis
michalis.kambi at gmail.com
Mon Apr 12 01:16:34 BST 2021
Abou Al Montacir <abou.almontacir at sfr.fr> wrote:
> The patch was applied (with modification as it does not apply as is). Please review in https://salsa.debian.org/pascal-team/castle-game-engine/-/commit/17c62b162421b48628e1d06611f7435786bcf6a1
Thank you, reviewed (compared
https://github.com/castle-engine/castle-engine/commit/7d62f9bd5b97d88ee2fae248eb963c0af1c0c5d1
with https://salsa.debian.org/pascal-team/castle-game-engine/-/commit/17c62b162421b48628e1d06611f7435786bcf6a1
), all good.
> However a new error spotted. There is a ./tests/code/common/castleconsoletestrunner.pas but it does not find it.
2 common units have been moved to the tests/code/common subdirectory.
If you compile the test suite by direct FPC call, you need to add
there "-Futests/code/common" option.
Although I would suggest to go with more involved, but more "reliable"
in long-term fix: instead of hardcoding the FPC call in Debian script,
just compile the test suite in the same way that CGE developers (and
Jenkins) do it. To do this, you first need to have our "build tool"
(binary "castle-engine") compiled and then you can compile the
testsuite simply by:
cd tests/ && castle-engine --mode=debug compile
The advantage of this method is that I guarantee it will work more
long-term, as the build tool will use search paths from
tests/CastleEngineManifest.xml , and generally this is the way
testsuite is compiled by CGE developers manually or by our Jenkins.
There are a number of build tool options (
https://github.com/castle-engine/castle-engine/wiki/Build-Tool ) you
can use, e.g.
--compiler-option=-dXXX
to define some symbol or
--output /build/castle-game-engine-7.0-alpha.1/debian/tmp/
if you want to place all build output in some other directory.
Regards,
Michalis
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