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Mac building error #1679

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angrycans opened this issue Jan 26, 2018 · 13 comments
Open

Mac building error #1679

angrycans opened this issue Jan 26, 2018 · 13 comments

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@angrycans
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mac 10.13.2
xcode 9.2
node v8.9.4

./Build_AtomicEditor.sh --with-ios --nonet

Libtool Artifacts/Build/Mac/Source/AtomicNET/NETScript/Release/libAtomicNETScript.a normal x86_64
    cd /Users/angrycans/Documents/github/AtomicGameEngine
    export MACOSX_DEPLOYMENT_TARGET=10.7
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool -static -arch_only x86_64 -syslibroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk -L/Users/angrycans/Documents/github/AtomicGameEngine/Artifacts/Build/Mac/Source/AtomicNET/NETScript/Release -filelist /Users/angrycans/Documents/github/AtomicGameEngine/Artifacts/Build/Mac/Source/AtomicNET/NETScript/Atomic.build/Release/AtomicNETScript.build/Objects-normal/x86_64/AtomicNETScript.LinkFileList -o /Users/angrycans/Documents/github/AtomicGameEngine/Artifacts/Build/Mac/Source/AtomicNET/NETScript/Release/libAtomicNETScript.a

** BUILD FAILED **


The following build commands failed:
	CompileC Artifacts/Build/Mac/Source/ToolCore/Atomic.build/Release/ToolCore.build/Objects-normal/x86_64/OpenAssetImporter.o Source/ToolCore/Import/OpenAssetImporter.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
(1 failure)
/Users/angrycans/Documents/github/AtomicGameEngine/Build/node_modules/jake/lib/api.js:340
        throw errObj;
        ^

Error: Process exited with error.
    at api.fail (/Users/angrycans/Documents/github/AtomicGameEngine/Build/node_modules/jake/lib/api.js:336:18)
    at null.<anonymous> (/Users/angrycans/Documents/github/AtomicGameEngine/Build/node_modules/jake/lib/utils/index.js:124:9)
    at emitTwo (events.js:88:13)
    at emit (events.js:173:7)
    at ChildProcess.<anonymous> (/Users/angrycans/Documents/github/AtomicGameEngine/Build/node_modules/jake/lib/utils/index.js:227:20)
    at emitTwo (events.js:88:13)
    at ChildProcess.emit (events.js:173:7)
    at Process.ChildProcess._handle.onexit (internal/child_process.js:201:12)
@faejr
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faejr commented Feb 19, 2018

I'm currently experiencing the very same issue while building.
mac 10.13.2
xcode 9.0
node v8.5.0

Libtool Artifacts/Build/Mac/Source/AtomicPlayer/Release/libAtomicPlayerLib.a normal x86_64
    cd /Users/daniel/dev/AtomicGameEngine
    export MACOSX_DEPLOYMENT_TARGET=10.7
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool -static -arch_only x86_64 -syslibroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk -L/Users/daniel/dev/AtomicGameEngine/Artifacts/Build/Mac/Source/AtomicPlayer/Release -filelist /Users/daniel/dev/AtomicGameEngine/Artifacts/Build/Mac/Source/AtomicPlayer/Atomic.build/Release/AtomicPlayerLib.build/Objects-normal/x86_64/AtomicPlayerLib.LinkFileList -o /Users/daniel/dev/AtomicGameEngine/Artifacts/Build/Mac/Source/AtomicPlayer/Release/libAtomicPlayerLib.a

** BUILD FAILED **


The following build commands failed:
	CompileC Artifacts/Build/Mac/Source/ToolCore/Atomic.build/Release/ToolCore.build/Objects-normal/x86_64/OpenAssetImporter.o Source/ToolCore/Import/OpenAssetImporter.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
(1 failure)
/Users/daniel/dev/AtomicGameEngine/Build/node_modules/jake/lib/api.js:340
        throw errObj;
        ^

Error: Process exited with error.
    at api.fail (/Users/daniel/dev/AtomicGameEngine/Build/node_modules/jake/lib/api.js:336:18)
    at null.<anonymous> (/Users/daniel/dev/AtomicGameEngine/Build/node_modules/jake/lib/utils/index.js:124:9)
    at emitTwo (events.js:88:13)
    at emit (events.js:173:7)
    at ChildProcess.<anonymous> (/Users/daniel/dev/AtomicGameEngine/Build/node_modules/jake/lib/utils/index.js:227:20)
    at emitTwo (events.js:88:13)
    at ChildProcess.emit (events.js:173:7)
    at Process.ChildProcess._handle.onexit (internal/child_process.js:201:12)

@darrylryan
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There aren't any devs working on the Mac stuff at the moment so it might be a while until this is fixed.
It did used to build fine for Mac though so I would suggest rolling your git history back to around this time last year and see if it builds OK then. At least that proves the rest of your stack is OK and you have a usable binary.

