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Cross-compiled libs present a naming mismatch? #107

@The-Cyber-Captain

Description

@The-Cyber-Captain

Godot version

v4.5.1.stable.official [f62fdbde1]

godot-cpp version

godot-4.5-stable [e83fd09]

System information

Windows 11

Issue description

Could easily be use-error; delving into here-be-dragons territory here to make myself a GDExtension as a workaround to a (perceived) limitation in Core. But following on from @dsnopek 's GodotCon2024 workshop, and another GDE I built last year as a test, I do appear to have an appropriately functional build pipeline. Albeit a cross-compiling one; Android extension built on a Win11 device.

I'm assuming - what with Godot being Godot, reliance on CI, etc - this is indeed a supported workflow!?

TL;DR - What I'm seeing is the final library coming out of scons being named demo\bin\android\godot_photogrammetry.android.template_debug.arm64.so.
Whereas both convention and Godot (via \demo\bin\photogrammetry.gdextension) expect to see demo/bin/android/libgodot_photogrammetry.android.template_debug.x86_64.so instead.

I rename the wee bandit and she works fine. It's a nuisance, obviously, however. And could put others off from leveraging the awesomeness of GDE I suspect. Just wondering if this is expected behaviour of the template, a supported / unsupported workflow, bug... or some silly setting on my side I've simply not configured properly. 🤦

Clearly the behaviour itself comes from godot-cpp/tools/windows.py setting env["SHLIBPREFIX"] = "", and scons running with that, post resolution of Issue #55

Thoughts? TIA.

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