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Sign upCross-compiled macOS experimentals crash on open #23171
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Hmm, your GPU and RAM? |
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Intel HD Graphics 4000 1536 MB GPU |
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10.13.2 here, no issues |
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Weird. Not even the version from narc.ro seems to want to run :(
…On Sun, Mar 11, 2018 at 11:37 AM, Leland Clemmons ***@***.***> wrote:
10.13.2 here, no issues
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Ah, just kidding. Downloaded version crashes on me. Self-compiled runs just fine, however |
Leland
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Mar 11, 2018
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Just tried a make clean and then will recompile, results:
clang++ -DRELEASE -DMACOSX -DGIT_VERSION -DTILES -ffast-math -Os -Wall
-Wextra -fsigned-char -stdlib=libc++ -Werror -std=c++11 -MMD -MP
-mmacosx-version-min=10.7 -F/Library/Frameworks
-I/Library/Frameworks/SDL2.framework/Headers
-I/Library/Frameworks/SDL2_image.framework/Headers
-I/Library/Frameworks/SDL2_ttf.framework/Headers -c src/anatomy.cpp -o
obj/tiles/anatomy.o
clang++ -DRELEASE -DMACOSX -DGIT_VERSION -DTILES -ffast-math -Os -Wall
-Wextra -fsigned-char -stdlib=libc++ -Werror -std=c++11 -MMD -MP
-mmacosx-version-min=10.7 -F/Library/Frameworks
-I/Library/Frameworks/SDL2.framework/Headers
-I/Library/Frameworks/SDL2_image.framework/Headers
-I/Library/Frameworks/SDL2_ttf.framework/Headers -c src/animation.cpp -o
obj/tiles/animation.o
In file included from src/animation.cpp:11:
In file included from src/cata_tiles.h:6:
In file included from
/Library/Frameworks/SDL2_ttf.framework/Headers/SDL_ttf.h:30:
In file included from /usr/local/include/SDL2/SDL.h:32:
In file included from /usr/local/include/SDL2/SDL_main.h:25:
*/usr/local/include/SDL2/SDL_stdinc.h:141:5: **error: **redefinition of
enumerator 'SDL_FALSE'*
SDL_FALSE = 0,
* ^*
*/Library/Frameworks/SDL2.framework/Headers/SDL_stdinc.h:128:5:
**note: *previous
definition is here
SDL_FALSE = 0,
* ^*
In file included from src/animation.cpp:11:
In file included from src/cata_tiles.h:6:
In file included from
/Library/Frameworks/SDL2_ttf.framework/Headers/SDL_ttf.h:30:
In file included from /usr/local/include/SDL2/SDL.h:32:
In file included from /usr/local/include/SDL2/SDL_main.h:25:
*/usr/local/include/SDL2/SDL_stdinc.h:142:5: **error: **redefinition of
enumerator 'SDL_TRUE'*
SDL_TRUE = 1
* ^*
*/Library/Frameworks/SDL2.framework/Headers/SDL_stdinc.h:129:5:
**note: *previous
definition is here
SDL_TRUE = 1
* ^*
In file included from src/animation.cpp:11:
In file included from src/cata_tiles.h:6:
In file included from
/Library/Frameworks/SDL2_ttf.framework/Headers/SDL_ttf.h:30:
In file included from /usr/local/include/SDL2/SDL.h:32:
In file included from /usr/local/include/SDL2/SDL_main.h:25:
*/usr/local/include/SDL2/SDL_stdinc.h:143:3: **error: **typedef
redefinition with different types ('enum SDL_bool' vs 'enum SDL_bool')*
} SDL_bool;
* ^*
*/Library/Frameworks/SDL2.framework/Headers/SDL_stdinc.h:130:3:
**note: *previous
definition is here
} SDL_bool;
* ^*
In file included from src/animation.cpp:11:
In file included from src/cata_tiles.h:6:
In file included from
/Library/Frameworks/SDL2_ttf.framework/Headers/SDL_ttf.h:30:
In file included from /usr/local/include/SDL2/SDL.h:32:
In file included from /usr/local/include/SDL2/SDL_main.h:25:
*/usr/local/include/SDL2/SDL_stdinc.h:317:5: **error: **redefinition of
enumerator 'DUMMY_ENUM_VALUE'*
DUMMY_ENUM_VALUE
* ^*
*/Library/Frameworks/SDL2.framework/Headers/SDL_stdinc.h:196:5:
**note: *previous
definition is here
DUMMY_ENUM_VALUE
* ^*
In file included from src/animation.cpp:11:
In file included from src/cata_tiles.h:6:
In file included from
/Library/Frameworks/SDL2_ttf.framework/Headers/SDL_ttf.h:30:
In file included from /usr/local/include/SDL2/SDL.h:32:
In file included from /usr/local/include/SDL2/SDL_main.h:25:
*/usr/local/include/SDL2/SDL_stdinc.h:318:3: **error: **typedef
redefinition with different types ('enum SDL_DUMMY_ENUM' vs 'enum
SDL_DUMMY_ENUM')*
