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3.0 Unable to generate Mono glue. #12849

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olejr opened this issue Nov 11, 2017 · 5 comments
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3.0 Unable to generate Mono glue. #12849

olejr opened this issue Nov 11, 2017 · 5 comments
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@olejr
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olejr commented Nov 11, 2017

Operating system or device, Godot version, GPU Model and driver (if graphics related):
Windows 10 x64, Godot 3.0 master.

Issue description:
Unless there's a new undocumented way to build godot with C# support, doing this:
scons p=windows tools=yes module_mono_enabled=yes mono_glue=no
bin\godot.windows.tools.64.mono.exe --generate-mono-glue modules/mono/glue
Doesn't generate the glue code anymore.
Last commit that worked was ed57f0a as far as I can see.

@DillonHemphill
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Working fine on x11 with
scons p=x11 tools=yes module_mono_enabled=yes mono_glue=no
bin/godot.x11.tools.64 --generate-mono-glue modules/mono/glue

@nextdimension
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Im on win10 x64 godot 3.0 master and its working fine.

@olejr
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olejr commented Nov 12, 2017

Well then it might be something very wrong with my setup.
Because I don't get the mono_glue.gen.cpp file generated inside the mono/glue folder.
And if/when, after those two above, I do:
scons p=windows target=release_debug tools=yes module_mono_enabled=yes
It ends with a big:

Creating library bin\godot.windows.opt.tools.64.mono.lib and object bin\godot.windows.opt.tools.64.mono.exp
modules.windows.opt.tools.64.mono.lib(gd_mono.windows.opt.tools.64.mono.obj) : error LNK2019: unresolved external symbol "unsigned __int64 __cdecl GodotSharpBindings::get_core_api_hash(void)" (?get_core_api_hash@GodotSharpBindings@@YA_KXZ) referenced in function "private: void __cdecl GDMono::_initialize_and_check_api_hashes(void)" (?_initialize_and_check_api_hashes@GDMono@@AEAAXXZ)
modules.windows.opt.tools.64.mono.lib(gd_mono.windows.opt.tools.64.mono.obj) : error LNK2019: unresolved external symbol "unsigned __int64 __cdecl GodotSharpBindings::get_editor_api_hash(void)" (?get_editor_api_hash@GodotSharpBindings@@YA_KXZ) referenced in function "private: void __cdecl GDMono::_initialize_and_check_api_hashes(void)" (?_initialize_and_check_api_hashes@GDMono@@AEAAXXZ)
modules.windows.opt.tools.64.mono.lib(gd_mono.windows.opt.tools.64.mono.obj) : error LNK2019: unresolved external symbol "void __cdecl GodotSharpBindings::register_generated_icalls(void)" (?register_generated_icalls@GodotSharpBindings@@YAXXZ) referenced in function "private: void __cdecl GDMono::_register_internal_calls(void)" (?_register_internal_calls@GDMono@@AEAAXXZ)
bin\godot.windows.opt.tools.64.mono.exe : fatal error LNK1120: 3 unresolved externals
scons: *** [bin\godot.windows.opt.tools.64.mono.exe] Error 1120
scons: building terminated because of errors.

Oh, Visual Studio 2017 & a newly cloned repo btw.

@nextdimension
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Do you have the proper windows .net build tools and mono installed? I was getting the same error at first until i rectified this irc.

@olejr
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olejr commented Nov 12, 2017

Well I've been building and using godot with C# up until november 7.
But when I updated the repo to head earlier this evening, and tried to build it failed.
And going back to commit ed57f0a atleast generate the required files in the mono/glue folder..

Anyway, to late for further testing tonight..

Only thing that's "changed" the last days, is that I've finally gotten around to install the Fall Creators Update from MS..

Update: There's an update for Visual Studio downloading right now.
Think maybe that might be the "error".

Yep. Working after a Visual Studio update, so closing this now.

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