fatal: Could not read from remote repository.
Please make sure you have the correct access rights
and the repository exists.
fatal: clone of 'git@github.com:defold/aws-build-tools.git' into submodule path '...' failed
thank you. Then I can start to build sdks which I’m highly afraid of
One lazy person question; should I build all target platforms? I’m planning to use it only on my local envirolment so just xcode sdks enough for me(if possible). But I guess I should modify the Dockerfile for that
I have XcodeDefault11.3.1 toolchain. But when I set it as below, it fail to build after downloding the Defold SDK with error (I don’t remember exactly) XcodeDefault11.0.xctoolchain … can’t found. Should I build the Defold SDK with the exact same version? (In this case by using 11.3.1)
Seems like server is not caching. Should I setup something related to cache?
It is quite a small project maybe this is normal? Is it caching every c++ file like ccache did?
2020-05-21 08:56:50.900 - INFO 6 --- [job15017334111745153528] c.d.extender.services.DataCacheService : Cached 0 bytes in 0 files
On macOS, you can use xcrun to get the locations of the currently installed SDKs without the need to hardcode them and assume the version of Xcode installed.
That mv is a terrible idea.
EDIT: Actually I think all of those commands are a terrible idea and I would advise other people not to do it.
Caching is about the upload size.
We have our own internal server to cache large uploaded files, to help mitigate slower connections.
For local builds I don’t think you actually need it?
There are several versions of the “application*.yml” and you can see how such a server url is specified, if you do wish to use such a server (which you’ll have to provide yourself). I don’t recall the api for those calls though, so you’ll have to read the extender source to figure that out.
To speed up further, set the DYNAMO_HOME environment flag before launching the server. That way it’ll pick up the local sdk (from your dyanmo_homefolder). It should be the fastest turnaround times for you when rebuilding the engine and then your game.
@selimanac thank you so much for giving this a try. Were you finally able to get it working for you?
I would love to get your input so that we can improve the documentation and maybe also scripts, error messages and other things so that the next person trying this will have a smoother ride.
I’m looking at the engine and the extender server code… I’m not the master of anything but it is like looking a piece of art Easy to read and understand which is actually hard thing to design.
Thank you all for this opportunity. I’ll let you know if I hit the wall somewhere.