} SDL_DUMMY_ENUM;
* ^*
*/Library/Frameworks/SDL2.framework/Headers/SDL_stdinc.h:197:3:
**note: *previous
definition is here
} SDL_DUMMY_ENUM;
* ^*
In file included from src/animation.cpp:11:
In file included from src/cata_tiles.h:6:
In file included from
/Library/Frameworks/SDL2_ttf.framework/Headers/SDL_ttf.h:30:
In file included from /usr/local/include/SDL2/SDL.h:32:
In file included from /usr/local/include/SDL2/SDL_main.h:25:
*/usr/local/include/SDL2/SDL_stdinc.h:420:23: **error: **redefinition of
'SDL_memset4'*
SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords)
* ^*
*/Library/Frameworks/SDL2.framework/Headers/SDL_stdinc.h:268:23:
**note: *previous
definition is here
SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords)
* ^*
In file included from src/animation.cpp:11:
In file included from src/cata_tiles.h:6:
In file included from
/Library/Frameworks/SDL2_ttf.framework/Headers/SDL_ttf.h:30:
In file included from /usr/local/include/SDL2/SDL.h:32:
In file included from /usr/local/include/SDL2/SDL_main.h:25:
*/usr/local/include/SDL2/SDL_stdinc.h:592:24: **error: **redefinition of
'SDL_memcpy4'*
SDL_FORCE_INLINE void *SDL_memcpy4(SDL_OUT_BYTECAP(dwords*4) void *dst,
SDL_IN_BYTECAP(dwords*4) const void *src, size_t dwords)
* ^*
*/Library/Frameworks/SDL2.framework/Headers/SDL_stdinc.h:299:24:
**note: *previous
definition is here
SDL_FORCE_INLINE void *SDL_memcpy4(void *dst, const void *src, size_t
dwords)
* ^*
In file included from src/animation.cpp:11:
In file included from src/cata_tiles.h:6:
In file included from
/Library/Frameworks/SDL2_ttf.framework/Headers/SDL_ttf.h:30:
In file included from /usr/local/include/SDL2/SDL.h:34:
*/usr/local/include/SDL2/SDL_assert.h:104:5: **error: **redefinition of
enumerator 'SDL_ASSERTION_RETRY'*
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
* ^*
*/Library/Frameworks/SDL2.framework/Headers/SDL_assert.h
…On Sun, Mar 11, 2018 at 12:23 PM, Leland Clemmons ***@***.***> wrote:
Ah, just kidding. Downloaded version crashes on me. Self-compiled runs
just fine, however
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i'll update to high sierra and revert back if the compile succeeds
…On Sun, Mar 11, 2018 at 12:23 PM, Leland Clemmons ***@***.***> wrote:
Ah, just kidding. Downloaded version crashes on me. Self-compiled runs
just fine, however
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@bpwatts this is the command I use to build |
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Even using that build command I still get a segfault when starting. Maybe clean out my mods directory / options file? Process: cataclysm-tiles [5275] Date/Time: 2018-03-11 20:51:57.265 -0500 Time Awake Since Boot: 1800 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Termination Signal: Segmentation fault: 11 |
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Do you have all the libraries installed? I prefer Homebrew. |
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Ugh, okay...
Warning: sdl2 2.0.8 is already installed
Warning: sdl2_image 2.0.3 is already installed
Warning: sdl2_ttf 2.0.14 is already installed
Error: Your Xcode (8.1) is too outdated.
Please update to Xcode 9.2 (or delete it).
Xcode can be updated from the App Store.
Now updating Xcode
…On Sun, Mar 11, 2018 at 9:02 PM, Leland Clemmons ***@***.***> wrote:
Do you have all the libraries installed? I prefer Homebrew. brew update
&& brew install sdl2 sdl2_image sdl2_ttf sdl2_mixer libvorbis libogg
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Yeah, I'd bet an outdated Xcode could be the culprit. |
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Just got CDDA compiled on another Mac running 10.13.3 and Xcode 9.2. Installed the Brew libraries, ran my above make command and it compiled successfully |
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Yeah, my internet connection isn't the best. Xcode 9.2 took 5+ hours to
download. Will install after work and report back. Thanks for your
continued patience all responding
Moral of the story is keep your ancillary libraries updated for maximum joy
…On Mon, Mar 12, 2018 at 11:37 AM, Leland Clemmons ***@***.***> wrote:
Just got CDDA compiled on another Mac running 10.13.3 and Xcode 9.2.
