[Pkg-pascal-devel] Castle Game Engine 7.0-alpha.2, view3dscene 4.2.0 releases

Michalis Kamburelis michalis.kambi at gmail.com
Sun Oct 2 22:50:17 BST 2022


> I've changed it to make build-with-fpmake as I don't want to deal with lazbuild as dependency for now.
> Do you plan to keep supporting this target or do you advise to migrate for lazbuild?

Short answer: The "build-using-fpmake" will be supported :), go ahead
and use it.

Long answer:

- We removed the "all" target (which was alias for
"build-using-fpmake") because, while fpmake compilation method remains
supported, it is not our recommended method.

    That is: For users of our engine from upstream, the "fpmake
compilation method" ( https://castle-engine.io/fpmake ), while
supported, is an optional and probably seldom-used feature of CGE.
Most users will not use it. fpmake is not (and never was) used by our
recommended workflow, which is "build your project using CGE build
tool, i.e. `castle-engine compile`".

- Our recommended action to build engine is done by "make" or "make
default", which

    1. (as part of "make tools" dependency) builds the "build tool"
(castle-engine binary), using bare FPC
(tools/build-tool/castle-engine_compile.sh script)

    2. (as part of "make tools" dependency) builds a few non-LCL
command-line tools, using the build tool (which just calls FPC)

    3. builds CGE editor (which has to use Lazarus, i.e. lazbuild)
(BTW it also registers Lazarus packages).

- You will notice that above build sequence doesn't build "just the
engine units" as separate thing at any point.

    That is because, for upstream distribution, we don't need this. If
you use the engine from upstream ( https://castle-engine.io/download
), our build tool (or CGE editor, which just calls build tool) will
actually recompile CGE from sources for each project. This is 1.
simple, 2. avoids assuming any particular FPC version, 3. allows for
some tricks (the build debug/release modes change not only the
compilation options of your application, but also of CGE units).

- I know that in Debian, you want to install the CGE units "properly"
(so that they behave just like standard FPC units, and users don't
need to recompile them each time) and that's cool. It works nicely
with CGE too (and it's not a problem that debug/release modes of build
tool will no longer change CGE options).

    For this purpose keep using "build-using-fpmake" -- it is tested
and supported by us, and will be.

    Note that you will have to deal with compiling all the tools
(including CGE editor, which needs Lazarus LCL) anyway -- the big
point of new CGE is the editor :)

> The build still fails on documentation. Van you please have a look.

Can you post/link the full output?

Somewhere higher should be an error from PasDoc. Maybe I need to
release a new PasDoc version that is capable of producing docs for
latest CGE -- I honestly don't remember whether I relied on some new
PasDoc feature in 7.0-alpha.2, but it could have happened.

Regards,
Michalis

niedz., 2 paź 2022 o 15:07 Abou Al Montacir <abou.almontacir at sfr.fr> napisał(a):
>
> Hi Michalis,
>
> On Sun, 2022-10-02 at 13:27 +0200, Abou Al Montacir wrote:
>
> Hi Michalis,
>
> I've also found that there is no more all target in make file. This makes make all fails.
> I've changed it to make build-with-fpmake as I don't want to deal with lazbuild as dependency for now.
>
> Do you plan to keep supporting this target or do you advise to migrate for lazbuild?
>
> The build still fails on documentation. Van you please have a look.
>
> Info[2]:    Writing Docs for unit "X3DTime"
>
> Info[2]:    Writing Docs for Introduction, "introduction"
>
> Info[2]:    Writing additional files for tipue search engine
>
> Info[1]:    Done
>
> The documentation was generated, but some problems during parsing or generation occurred. (Consult the output above for details.) Therefore exiting with non-zero exit status.
>
> make[2]: *** [Makefile:17: html] Error 2
>
> make[2]: Leaving directory '/build/castle-game-engine-7.0~alpha.2+dfsg1/doc/pasdoc'
>
> make[1]: *** [debian/rules:140: override_dh_auto_build-indep] Error 2
>
> make[1]: Leaving directory '/build/castle-game-engine-7.0~alpha.2+dfsg1'
>
> make: *** [debian/rules:54: binary] Error 2
>
> dpkg-buildpackage: error: debian/rules binary subprocess returned exit status 2
>
> I: copying local configuration
>
> E: Failed autobuilding of package
>
> I: unmounting dev/ptmx filesystem
>
> I: unmounting dev/pts filesystem
>
> I: unmounting dev/shm filesystem
>
> I: unmounting proc filesystem
>
> I: unmounting sys filesystem
>
> I: Cleaning COW directory
>
> I: forking: rm -rf /var/cache/pbuilder/build/cow.200324
>
> gbp:error: 'git-pbuilder' failed: it exited with 1
>
>
> --
>
> Cheers,
> Abou Al Montacir
>
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