Yes, sorry, @agulev is correct.
(I tricked @britzl into adding this misspelled name )
one more issue is related manifest file:
if exclude Physics2D, there is error:
ERROR:GAMESYS: Could not retrieve the physics socket '@physics': -6.
Updated the tool to use profilerext_null instead.
I applied the generator fix, and that works so I can test the game. When I come to bundle the HTML5 game, though, I get treated to this eye candy:
/fbinstant/src/fbinstant.cpp
Line 7: 'DLIB_LOG_DOMAIN' macro redefined [-Wmacro-redefined]
#define DLIB_LOG_DOMAIN LIB_NAME
^
Line 7: previous definition is here
#define DLIB_LOG_DOMAIN "FBINSTANT"
^
And âUnknown sourceâ:
error: unresolved symbol: dmIAPFBBuy
error: unresolved symbol: dmIAPFBList
Aborting compilation due to previous errors | undefined
Traceback (most recent call last):
File "/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/emcc.py", line 3062, in <module>
sys.exit(run())
File "/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/emcc.py", line 1778, in run
final = shared.Building.emscripten(final, append_ext=False, extra_args=extra_args)
File "/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/tools/shared.py", line 2268, in emscripten
emscripten._main(cmdline)
File "/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/emscripten.py", line 2228, in _main
return temp_files.run_and_clean(lambda: main(
File "/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/tools/tempfiles.py", line 93, in run_and_clean
return func()
File "/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/emscripten.py", line 2233, in <lambda>
DEBUG=DEBUG,
File "/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/emscripten.py", line 2159, in main
temp_files=temp_files, DEBUG=DEBUG)
File "/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/emscripten.py", line 86, in emscript
glue, forwarded_data = compiler_glue(metadata, libraries, compiler_engine, temp_files, DEBUG)
File "/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/emscripten.py", line 218, in compiler_glue
glue, forwarded_data = compile_settings(compiler_engine, libraries, temp_files)
File "/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/emscripten.py", line 530, in compile_settings
cwd=path_from_root('src'), error_limit=300)
File "/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/tools/jsrun.py", line 132, in run_js
raise Exception('Expected the command ' + str(command) + ' to finish with return code ' + str(assert_returncode) + ', but it returned with code ' + str(proc.returncode) + ' instead! Output: ' + str(ret)[:error_limit])
Exception: Expected the command ['/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/node/8.9.1_64bit/bin/node', '/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/src/compiler.js', '/tmp/tmpWtrBeY.txt', '/tmp/job5913024471078357886/upload/fbinstant/lib/web/library_fbinstant.js', '/var/extender/sdk/47c9f8e03623ca3ac511b5a55e6cfcc7e51ce340/defoldsdk/lib/js-web/js/library_glfw.js', '/var/extender/sdk/47c9f8e03623ca3ac511b5a55e6cfcc7e51ce340/defoldsdk/lib/js-web/js/library_sys.js', '/var/extender/sdk/47c9f8e03623ca3ac511b5a55e6cfcc7e51ce340/defoldsdk/lib/js-web/js/library_script.js', '/var/extender/sdk/47c9f8e03623ca3ac511b5a55e6cfcc7e51ce340/defoldsdk/lib/js-web/js/library_sound.js', '/opt/platformsdk/emsdk_1.38.12/bin/emsdk_portable/emscripten/1.38.12/src/library_pthread_stub.js'] to finish with return code 0, but it returned with code 1 instead! Output: // The Module object: Our interface to the outside world. We import
// and export values on it. There are various ways Module can be used:
// 1. Not defined. We create it here
// 2. A function parameter, function(Module) { ..generated code.. }
// 3. pre-run appended it, var Module = {}; ..generated
Any idea why?!
Could you share your app manifest?
Certainly!