Installed the Brew libraries, ran my above make command and it compiled
successfully
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And that was it, self-compile is back running again. sheepish kick of the can |
bpwatts
closed this
Mar 12, 2018
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Awesome, glad to hear it worked |
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@Leland what's the conclusion here? Our pre-compiled versions don't work? Do we need to update the mentioned libraries on server side to make them work again? |
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Pre-compiled crashes on open on my Mac. Haven’t had a chance to dig deeper
yet.
…On Tue, Mar 13, 2018 at 2:23 AM Dmitry Serov ***@***.***> wrote:
@Leland <https://github.com/leland> what's the conclusion here? Our
pre-compiled versions don't work? Do we need to update the mentioned
libraries on server side to make them work again?
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illi-kun
reopened this
Mar 13, 2018
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Myrkalgen
commented
Mar 20, 2018
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I'm certainly the person to talk to about getting it updated, but it'll have to be someone else updating the |
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Heaper327
commented
Mar 26, 2018
|
@Leland my self-compiled game is running, but for some reason I changing language in the settings doesn't work. USE_HOME_DIR=1 seems doesn't work as well |
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Heaper327
commented
Mar 26, 2018
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When will this be fixed? All experimental versions available for download crash |
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All the macOS experimental served on https://cataclysmdda.org/ crash on open still, so no, not fixed unfortunately. The Homebrew work does offer a viable alternative route to enterprising CLI folks, but it doesn't fix this issue. |
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Both Tiles and curses builds crashed on MacOS 10.11 right after loading the game data and building the config directory (with files in it). Similar reports. I managed to compile the apps and it seems to run well: https://github.com/auto-load/Cataclysm-DDA/releases/tag/0.C-E006 Not sure where the problem is, but you can try not to strip the binary or to make the OPTLEVEL=-O2. I'd like to test it if you can provide the builds. |
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If it crashes on 10.11 as well, is there anyone for whom it does work? |
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AdriaanRenting
commented
Sep 20, 2018
•
The problem is not that it doesn't compile or run when built on a Mac natively with the latest Xcode environment installed. That's also why the homebrew work around does work, as it compiles the code on the users machine. The problem is that the automated Jenkins build environment that the cdda developers use to provide the builds on the website runs on Linux and uses the osxcross (https://github.com/tpoechtrager/osxcross) tool to compile for OSX. This tool is not compatible with the newer OSX versions. See tpoechtrager/osxcross#103
I can't confirm if it works on 10.11 or not, iology seems to have tested that. osxcross seems to be compatible with 10.11, so there might be more (or a new) issues. I assumed it works on 10.8-10.11 for those that still use an older version of OSX because they're on an old Mac. From the discussions I came across, a significant number of cdda players seem to be on old hardware, so that probably includes a few old macs. I'm not sure how much effort you want to put into what must be a relatively small user base. |
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@AdriaanRenting I knew it is the problem with the cross-compilation. Ow, my edit removed that info. btw I compiled two standalone apps for mac users, not just for a dev machine. It shouldn't be hard to automate the experimental builds through GitHub & Travis CI, but it is still up to the devs whether to stick with Jenkins. I proposed this idea 2 years ago. Stripping the binary with the program "strip" or some special optimization levels can give unexpected output sometimes. Since cross-compilation worked well before, the crash is not necessarily due to the fault of osxcross. |
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AdriaanRenting
commented
Sep 20, 2018
From my perspective you are reporting a new issue, unrelated to the problems with osxcross on newer OSX versions that have been discussed in this thread so far. Maybe the title of the thread needs to be updated and your report should become a new discussion? I can't test on 10.11 myself so I don't know. |
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@AdriaanRenting Don't play words with me, okay? Can the title of this issue be more clear? You can see this comment: #23171 (comment) |
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AdriaanRenting
commented
Sep 20, 2018
I'm not trying to argue with you, just wondering if we're now mixing up two issues. I might have misunderstood you. Are you saying that with less aggressive compile options, you get a build using osxcross that does work on 10.13? |
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Come on, guys...
In the six months this issue has existed, it has referred to builds from my
Jenkins (aka experimental builds) that don't work on OSX 10.12 and above
because of that osxcross issue that was linked above. We can't fix that
without getting a Mac build slave for the Jenkins, or using some other
build process - and apparently Homebrew can fill that gap.
If you now tell me that the same Jenkins builds also don't with on OSX
10.11 and/or lower, then that's another issue altogether. We may even be
able to fix it, if someone can find me the right changes to either the
makefile or the make invocation to make them work. I don't have a Mac, I
can't test the builds.
