Viewer 2 Microsoft Windows Builds

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Philosophy: to keep it brief, this page should only include steps we KNOW ARE NEEDED, not random hints. Extra details or open issues can go on the talk page.

KBnote.png Note: Following this recipe will probably take 6 to 12 hours of wall-clock time, and 2 to 6 hours of your time, if you're starting from a fresh Windows XP/Vista/7 system.

Establish your programming environment

This is needed for compiling any viewer based on the LL open source code and only needs to be done once.

Install and update Visual Studio and SDKs

  • Install Visual C++ 2010 Express (Web install) or Visual C++ 2010 Express (ISO)
  • Install Windows SDK for Windows 7 and .NET Framework 4 (Web install) [Note: uncheck the Redistributable Package option to prevent installation failure] or Windows SDK for Windows 7 and .NET Framework 4 (ISO)
  • Check if any Microsoft Visual C++ 2010 Redistributable Package is installed. If so, uninstall it (both x82/x64).
  • Install DirectX SDK (June 2010)
  • If you have default installed Direct X SDK, Microsoft Visual C++ 2010 Redistributable Package should have been installed as well.
  • Run Microsoft Update, and keep running it until no updates are needed. This may take 6~8 iterations on older versions of windows.
    • For Windows XP, use the provided link above. After then, use Microsoft Update on your start menu instead of default Windows Update.
    • For Windows Vista and Windows 7, you can use the link above to add Microsoft Update feature to your Windows Update. "Microsoft Update" won't on menu, so you will have to use default Windows Update to update your Visual Studios.
    • During the update cycles make sure you have picked up ”Microsoft Visual Studio 2010 Service Pack 1". If you haven't, get it from here (Web install) or here (ISO).

Install required development tools

KBnote.png Note: The order of the following installations should not matter.
KBnote.png Note: If the installer for a particular package does not update your PATH environment variable you will have to do this manually.
  • CMake (download CMake)
    • This should be version 2.8.4 (or above in the 2.8.x series).
    • Add the \bin directory to your path.
  • Python (either Standard Python or ActivePython)
    • Version 2.7.1 works with the build scripts.
  • Mercurial (either TortoiseHg or Mercurial Hg)
    • Create a new file %USERPROFILE%\Mercurial.ini and in it put your Second Life name and optionally your email address:
[ui]
username = John Doe <john@example.com>
  • Cygwin (download Cygwin)
    • When you run the cygwin setup utility make sure you have selected to install unzip (under "Archives"), bison, flex, patchutils (all located under "devel"), and curl (under "Web"), which are not part of the default install. Do not install Cygwin Python or Mercurial. You won't need to use the Cygwin shell for anything.
    • Add the cygwin\bin directory to the very end of your path and make sure it stays that way.

Install optional development tools

  • Unicode NSIS (Nullsoft Scriptable Install System)
    • This is the package installer used to build Second_Life_<version-code>_LindenDeveloper_Setup.exe. You only need this package if you are going to distribute the viewer you compile or if you want to install it locally.
    In the Configure VS2010 step below you will need to add a line in the Executable Directories section:
    • 64 bit systems use %ProgramFiles(x86)%\NSIS\Unicode
    • 32 bit systems use %ProgramFiles%\NSIS\Unicode
  • Notepad++
  • Mercurial_Tools (strongly recommended)
    • When you are following these instructions you will be updating the %USERPROFILE%\Mercurial.ini file you created when you installed Mercurial.

Install Autobuild

  • Follow the directions at Getting Autobuild to install Autobuild.
  • Add the following environment variables:
Name Value Description
AUTOBUILD_VSVER 100 so that Autobuild doesn't default to using (or trying) older compiler versions
AUTOBUILD_INSTALLABLE_CACHE any existing directory(e.g. E:\SSfiles\Libraries) (optional) if you do not want the library files downloaded as part of the configure process going into your Windows %TEMP% directory
  • In general, you can modify the environment variables by selecting System from the Control Panel, selecting Advanced system settings, and clicking Environment Variables.
  • See Microsoft Support Issue for the detailed instruction on Windows XP.

Configure VC2010

While you may choose to use autobuild for all your compiling you still need to establish certain settings internal to VC2010.

  • Start the IDE.
  • Navigate to Tools > Options > Projects and Solutions > Build and Run and set maximum number of parallel projects builds to 1.
KBnote.png Note: The following steps require an open visual studio project. It does not matter which project you use, as you will only change some global settings used by all projects when they are opened. The open project itself won't be changed.

You will need to set a number of paths.

  • Open any existing project you may have or make a New Project.
  • Navigate to View ( > Other Windows ) > Property Manager. You will see Property Manager as a pane on the left side.
  • (VC Express only) If you don't see Property Manager on the menu, enable Tools > Settings > Expert Settings and try again.
  • In Property Manager, click Release | Win32 node. The node expands and displays a user property sheet.

