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OS X library missing #3

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Byteron opened this issue Nov 8, 2018 · 23 comments
Open

OS X library missing #3

Byteron opened this issue Nov 8, 2018 · 23 comments

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@Byteron
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Byteron commented Nov 8, 2018

Hello there!
It seems there is a problem on OS X platforms. We get this error when trying to run our project:

0:00:00:0345 - Can't open dynamic library: /Users/Emilien/Documents/Dev/haldric/addons/godot-yaml/osx/libgodotyaml.dylib. Error: dlopen(/Applications/Godot.app/Contents/MacOS/../Frameworks/libgodotyaml.dylib, 2): image not found
----------
Type :Erreur
Description : Can't open dynamic library: /Users/Emilien/Documents/Dev/haldric/addons/godot-yaml/osx/libgodotyaml.dylib. Error: dlopen(/Applications/Godot.app/Contents/MacOS/../Frameworks/libgodotyaml.dylib, 2): image not found
Temps : 0:00:00:0345
C Erreur : Method/Function Failed, returning: ERR_CANT_OPEN
C Source : platform/osx/os_osx.mm:1346
C Fonction : open_dynamic_library
0:00:00:0345 - No valid library handle, can't get symbol from GDNative object
----------
Type :Erreur
Description : 
Temps : 0:00:00:0345
C Erreur : No valid library handle, can't get symbol from GDNative object
C Source : modules/gdnative/gdnative.cpp:317
C Fonction : get_symbol
0:00:00:0345 - No nativescript_init in "res://addons/godot-yaml/osx/libgodotyaml.dylib" found
----------
Type :Erreur
Description : 
Temps : 0:00:00:0345
C Erreur : No nativescript_init in "res://addons/godot-yaml/osx/libgodotyaml.dylib" found
C Source : modules/gdnative/nativescript/nativescript.cpp:1054
C Fonction : init_library
@Byteron
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Byteron commented Nov 8, 2018

I see, apparently there is no library for OS X in the first place.
Would it be possible to add it?

@Byteron Byteron changed the title Error on Mac OS X OS X library missing Nov 8, 2018
@Beliar83
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Beliar83 commented Nov 8, 2018

Heya, I do not have access to OS X myself, and the build service I use, appveyor, does also not have support for that, I think.

I would be happy to add the libraries if I had them.

@Byteron
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Byteron commented Nov 8, 2018

in your godot-yaml repo there seems to be this part in the Sconstruct file.

if platform == "osx":
    env.Append(CCFLAGS = ['-g','-O3', '-arch', 'x86_64', '-std=c++14'])
    env.Append(LINKFLAGS = ['-arch', 'x86_64'])
    env.Append(LIBS=["libyaml-cpp"])
final_lib_path = final_lib_path + 'osx/'

I thought it indicated that building for osx is possible. But then again, I have no idea how scons works.

@Beliar83
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Beliar83 commented Nov 8, 2018

Yes, that is true, but as far as I know this will not work unless one has an OSX (virtual) machine that can build that. And as said, appveyor has, as far as I know, no images for OSX. I will try to check if I can find a build service for that in the next days. I would also take suggestions, if you know one.

@Byteron
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Byteron commented Nov 8, 2018

So if I had an os x system, I could build it?

@Beliar83
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Beliar83 commented Nov 8, 2018

Yes, if you have the tools (compiler, scons) setup. You can look up the details here: https://docs.godotengine.org/en/3.0/tutorials/plugins/gdnative/gdnative-cpp-example.html#compiling-our-plugin

Also check the readme in the godot-yaml repo, even though it is probably not explaining much.

@Beliar83
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Beliar83 commented Nov 8, 2018

Interesting, I will take a look at that, I may be able to do that on the linux image in appveyor. Thanks.

@Beliar83
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I have uploaded the osx library. I will update the info of the godot asset library shortly, which then needs to be approved by someone from godot.

Please reopen if it does not work with the added library.

@critcap
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critcap commented Mar 17, 2020

The osx library doesnt seemt to work with godot 3.2.1 atleast. Getting the exact same error as the original poster.

@Beliar83
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@critcap Can you confirm whether the file "addons\godot-yaml\osx\libgodotyaml.dylib" exists?

There is also a possibility that the current files do not work with godot 3.2.1, as they were made for godot 3.1 and I have not worked on this since then.

@critcap
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critcap commented Mar 17, 2020

Yes, its in the osx folder. I also tried to move it to other locations and changing the path but nothing helped.
It might be an incompatibility with godot 3.2.1, are there any plans to update?

@Beliar83
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@critcap I will look into it. Hopefully not much changed in terms of native.

@Beliar83
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@critcap I have uploaded a version for 3.2 and submitted a new asset. You can either wait for someone to approve it, or download the latest release from here.

@critcap
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critcap commented Mar 19, 2020

still doesnt work for me on osx, same error as before. Are there any possbile prerequisites im missing?
My error message:
Screenshot 2020-03-19 at 16 40 29

@Beliar83
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There should be no prerequisites. I am using cross compiling on linux, though, maybe it is just not working. I don't have osx myself, though, so I can't really test it myself.

I remember reading that travis has added building on osx recently, though, I will take a look at that.

@Beliar83 Beliar83 reopened this Mar 19, 2020
@Beliar83
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Ah, actually, that is why I am already using travis for osx builds, so nothing to change there.

@Beliar83
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@critcap It is possible, though, that you may need to install the "yaml-cpp" package, not sure if it is linked dynamcially or statically.

@C45tr0
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C45tr0 commented Apr 10, 2020

I am having the same issue, except on windows. Same error except instead of the osx path its "{...}/addons/godot-yaml/win64/libgodotyaml.dll".

I tried building the yaml-cpp package. Not sure if I installed it or not(might be the issue, still digging into it), but still getting the same errors.

I tried the asset store, then tried the files in this repo in case they were still outdated on the asset store.

@Beliar83
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I can't reproduce that here. I am going to setup up VM to see if I can reproduce them there.

@Beliar83
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@C45tr0 I cannot reproduce that even on a fresh windows (10) install.
Is it possible, that windows flagged the DLL files as insecure - which may happen for downloaded files - and you need to set them as secure? Otherwise I am not sure what the problem can be.

@C45tr0
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C45tr0 commented Apr 13, 2020

Thanks for looking.

I looked at permissions and didn't see anything off. Will keep trying some things tonight.

@shayneoneill
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shayneoneill commented Jun 23, 2020

I just noticed when installing it, it tries to skip installing the dll/dylib/etc. Make sure you actually tick them if installing from app store

edit: Nope that dont fix it

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