Or I can scrap OSX builds altogether and let you guys sort out an
alternative, hopefully with testing so you'll know when it goes wrong.
…On Thu, Sep 20, 2018, 13:41 AdriaanRenting ***@***.***> wrote:
@AdriaanRenting <https://github.com/AdriaanRenting> Don't play words with
me, okay? Can the title of this issue be more clear?
You can see this comment: #23171 (comment)
<#23171 (comment)>
I'm not trying to argue with you, just wondering if we're now mixing up
two issues.
I've been mostly focussed on helping vircung getting the homebrew work
around working.
I might have misunderstood you. Are you saying that with less aggressive
compile options, you get a build using osxcross that does work on 10.13?
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Any clear reason for excluding 10.11 except my report is too late? I just wanted to provide some ideas for a solution, hopefully can resolve this issue for 10.11, 10.12, 10.13 and 10.14. I never tried to urge anyone to keep the support for 10.11. You have too much presumption about my words. Good luck finding a better guy to collaborate with you. The guy who introduced osxcross should know how to edit the makefile. |
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Nobody's excluding anything, what we're saying is that it's supposed to be working for 10.11, and if it doesn't, that's not the |
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I just pointed out the crash might not be caused by some bug of osxcross. Just make a good title for this issue if you're so sure about it. I'm really tired of your word playing. |
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You two agree with each other, don’t think narc is trying to play word
games.
There’s something else going on, I’ll create another once I’m in front of a
computer.
We may solve that second issue only to find osxcross blocking us again
On Thu, Sep 20, 2018 at 2:21 PM J.W ***@***.***> wrote:
I just pointed out the crash might not be caused by some bug of osxcross.
Just make a good title for this issue if you're so sure about it. I'm
really tired of your word playing.
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kevingranade
moved this from Hard Issues
to Fix Proposed
in 0.D Release
Sep 26, 2018
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Which MacOS versions do we need to test Cataclysm on? I have 10.13.6 on VM. Should I install 10.9-10.12 too? |
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I have 10.13.6 on VM. Should I install 10.9-10.12 too?
A little bit tangent to the issue itself, how did you make it to install Mac OS inside a VM?
|
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There are ways. |
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Heads up I'm running 10.11.6 and compiled latest as of today. Segfaults, at launch, like so:
|
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Seems like this might be similar to #17714?
EDIT: |
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AdriaanRenting
commented
Oct 10, 2018
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Ok, so, regarding the experimental builds: I've understood that they currently aren't working at all, for anyone. I also haven't seen anyone trying to fix them. I definitely can't -- I don't have access to a Mac I could use for this purpose. If homebrew (which strikes me as something like gentoo for Mac -- i.e., packages are built locally) can fill the gap, and especially if it's a thing that people are actually supporting, then I see no reason to maintain the confusing broken downloads at https://dev.narc.ro/cataclysm/jenkins-latest/OSX. What I need, really, is for someone to step up and actually fix the OSX builds or declare them unfixable. This limbo we're currently in isn't working for me, and we're wasting storage space for no apparent benefit. |
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@narc0tiq Homebrew is just a package manager. It's not really something most people have installed. As for the builds -- if you give me ssh access to the build machine, I'd be willing to take a crack at it. It might be the case that we can have the build server generate non-optimized ( Here's a version I compiled as of today, if anyone wants it. Built with home directory, sound, tiles, lua, RRFSounds, and Cata-MSX-DeadPeopleTileset: |
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Sure, absolutely -- pass me an SSH public key by email (should be available in my profile) or other means, and I'll set you up with an account and pass back the details.
If that works, we should consider putting it in the regular I find it strange (and disappointing) that clang-for-osx needs optimizations turned off like that -- is that specific to using osxcross? Does a less-aggressive (e.g., |
bpwatts commentedMar 10, 2018
Game version: Latest
Operating system: Mac OS X
Tiles or curses: Tiles
Mods active: Tried with no mods (deleted the directory) and still same Segfault
Expected behavior: Game
Actual behavior: Crash to terminal
Steps to reproduce the behavior: Download/Compile latest and attempt to run
This is what I receive when it crashes:
Process: cataclysm-tiles [1028]
Path: /Users/USER/Downloads/*/cataclysm-tiles
Identifier: cataclysm-tiles
Version: ???
Code Type: X86-64 (Native)
Parent Process: bash [1011]
Responsible: cataclysm-tiles [1028]
User ID: 501
Date/Time: 2018-03-10 07:50:50.134 -0600
OS Version: Mac OS X 10.12.6 (16G29)
Report Version: 12
Anonymous UUID: 073FF86E-450F-70A7-8B91-2276ED84FF04
Time Awake Since Boot: 480 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: EXC_I386_GPFLT
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process: exc handler [0]