# App manifest generated Thu Mar 07 2019 16:19:15 GMT+0000 (Greenwich Mean Time)
# Settings: Physics2D,Physics3D,Record,Profiler,Facebook,Gameroom
platforms:
x86_64-osx:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
x86_64-linux:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
js-web:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeJsLibs: ["facebook","facebook_iap"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
wasm-web:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeJsLibs: ["facebook","facebook_iap"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
x86-win32:
context:
excludeLibs: ["libphysics","libLinearMath","libBulletDynamics","libBulletCollision","libBox2D","librecord","vpx","libprofilerext","libfacebookext.lib","gameroomext"]
excludeSymbols: ["ProfilerExt","FacebookExt","GameroomExt"]
libs: ["libphysics_null.lib","librecord_null.lib","libprofilerext_null.lib"]
linkFlags: []
x86_64-win32:
context:
excludeLibs: ["libphysics","libLinearMath","libBulletDynamics","libBulletCollision","libBox2D","librecord","vpx","libprofilerext","libfacebookext.lib","gameroomext"]
excludeSymbols: ["ProfilerExt","FacebookExt","GameroomExt"]
libs: ["libphysics_null.lib","librecord_null.lib","libprofilerext_null.lib"]
linkFlags: []
armv7-android:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeJars: ["(.*)/facebooksdk.jar","(.*)/facebook_android.jar"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
armv7-ios:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
arm64-ios:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
I see, hm, letâs ping @jhonny.goransson to help us take a look at this tomorrow maybe.
But just to try something, could you remove anything facebook related under the js-web
and wasm-web
platforms in you manifest?
(Not a solution, but just to narrow down the issue!)
Sure, will try in the morning.
Removing all Facebook references works, it now compiles and I can push a build. Filesize has gone up, I suppose thatâs expected.
New manifest:
# App manifest generated Thu Mar 07 2019 16:19:15 GMT+0000 (Greenwich Mean Time)
# Settings: Physics2D,Physics3D,Record,Profiler,Facebook,Gameroom
platforms:
x86_64-osx:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
x86_64-linux:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
js-web:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext"]
excludeJsLibs: []
excludeSymbols: ["ProfilerExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
wasm-web:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext"]
excludeJsLibs: []
excludeSymbols: ["ProfilerExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
x86-win32:
context:
excludeLibs: ["libphysics","libLinearMath","libBulletDynamics","libBulletCollision","libBox2D","librecord","vpx","libprofilerext","libfacebookext.lib","gameroomext"]
excludeSymbols: ["ProfilerExt","FacebookExt","GameroomExt"]
libs: ["libphysics_null.lib","librecord_null.lib","libprofilerext_null.lib"]
linkFlags: []
x86_64-win32:
context:
excludeLibs: ["libphysics","libLinearMath","libBulletDynamics","libBulletCollision","libBox2D","librecord","vpx","libprofilerext","libfacebookext.lib","gameroomext"]
excludeSymbols: ["ProfilerExt","FacebookExt","GameroomExt"]
libs: ["libphysics_null.lib","librecord_null.lib","libprofilerext_null.lib"]
linkFlags: []
armv7-android:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeJars: ["(.*)/facebooksdk.jar","(.*)/facebook_android.jar"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
armv7-ios:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
arm64-ios:
context:
excludeLibs: ["physics","LinearMath","BulletDynamics","BulletCollision","Box2D","record","vpx","profilerext","facebookext"]
excludeSymbols: ["ProfilerExt","FacebookExt"]
libs: ["physics_null","record_null","profilerext_null"]
linkFlags: []
Simple example for dmJson (for parsing and accessing m_Nodes
) would be very useful. Try->Build->Fail->Try-Build->Fail is a long processes for NEs
So, whatâs the solution to exports not working when using the app manifest generator?
I assume you mean your particular problem with removing Facebook on HTML5?
We will investigate what the solution will be. Do you have a deadline for your project?
Yeah, ticking all the boxes except audio and input an exporting a Facebook Instant project. Deadline beginning of April, so I can use the temporary solution until then. Thanks!
Not sure if someone already reported the issue, but since a few versions (not sure which one), on tilemaps exported from Tiled only one layer is visible on Defold GUI (usually the bottom one), but it renders perfectly in-game.
Hmm, only on those exported from Tiled?
I just checked, in fact it looks like itâs just because all layers have Z set to 0.
I think we recently made a change to how tilemap layers are shown in the editor. If multiple layers are on the same z-value the order is undefined.
Bump!