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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.
==Open Source Viewer==


== Getting the source ==
Viewer code is hosted by [https://github.com/secondlife GitHub] using [https://en.wikipedia.org/wiki/Git git].


The Second Life source code can be downloaded from our Subversion repository at
* [https://github.com/secondlife/viewer Second Life Viewer]


https://www.lindenlab.dreamhosters.com/svn/linden/release/
Other repositories where development for future features can be seen are listed on the [https://releasenotes.secondlife.com/repositories.html Release Notes Repositories] page. If you have not worked with GitHub or distributed version control you may be interested in [https://docs.github.com/en/get-started GitHub's introductory material].


You can download the files using your web browser, but it is recommended that you use a Subversion Client
=== Checking out Code ===
You can download a command line client for most operating systems at the Subversion [http://subversion.tigris.org/ web site].  If you are more comfortable with Graphical interfaces, you can also use [http://tortoisesvn.net/ TortoiseSVN], or [http://rapidsvn.tigris.org/ RapidSVN]


To clone the current release repository:
git clone https://github.com/secondlife/viewer.git


Get a Subversion account from [[User:Rob Linden|Rob Linden]] and check out using the following command
== Compiling ==


svn co https://www.lindenlab.dreamhosters.com/svn/linden/release/
Per platform instructions are available in these topics:
* [[Build the Viewer on Windows|Windows]]
* [[Build the Viewer on macOS|macOS]]


=== Notes ===


To understand what you are looking at after you check out the code, see [[viewer source]].
[[Common compilation problems]]


== Setting up the development environment w/libraries ==
=== Autobuild ===
[[Autobuild]] is the new Linden Lab framework to maintain and build everything, from viewer to 3rd party libraries.


=== Windows ===
Instructions:
==== Development Environment ====
* [[Build Viewer With Autobuild]]
The following dev environment is what LL uses for Windows development.  There is no reason that the Second Life viewer can not be built using other enviroments, but it will take some extra work.  We should soon have instructions for building the viewer using Microsoft's Visual Studio .NET 2005 Express, which at the time of writing, was freely available.
* [[Build_3rd_Party_lib_with_Autobuild]]


* Visual Studio .NET 2003 Professional
== Channels and Versions ==
** [http://www.microsoft.com/downloads/details.aspx?familyid=0BAF2B35-C656-4969-ACE8-E4C0C0716ADB&displaylang=en Microsoft Platform SDK]
** [http://www.microsoft.com/downloads/details.aspx?FamilyID=9216652f-51e0-402e-b7b5-feb68d00f298&displaylang=en DirectX 9.0 SDK Update (Summer 2003)]
** Set up the project globals:
*** Start Visual C++
*** Go to Tools/Options/Projects/VC++ Directories
*** 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.
* [http://www.activestate.com/Products/ActivePython/?mp=1 ActivePython 2.3x]


==== Libraries ====
Channels are just groupings of versions. Linden Lab uses channels to track and supply updates for Project, Beta, and Release Viewers separately.
In the source directory, there are several empty placeholder folders for libraries which the Second Life viewer relies upon, but which Linden Lab can not ship the source. This section describes how to acquire the code, and how to install it.


===== Boost =====
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),
* Download & extract [http://sourceforge.net/project/showfiles.php?group_id=7586&package_id=8041 Boost] source for win32.
incompatible (the protocol has been changed in some fundamental way), or
* Copy the "boost_X_XX_X\boost" folder to "libraries\include\".
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.
* Run "boost_X_XX_X\tools\build\jam_src\build".
* Copy "boost_X_XX_X\tools\build\jam_src\bin.ntx86\bjam.exe" to "boost_X_XX_X\".
* Using the command prompt, build the static libraries:
** cd linden\libraries\boost-X_XX_X\
** set PYTHON_ROOT=C:\Python23
** set PYTHON_VERSION=2.3
** bjam stage
* copy "boost_X_XX_X\stage\lib\libboost_python-vc71-mt.lib" to "\libraries\i686-win32\lib_release\"
* copy "boost_X_XX_X\stage\lib\libboost_python-vc71-mt-gd.lib" to "\libraries\i686-win32\lib_release\libboost_python-vc71-mt.lib"
* copy "boost_X_XX_X\stage\lib\libboost_regex-vc71-mt-s.lib" to "\libraries\i686-win32\lib_release\"
* copy "boost_X_XX_X\stage\lib\libboost_regex-vc71-mt-sgd.lib" to "\libraries\i686-win32\lib_release\libboost_regex-vc71-mt-s.lib"


