[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 22:54:59 BST 2022


P.S. If you use fpmake compilation method, please pick this patch too
for Debian:

https://github.com/castle-engine/castle-engine/commit/77c97ef135eb5ad95c05d90edae11fa3d2863359

It is already in CGE master, but slipped from 7.0-alpha.2 release, and
I did it later.

After this patch, the fpmake testing described on
https://github.com/castle-engine/cge-www/blob/master/RELEASE_MAKING_TESTS.md#test-fpmake-installation-and-instantfpc
passes for me. So basically "./fpmake ... install" does exactly what
it should.

Regards,
Michalis

niedz., 2 paź 2022 o 23:50 Michalis Kamburelis
<michalis.kambi at gmail.com> napisał(a):
>
> > 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
> >
> > _______________________________________________
> > Pkg-pascal-devel mailing list
> > Pkg-pascal-devel at alioth-lists.debian.net
> > https://alioth-lists.debian.net/cgi-bin/mailman/listinfo/pkg-pascal-devel



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