@mattbenic
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If we can identify a last good commit for Mac, perhaps we can tag it for reference until we have a mac maintainer?

@franadoriv
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I have the same error on Mac 10.13.2. Fresh git clone, no spaces on path.

@visiomedia
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same error here on macos 10.13.3

@csningli
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csningli commented Apr 9, 2018

Solved in my case (macosx 10.12.6, XCode 8.3.3, Qt 5.7). Try to build the editor with CMake directly.

  1. cd into the root directory of the clone.
  2. open CMakeList.txt in editor and set the CMAKE_PREFIX_PATH to the directory containing Qt5Widgets. In my case, the following line has been added.
    set (CMAKE_PREFIX_PATH = /Applications/Qt5.7.0/5.7/clang_64/lib/cmake)
  3. Save and quit CMakeList.txt. Run
    ccmake CMakeList.txt
    In ccmake window, select 'c' to configure. At the first time, it may not work and an error reported to indicate MacOSX sdk is not properly set.
  4. Select 'e' in ccmake window. Now you can see a list of configuration entries. Find 'CMAKE_BUILD_TYPE' and set it to 'Release'; Find 'CMAKE_OSX_DEPLOYMENT_TARGET' and set it to your version of macos (in my case, it's 10.12); Find 'CMAKE_OSX_SYSROOT' and set it to the position of MacOSX sdk in your XCode (in my case, its /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.12.sdk).
  5. Select 'c' again and this time the configuration should be done successfully. You can see there is one more option to generate.
  6. Select 'g' to generate. When the generation is done, you can run 'make' to build the AtomieEditor.app. The newly built .app file is inside Source/AtomieEditor/ .
  7. Run the following line under the root directory to fix the Chromium Embedded Framework.
    cp -r Submodules/CEF/MacOSX/Release/Chromium\ Embedded\ Framework.framework ./Source/AtomicEditor/AtomicEditor.app/Contents/Frameworks/
  8. Now you can start the editor by going into Source/AtomicEditor and run
    ./AtomicEditor.app/Content/MacOS/AtomicEditor.
    The Editor window will show up if everything has been done correctly.

Comments:

  1. If you use 10.7 sdks, as indicated by default. You may encounter with the errors complaining something about "comparison between pointer and integer". Find the comparison and replace '> 0' with ' != (void *) NULL'.
  2. If you encounter with errors in building the examples, try to comment the last part in CMakeList.txt.
    'if (ATOMIC_DESKTOP AND ATOMIC_DEV_BUILD)
    ...
    endif ()'

@mattbenic
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@csningli would you be able to do a PR to get Atomic building on latest OSX tools?

@csningli
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csningli commented Apr 12, 2018

@mattbenic have you tried on maxos 10.13 with all '10.12' in my suggestion replaced with '10.13' ? does it show any errors?

@mattbenic
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We don't currently have a Mac maintainer. I work on Windows and we have some Linux users. That's why I'm interested in PRs from a Mac user that has a working build :)

@csningli
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csningli commented Apr 14, 2018 via email

@mattbenic
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Thanks, that would be greatly appreciated :)

@Tekh-ops
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Tekh-ops commented Oct 3, 2021

Error copying directory from "/Users/mac/temp/AtomicGameEngine/Submodules/CEF/MacOSX/Release/CEF.framework" to "/Users/mac/temp/AtomicGameEngine/Source/AtomicEditor/AtomicEditor.app/Contents/Frameworks/CEF.framework".
make[2]: *** [Source/AtomicEditor/AtomicEditor.app/Contents/MacOS/AtomicEditor] Error 1
make[2]: *** Deleting file `Source/AtomicEditor/AtomicEditor.app/Contents/MacOS/AtomicEditor'
make[1]: *** [Source/AtomicEditor/CMakeFiles/AtomicEditor.dir/all] Error 2
make: *** [all] Error 2

I followed all the instructions but can find the Atomic Editor Executable

@Tekh-ops
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Tekh-ops commented Oct 3, 2021

It deletes the mac executable

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