===== Expat =====
'''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.'''
* Download and run [http://sourceforge.net/project/showfiles.php?group_id=10127 Expat Win32 Binary]
* copy "Expat-X.X.X\Source\lib\expat.h" to "libraries\include\expat\".
* copy "Expat-X.X.X\Source\lib\expat_external.h" to "libraries\include\expat\".
* copy "Expat-X.X.X\StaticLibs\libexpatMT.lib" to "libraries\i686-win32\lib_release\".
* copy "Expat-X.X.X\StaticLibs\libexpatMT.lib" to "libraries\i686-win32\lib_debug\".


===== ZLib =====
See:
* Download & extract [http://www.zlib.net/ Zlib]
:;[[Channel and Version Requirements]]
* copy "zlibXXX\zlib.h" to "libraries\include\zlib\".
::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.
* copy "zlibXXX\zconf.h" to "libraries\include\zlib\".
* Using the command prompt, build the static libraries:
** "C:\Program Files\Microsoft Visual Studio .net 2003\Common7\Tools\vsvars32.bat"
** cd %ZLIB_FOLDER%
** nmake -f win32/Makefile.msc
* copy "zlibXXX\zlib.lib" to "libraries\i686-win32\lib_release\".
* copy "zlibXXX\zlib.lib" to "libraries\i686-win32\lib_debug\".


===== Apache Portable Runtime =====
[[Category:Compiling viewer]]
* Download & extract [http://apr.apache.org/download.cgi apr, apr-util, and apr-iconv].
* For simplicity  place all three in a parallel directory structure, and rename the directories:
** C:\work\apr\
** C:\work\apr-iconv\
** C:\work\apr-util\
* Open the "\apr-util\aprutil.dsw" workspace in VS2003.
* Build Solution for Debug, and build solution for release.
* copy "\apr-util\LibR\aprutil-1.lib" to "libraries\i686-win32\lib_release".
* copy "\apr-util\LibR\aprutil_src.pdb" to "libraries\i686-win32\lib_release".
* copy "\apr\LibR\apr-1.lib" to "libraries\i686-win32\lib_release".
* copy "\apr\LibR\apr_src.pdb" to "libraries\i686-win32\lib_release".
* copy "\apr-util\LibD\aprutil-1.lib" to "libraries\i686-win32\lib_debug".
* copy "\apr-util\LibD\aprutil_src.pdb" to "libraries\i686-win32\lib_debug".
* copy "\apr\LibD\apr-1.lib" to "libraries\i686-win32\lib_debug".
* copy "\apr\LibD\apr_src.pdb" to "libraries\i686-win32\lib_debug".
* copy header files:
** copy the contents of "apr\include" to "libraries\i686-win32\include\apr-1".
** in "libraries\i686-win32\include\apr-1\arch\" only the "win32" dir and "apr_private_common.h" are required.
** copy the contents of "apr-util\include" to "libraries\i686-win32\include\apr-1".
 
===== Freetype =====
* Download and run [http://gnuwin32.sourceforge.net/packages/freetype.htm FreeType for Windows].
* copy the contents of "GnuWin32\include\freetype2\freetype" into "\libraries\include\freetype"
* copy "GnuWin32\libfreetype.lib" to "libraries\i686-win32\lib_release".
* copy "GnuWin32\libfreetype.lib" to "libraries\i686-win32\lib_debug".
* copy "GnuWin32\include\ft2build.h" to "libraries\include".
 
