Difference between revisions of "Get source and compile"

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{{multi-lang|Get source and compile|pt}}
 
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This information is for people who want to work with the source code for the viewer.
  
Even if you don't plan to develop, just the act of downloading and compiling can uncover problems. If the version you download doesn't build on your platform, file a bug.
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==Project Snowstorm==
  
=== Installing windows core development tools and libraries ===
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This is the latest Viewer code.
Most software needed for development is either in \\alexandria\share\software or in the MSDN Library CDs (in a binder, usually in the server room)
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Viewer code is stored in a Mercurial (hg) repository on [https://bitbucket.org/lindenlab bitbucket], an  Open Source repository web site.  There are many versions there; the one you are most likely interested in being
* Install Visual Studio .NET 2003 Professional
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* Install the Platform SDK (from alexandria)
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* [https://bitbucket.org/lindenlab/viewer-release Viewer Release]
* Install DirectX 9.0 SDK Update (Summer 2003)
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* Start Visual C++
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Other repositories where development for future features can be seen are listed on the [[Linden Lab Official:Viewer Source Repositories|Viewer Source Repositories]] page. 
* Go to Tools/Options/Projects/VC++ Directories
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* Make sure that the '''includes''' and '''libraries''' paths have the DirectX SDK paths first, then the Platform SDK paths, and then the Visual C++ paths.
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Another good way to browse the source code, including UML diagrams,  is using the [http://lecs-opensource.secondlife.com/doxygen/index.html Doxygen pages].
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Be sure to read [[Creating a version control repository]].
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=== Version Control ===
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Viewer development uses the Mercurial (hg) distributed version control system.  To clone the current release repository, use:
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<nowiki>hg clone http://bitbucket.org/lindenlab/viewer-release</nowiki>
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You are strongly encouraged to install the [[Mercurial Tools|Linden Lab Mercurial Tools]] as well.
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For a step-by-step outline of the source control workflow from the initial clone (above) to integration of your change, see [[Develop Viewer Code#Steps To Submit a Change|Steps To Submit a Change]].
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== Compiling ==
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Per platform instructions are available in these topics:
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* [[Visual Studio 2013 Viewer Builds|Windows]]
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* [[Compiling the viewer (Mac OS X XCode 6.1)|Mac OS X]]
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* [[Compiling the viewer (Linux)|Linux]]
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=== Notes ===
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* [[Common compilation problems]] if you run into errors while building.
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* [[Improving compilation time]] for information on how to compile faster
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* [[LLMozLib2]] for building LLMozLib2.
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=== Autobuild ===
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[[Autobuild]] is the new Linden Lab framework to maintain and build everything, from viewer to 3rd party libraries.
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Instructions:
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* [[Build Viewer With Autobuild]]
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* [[Build_3rd_Party_lib_with_Autobuild]]
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== Channels and Versions ==
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Channels are just groupings of versions. Linden Lab uses channels to track and supply updates for Project, Beta, and Release Viewers separately.
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On login, the combination of channel plus version is checked against a set of rules in the Viewer Version Management service. Within each channel, some versions are allowed and some are blocked. Viewers are blocked if they are too old, are unsafe (security issues),
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incompatible (the protocol has been changed in some fundamental way), or
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are a test version and Linden Lab only wants data from the most recent.  See [[Viewer Integration and Release Processes]] for an explanation of how different versions are managed by Linden Lab.
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'''If you are building a viewer, the [http://secondlife.com/corporate/tpv.php Policy on Third Party Viewers] requires that you set your own channel name.'''
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See:
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:;[[Channel and Version Requirements]]
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::a detailed explanation and official policy on channels and versions in Second Life, and an explanation of how to set your channel name when building.
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[[Category:Compiling viewer]]

Latest revision as of 13:16, 6 July 2017

This information is for people who want to work with the source code for the viewer.

Project Snowstorm

This is the latest Viewer code. Viewer code is stored in a Mercurial (hg) repository on bitbucket, an Open Source repository web site. There are many versions there; the one you are most likely interested in being

Other repositories where development for future features can be seen are listed on the Viewer Source Repositories page.

Another good way to browse the source code, including UML diagrams, is using the Doxygen pages.

Be sure to read Creating a version control repository.

Version Control

Viewer development uses the Mercurial (hg) distributed version control system. To clone the current release repository, use:

hg clone http://bitbucket.org/lindenlab/viewer-release

You are strongly encouraged to install the Linden Lab Mercurial Tools as well.

For a step-by-step outline of the source control workflow from the initial clone (above) to integration of your change, see Steps To Submit a Change.

Compiling

Per platform instructions are available in these topics:

Notes

Autobuild

Autobuild is the new Linden Lab framework to maintain and build everything, from viewer to 3rd party libraries.

Instructions:

Channels and Versions

Channels are just groupings of versions. Linden Lab uses channels to track and supply updates for Project, Beta, and Release Viewers separately.

On login, the combination of channel plus version is checked against a set of rules in the Viewer Version Management service. Within each channel, some versions are allowed and some are blocked. Viewers are blocked if they are too old, are unsafe (security issues), incompatible (the protocol has been changed in some fundamental way), or are a test version and Linden Lab only wants data from the most recent. See Viewer Integration and Release Processes for an explanation of how different versions are managed by Linden Lab.

If you are building a viewer, the Policy on Third Party Viewers requires that you set your own channel name.

See:

Channel and Version Requirements
a detailed explanation and official policy on channels and versions in Second Life, and an explanation of how to set your channel name when building.