Builds failing with error: Message type "dmGameObjectDDF.PrototypeDesc" has no field named "package" (SOLVED)

Not sure if it’s something wrong with my project, but I can build and run in the local environment, but if I try to go “Project > Bundle > iOS Application…” or any other target, I get this build error:

Message type "dmGameObjectDDF.PrototypeDesc" has no field named "package".

This DID work a few days ago, but I’ve allowed the editor to update itself when it tells me there’s updates available … so did a recent change break things?

Hmm, that’s not good. I assume you are using Editor 2? @mats.gisselson and @Erik_Angelin, any ideas?

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One idea is we messed up :slight_smile: Will take a closer look once we’re in the office.

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@dossy Can you please report this using Help > Report Issue? That way we get some info on your platform and engine/editor version. Thanks!

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Done: https://github.com/defold/editor2-issues/issues/1847

Thanks!

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Okay, so after asking my question about support for a .defoldignore file, it made me realize that the server app code that I stuffed in my Defold game project folder could be interfering with the builds?

Specifically, I started the server in Golang, so I had a bunch of .go files that were not Defold Game Object files … and I suspect that made the builder confused?

I reorganized my project files so that it looks like this now:

.
|-- game
|   |-- assets
|   |-- build
|   |-- input
|   |-- main
|   `-- modules
|-- server
|   |-- data
|   `-- go
`-- server-new
    |-- node_modules
    |-- rooms
    `-- static

And, builds work again!

Hopefully if anyone else stumbles across this error in the future, this might give them an idea of what to look for when troubleshooting…

A more descriptive error message might be useful in cases like this, too.

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Yes, that will confuse the build system. .go files should in the world of Defold be reserved for game objects and nothing else.

I suppose that will make implementing native extensions in Golang impossible, then. :grimacing: :laughing:

Yes, for now I think we’ll stick to the languages we have and make that work flawlessly (debugging native extensions is still something we need to solve for instance).

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