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Mac Osx Install Of 0Ad


Quacker
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Lo and behold, r8973 compiles without issue, ./test gives 3 failures, and on ./pyrogenesis, I get this:

WARNING: Invalid locale settings
WARNING: LC_ALL="(unset)"
WARNING: LC_COLLATE="(unset)"
WARNING: LC_CTYPE="(unset)"
WARNING: LC_MONETARY="(unset)"
WARNING: LC_NUMERIC="(unset)"
WARNING: LC_TIME="(unset)"
WARNING: LC_MESSAGES="(unset)"
WARNING: LANG="en_US.UTF-8"
WARNING: Setting LC_ALL env variable to: C

And the application starts to run, but never actually comes up with anything; no GUI. It shows up in the dock and such, but I get stuck with a pinwheel till I force quit. With the "latest release" (8832) the game would actually load and I could see the GUI.

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The test failures are expected. The game shouldn't hang, though - perhaps you could run it in gdb to find out where it's stopping?

Run the game with the command "gdb ./pyrogenesis" (assuming you've got gdb already - might need to do something like "port install gdb" if not), and it should say some stuff and then it should say "(gdb)", and then you should enter "r" (and press Enter), and wait a while for the game to start up (then it should hang like it did before), then do ctrl+c in gdb and enter "thread apply all bt full" and post the output from that.

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(gdb) thread apply all bt full

Thread 2 (process 43909):
#0 0x00007fff88e7816a in kevent ()
No symbol table info available.
#1 0x00007fff88e7a03d in _dispatch_mgr_invoke ()
No symbol table info available.
#2 0x00007fff88e79d14 in _dispatch_queue_invoke ()
No symbol table info available.
#3 0x00007fff88e7983e in _dispatch_worker_thread2 ()
No symbol table info available.
#4 0x00007fff88e79168 in _pthread_wqthread ()
No symbol table info available.
#5 0x00007fff88e79005 in start_wqthread ()
No symbol table info available.