===== gl =====
* Where Are the other headers we use (mesa not used in client)
* Download [http://oss.sgi.com/projects/ogl-sample/sdk.html glext.h, glxext.h, and wglext.h]
* Doug might know
* Looks like we got the from NVParse a while ago - can we ship?
 
===== cURL =====
* Download & extract [http://curl.haxx.se/dlwiz/?type=devel&os=Win32&flav=MSVC libcurl for MSVC Win32 7.15.1]
* Then get lost...
 
===== XMLRPC-epi =====
* Download & Extract xmlrpc-epi
* patch? where do we get patches?
* build
* copy files
 
===== Ogg =====
 
 
===== Vorbis =====
* looks like you need ogg first
* Download
 
===== JPEGlib =====
* download
* build
* something is wrong here...
 
===== Fmod =====
* Download & extract [http://www.fmod.org/ifmoddownload.html fmod 3.75 api for win32].
* Copy "fmodapi375win\api\inc\fmod.h" to "libraries\include"
* Copy "fmodapi375win\api\inc\fmod_errors.h" to "libraries\include"
* Copy "fmodapi375win\api\lib\fmodvc.lib" to "libraries\i686-win32\lib_release"
* Copy "fmodapi375win\api\lib\fmodvc.lib" to "libraries\i686-win32\lib_debug"
 
===== Kakadu =====
* Not included - Make sure we work without this.
* llimagebmp.cpp - fix!
* llblockdecoder.cpp - fix!
* llblockencoder.cpp - fix!
* bunch of KDU, KDE, KDC headers in llimage
 
===== MKS =====
* need to seperate this from the build?
 
===== Quicktime =====
* Download & install the [http://developer.apple.com/quicktime/download/ Quicktime SDK for Windows]
* Copy "QuicktimeSDK\Libraries\QTMLClient.lib" to "\libraries\i686-win32\lib_release".
* Copy "QuicktimeSDK\Libraries\QTMLClient.lib" to "\libraries\i686-win32\lib_debug".
* Copy the contents of "QuicktimeSDK\CIncludes" into "\libraries\include\quicktime".
 
== Platform notes ==
 
=== Linux ===
 
==== Ubuntu build notes ====
 
Ubuntu 5.10 and higher uses a newer version of libc6 with a bug fix that breaks our codebase.
If you see errors of the form:
<code>
    obj_dat.c:(.text+0x857): undefined reference to `__ctype_b'
</code>
...when you try to build our codebase then you need to enable the CTYPE_WORKAROUND.  If you use 'make' or 'dmake', add the
following lines to your ~/.bashrc file:
<code>
    export SIMULATOR_CPPFLAGS="-DCTYPE_WORKAROUND"
    export RPCSERVER_CPPFLAGS="-DCTYPE_WORKAROUND"
    export DATASERVER_CPPFLAGS="-DCTYPE_WORKAROUND"
    export USERSERVER_CPPFLAGS="-DCTYPE_WORKAROUND"
    export TEST_CPPFLAGS="-DCTYPE_WORKAROUND"
</code>
If you use 'scons', add the follow line to your ~/.bashrc file:
<code>
    export SERVER_CPPFLAGS="-DCTYPE_WORKAROUND"
</code>
Source your ~/.bashrc, or open a new terminal, and build again.

Latest revision as of 13:40, 17 November 2022

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

Open Source Viewer

Viewer code is hosted by GitHub using git.

Other repositories where development for future features can be seen are listed on the Release Notes Repositories page. If you have not worked with GitHub or distributed version control you may be interested in GitHub's introductory material.

Checking out Code

To clone the current release repository:

git clone https://github.com/secondlife/viewer.git

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.