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


==Project Snowstorm==
==Open Source Viewer==


This is the latest Viewer 2 code.
Viewer code is hosted by [https://github.com/secondlife GitHub] using [https://en.wikipedia.org/wiki/Git git].
Viewer 2 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 ones you are most likely interested in being


* [https://bitbucket.org/lindenlab/viewer-release Viewer2 Release]
* [https://github.com/secondlife/viewer Second Life Viewer]
* [https://bitbucket.org/lindenlab/viewer-beta Viewer2 Beta]
* [https://bitbucket.org/lindenlab/viewer-development The latest developer test builds]


You can browse the source code using an ordinary web browser, download it to your machine, or use Mercurial to manage the process for you.
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].


One of the interesting features of the Viewer-Development branch is that you can literally watch Lindens merging bug fixes and new features into the code before your very eyes.
=== Checking out Code ===


Another good way to browse the source code, including UML diagrams,  is using  [http://dimentox.com/snowstorm/ Doxygen].
To clone the current release repository:
 
  git clone https://github.com/secondlife/viewer.git
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 primary development repository, use:
 
  hg clone http://hg.secondlife.com/viewer-development
 
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]].


== Compiling ==
== Compiling ==


Per platform instructions are available in these topics:
Per platform instructions are available in these topics:
* [[Viewer 2 Microsoft Windows Builds|Viewer 2 Microsoft Windows Builds]]
* [[Build the Viewer on Windows|Windows]]
* [[Compiling the viewer (Mac OS X)|Mac OS X]]
* [[Build the Viewer on macOS|macOS]]
* [[Compiling the viewer (Linux)|Linux]]
 
* [[Microsoft Windows Builds|Microsoft Windows]] - older, but may still be helpful


=== Notes ===
=== Notes ===


*  [[Common compilation problems]] if you run into errors while building.
*  [[Common compilation problems]]
*  [[Improving compilation time]] for information on how to compile faster
*  [[LLMozLib2]] for building LLMozLib2.


=== Autobuild ===
=== Autobuild ===
[[Autobuild]] is the new Linden Lab framework to maintain and build everything, from viewer to 3rd party libraries. At the moment (March 2011), it is not merged into the main linden/viewer-development branch and it is still experimental.
[[Autobuild]] is the new Linden Lab framework to maintain and build everything, from viewer to 3rd party libraries.  
 
Repositories:
* [[https://bitbucket.org/merov_linden/viewer-autobuild2010 viewer-autobuild2010]] : the experimental viewer using the autobuild framework and VS 2010 (on Windows) for building
* [[https://bitbucket.org/lindenlab/ 3p-xxx]] : all 3rd party libraries do have a 3p-xxx repository allowing developers who wish or need to build their own local 3rd party packages to do so


Instructions:
Instructions:
Line 55: Line 34:
* [[Build_3rd_Party_lib_with_Autobuild]]
* [[Build_3rd_Party_lib_with_Autobuild]]


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


If you get a message while trying to start your compiled viewer that there is a required update, don't panic.  All of your work is not lost.  You (usually) don't have to apply your changes to a new source release to test your code.  That's where channels come in.
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
On login, the combination of channel plus version is checked against a list. Within each channel, some versions are allowed and some are blocked. Viewers are blocked that are unsafe (security issues),
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.
incompatible (the protocol has been changed in some fundamental way), not
supported (so old Linden Lab can't afford to provide support resources), or
(most relevant here) are in a test channel (Release Candidate, First
Look) and Linden Lab only wants test data from the most recent.
 
See [[Channel_and_Version_Requirements#Setting_a_Channel_and_Version_for_an_Open_Source_Viewer | Setting a Channel and Version for an Open Source Viewer]] for an explanation of how to do it in the source code.


See [[Channel and Version Requirements]] for a detailed explanation and official policy on how Linden Lab deals with channels and versions in Second Life.
'''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.'''


The Third Party Viewer Policy requires that all viewers use a unique channel name.  Please see [http://secondlife.com/corporate/tpv.php here] for more information.
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.   


[[Category:Compiling viewer]]
[[Category:Compiling viewer]]

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.