Thread 1 (process 43909):
#0 0x00007fffffe0171c in __nanotime ()
No symbol table info available.
#1 0x00007fffffe00306 in __gettimeofday ()
No symbol table info available.
#2 0x00007fff88e626af in gettimeofday ()
No symbol table info available.
#3 0x00000001002a55ba in timer_Time [inlined] () at /Users/thequacker87/0ad/source/lib/timer.cpp:126
t = 1298414198.175087
cur = {
tv_sec = 1298414227,
tv_usec = 4384
}
#4 0x00000001002a55ba in InitResolution () at ../../../source/lib/timer.cpp:151
t = 1298414198.175087
cur = {
tv_sec = 1298414227,
tv_usec = 4384
}
#5 0x00000001002a0737 in ModuleInit (initState=0x10041eb68, init=0x1002a5500 <InitResolution()>) at ../../../source/lib/module_init.cpp:46
ret = <value temporarily unavailable, due to optimizations>
latchedInitState = 140735090615744
__func__ = "ModuleInit"
suppress__ = 0
#6 0x00000001002a535c in timer_Resolution () at ../../../source/lib/timer.cpp:162
initState = 100004
#7 0x000000010001b833 in RunGameOrAtlas (argc=<value temporarily unavailable, due to optimizations>, argv=<value temporarily unavailable, due to optimizations>) at ../../../source/main.cpp:474
args = {
m_Args = {
<std::_Vector_base<std::pair<CStr8, CStr8>,std::allocator<std::pair<CStr8, CStr8> > >> = {
_M_impl = {
<std::allocator<std::pair<CStr8, CStr8> >> = {
<__gnu_cxx::new_allocator<std::pair<CStr8, CStr8> >> = {<No data fields>}, <No data fields>},
members of std::_Vector_base<std::pair<CStr8, CStr8>,std::allocator<std::pair<CStr8, CStr8> > >::_Vector_impl:
_M_start = 0x0,
_M_finish = 0x0,
_M_end_of_storage = 0x0
}
}, <No data fields>},
m_Arg0 = {
<std::basic_string<char,std::char_traits<char>,std::allocator<char> >> = {
static npos = 18446744073709551615,
_M_dataplus = {
<std::allocator<char>> = {
<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
members of std::basic_string<char,std::char_traits<char>,std::allocator<char> >::_Alloc_hider:
_M_p = 0x102801318 "/Users/thequacker87/0ad/binaries/system/pyrogenesis"
}
}, <No data fields>}
}
ran_atlas = <value temporarily unavailable, due to optimizations>
#8 0x000000010001c279 in SDL_main (argc=1, argv=0x1012119b0) at ../../../source/main.cpp:501
No locals.
#9 0x00000001002f54b0 in -[SDLMain applicationDidFinishLaunching:] () at bits.h:81
No symbol table info available.
#10 0x00007fff82e6aa66 in _nsnote_callback ()
No symbol table info available.
#11 0x00007fff81ae1000 in __CFXNotificationPost ()
No symbol table info available.
#12 0x00007fff81acd578 in _CFXNotificationPostNotification ()
No symbol table info available.
#13 0x00007fff82e619ce in -[NSNotificationCenter postNotificationName:object:userInfo:] ()
No symbol table info available.
#14 0x00007fff802623d6 in -[NSApplication _postDidFinishNotification] ()
No symbol table info available.
#15 0x00007fff8026230b in -[NSApplication _sendFinishLaunchingNotification] ()
No symbol table info available.
#16 0x00007fff8032d305 in -[NSApplication(NSAppleEventHandling) _handleAEOpen:] ()
No symbol table info available.
#17 0x00007fff8032cf81 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] ()
No symbol table info available.
#18 0x00007fff82e98f62 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] ()
No symbol table info available.
#19 0x00007fff82e98d92 in _NSAppleEventManagerGenericHandler ()
No symbol table info available.
#20 0x00007fff824e8323 in aeDispatchAppleEvent ()
No symbol table info available.
#21 0x00007fff824e821c in dispatchEventAndSendReply ()
No symbol table info available.
#22 0x00007fff824e8123 in aeProcessAppleEvent ()
No symbol table info available.
#23 0x00007fff855a6765 in AEProcessAppleEvent ()
No symbol table info available.
#24 0x00007fff8023204b in _DPSNextEvent ()
No symbol table info available.
#25 0x00007fff802317a9 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] ()
No symbol table info available.
#26 0x00007fff801f748b in -[NSApplication run] ()
No symbol table info available.
#27 0x00000001002f5b03 in main () at bits.h:81
No symbol table info available.

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Hmm, odd. Could you try recompiling with "make CONFIG=Debug" (instead of CONFIG=Release) and then run "gdb ./pyrogenesis_dbg" (the _dbg is the new executable) and do exactly the same thing? And then (assuming it still hangs), after the "thread apply all bt full", type "fin" and press enter several times until it stops printing new messages?

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I just tried to compile the game myself, got as far as opening up the game executable, and the same thing happened. The game had no GUI, it just printed some LC_* messages and did nothing.

Compiling threw no errors, only heaps of warnings from spidermonkey. I also remove atlas from the update workspaces script to it could compile. Not sure what's going on here.

Here is the backtrace from GDB: http://pastie.org/1597119 . It seems to hang in timer.cpp:152 (the 'fin' command never eturns to another gdb prompt).

A quick search shows this file was changes since Alpha 3. http://trac.wildfiregames.com/changeset/8515 and http://trac.wildfiregames.com/changeset/8516 .

All changes since revision 8000: http://trac.wildfiregames.com/changeset?old_path=ps%2Ftrunk%2Fsource%2Flib%2Ftimer.cpp&old=8000&new_path=ps%2Ftrunk%2Fsource%2Flib%2Ftimer.cpp&new=8973

However, if I revert those changes, update workspaces, and recompile, it still doesn't work, so there looks to be multiple regressions :-(

P.S.  I've written up a guide with some very simple and quick instructions for Mac users. http://trac.wildfiregames.com/wiki/MacBuildInstructions

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WOOO! It works on Mac again. Hopefully with these instructions, it'll make compiling for Mac users a lot easier :-) http://trac.wildfiregames.com/wiki/MacBuildInstructions

Edit 1: Aww, so close. I can load the game and submit my user details, but when I go to play a map, I get this: http://pastie.org/1599061

Here is the profile I got from the Mac. http://feedback.wildfiregames.com/report/user/2af9e2ea0a3e9dd5ffee421a14999d79e76e7f3e

Any ideas?

Edit 2: Talked with Philip on IRC and it turns out the error came from toggling from full screen to windows mode. A new ticket was made to handle it later on.

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About the build instructions: How much is duplicate from: http://trac.wildfiregames.com/wiki/BuildInstructions#OSX ? Or that doesn't matter too much, just make sure we only have one document in the end ;)

The only thing that I can see (besides the "coming soon" and /path/to/source obviousness) is the link to Java Dev Package. That was definitely needed for my compile.

Under step four, Kieran, I'd put something like "for the latest official release, the source files are available (link) here. For the work in progress, follow the svn process." Otherwise, looks good. Much needed for those who come after us forerunners, lol. Thanks for starting it up, Kieran!

Phil, I actually looped around the sun and timed it to 40.99 years, so I was able to watch the game launch...but the dust on the computer caused it to overheat and crash once the game launched. Then I saw your post about fixing it and just decided to come back by going backwards around the sun. It's building now.

Edit- Build & Compile went smoothly, and Phil, it runs! Thank you so much for helping me sort this all out. I look forward to helping improve things on the Mac through testing and such.

Edited by Quacker
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  • 4 weeks later...
  • 2 weeks later...

Gen. Octavian, the goal for the final product is to have a self-installer, just like a game you'd buy off the shelf.

memmaker, if I understand your post correctly, you're asking if there are self installers or such for the game's Alpha 4 release. There is this page, which will take you where the latest official release is. That page has a link for two files in order to download the game's files, but you'll still have to compile. I recommend this page instead, which has the full process of downloading files through Terminal. It can be somewhat daunting, but we're working on a instruction sheet that will give a bit more detail and make it easier to follow.

The advantage of the second method (downloading all the files through Terminal) is that it allows you to update the game whenever one of the developers updates the files on the public server, and that ends up being several times a week, I've discovered. But don't hold them to that :) It was certainly handy when the build was giving me an error, and Ykkrosh (Phil) updated a file for me, I downloaded it using the Terminal method, and my game worked.

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Philip, getting a new error on latest svn up:

==== Building simulation2 ====
precompiled.cpp
In file included from /opt/local/include/boost/mpl/aux_/has_apply.hpp:17,
from /opt/local/include/boost/mpl/apply_wrap.hpp:23,
from /opt/local/include/boost/mpl/apply.hpp:23,
from /opt/local/include/boost/iterator/iterator_facade.hpp:34,
from /opt/local/include/boost/filesystem/v2/path.hpp:22,
from /opt/local/include/boost/filesystem.hpp:26,
from ../../../source/lib/pch/pch_boost.h:21,
from ../../../source/lib/precompiled.h:73,
from ../../../source/pch/simulation2/precompiled.h:19,
from ../../../source/pch/simulation2/precompiled.cpp:18:
/opt/local/include/boost/mpl/has_xxx.hpp:344:9: warning: "BOOST_MPL_HAS_XXX_NO_EXPLICIT_TEST_FUNCTION" is not defined
/opt/local/include/boost/mpl/has_xxx.hpp:357:9: warning: "BOOST_MPL_HAS_XXX_NO_WRAPPED_TYPES" is not defined
/opt/local/include/boost/mpl/has_xxx.hpp:386:9: warning: "BOOST_MPL_HAS_XXX_NO_EXPLICIT_TEST_FUNCTION" is not defined
/opt/local/include/boost/mpl/has_xxx.hpp:459:8: warning: "BOOST_MPL_HAS_XXX_NEEDS_TEMPLATE_SFINAE" is not defined
make[1]: *** No rule to make target `../../../source/lib/path_util.h', needed by `obj/simulation2_Release/Simulation2.o'. Stop.
make: *** [simulation2] Error 2

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