VS2010 Project Config.PNG Example image

  • Either double-click Microsoft.Cpp.Win32.user, or click Microsoft.Cpp.Win32.user and then click Properties in the shortcut menu.
  • Pick VC++ Directories.

This is where the build environment is pulled together into a functional VC2010 build system and also where much hand wringing, hair pulling, and fist pounding frustration takes place.

  • Set Executable Directories to:
$(ExecutablePath)
$(DXSDK_DIR)
$(WindowsSdkDir)\Bin
C:\cygwin\bin
$(SystemRoot)

32BitExecutableDirectories.png 32 bit Executable Directories example image

  • Set Include Directories to:
$(WindowsSdkDir)\Include
$(WindowsSdkDir)\Include\gl
$(DXSDK_DIR)\Include

32BitIncludeDirectories.png 32 bit Include Directories example image

  • Set Library Directories to:
$(WindowsSdkDir)\Lib
$(DXSDK_DIR)

32BitLibraryDirectories.png 32 bit Library Directories example image

Set up your source code tree

Plan your directory structure ahead of time. If you are going to be producing changes or patches you will be cloning a copy of an unaltered source code tree for every change or patch you make, so you might want to have all this work stored in it's own directory.

To get a copy of the source code tree:

  • Open up a DOS Command window
  • CD to where you want to install viewer-release. Do not have any spaces in this path.
  • Do:
hg clone http://hg.secondlife.com/viewer-release

Let's say some time has gone by since you have performed the previous steps and now you want to develop a change or work on a jira. You will update your clean local repository with all the changes committed to viewer-release since you last synchronized your files:

  • CD into viewer-release
  • Do:
hg pull -u
  • Move up one level from viewer-release
  • Do:
hg clone viewer-release VWR-nnnnn

Note: nnnnn is the jira number. You can also clone to a name of your choosing if you are making changes not associated with the LL jira system.

Prepare third party libraries

Most third party libraries needed to build the viewer will be automatically downloaded for you and installed into the build directory within your source tree during the configuration step below. Some few need to be manually set up, though, when using an open source developer configuration (ReleaseOS, RelWithDebInfoOS or DebugOS)

Fmod method 1 (using autobuild)

CD to where you want to install the 3p-fmod repository and do:

hg clone https://bitbucket.org/lindenlab/3p-fmod

CD into the 3p-fmod directory you created and build it:

autobuild build --all

Package the results:

autobuild package 

Update autobuild with the filename and hash just displayed. CD to the directory where you cloned viewer-release and do:

copy autobuild.xml my_autobuild.xml
autobuild installables --config-file my_autobuild.xml edit fmod platform=windows hash=<hash> url=file:///<fmod-filespec>

Example:

copy autobuild.xml my_autobuild.xml
autobuild installables --config-file my_autobuild.xml edit fmod platform=windows hash=0f196f00e7dff49f22252efb68525658 url=file:///C:/3p-fmod/fmod-3.75-windows-20110531.tar.bz2
KBnote.png Note: Having to copy autobuild.xml and modify the copy from within a cloned repository is a lot of work for every repository you make, but this is the only way to guarantee you pick up upstream changes to autobuild.xml and do not send up a modified autobuild.xml when you do an hg push.

Fmod method 2 (using switches)

[To be written up]

Configuring the Viewer Build

At the command line in the source tree's root directory, presumably in your cloned repository(e.g. C:\linden\VWR-12345\), run:

autobuild configure --config-file my_autobuild.xml -c [CONFIGURATION]

or if you rather want to use default autobuild.xml, run without --config-file option (the same as the following):

autobuild configure -c [CONFIGURATION]

where [CONFIGURATION] is ReleaseOS, RelWithDebInfoOS or DebugOS. See Building the Viewer with Autobuild#Build a desired configuration.

KBnote.png Note: It is not a good idea to work in viewer-release, unless you are only compiling for youself.

Configuration Switches

There are a number of switches you can use to modify the configuration process. The name of each switch is followed by its type and then by the value you want to set.

  • FMOD (bool) controls if the Fmod package is incorporated into the viewer. You must have performed the Fmod installation steps in #Fmod_method_1_.28using_autobuild.29 for this to work.
  • LL_TESTS (bool) controls if the tests are compiled and run. There are quite a lot of them so excluding them is recommended unless you have some reason to need one or more of them.
  • PACKAGE (bool) controls if the package step is run. You must have installed NSIS described in #Install_optional_development_tools for this to work.
KBnote.png Note: OFF and NO are the same as FALSE; anything else is considered to be TRUE.

Example:

autobuild configure --config-file my_autobuild.xml -c ReleaseOS -- -DLL_TESTS:BOOL=FALSE -DPACKAGE:BOOL=FALSE -DFMOD:BOOL=TRUE

Compiling the Viewer

Compiling the viewer with autobuild

You can compile the viewer with either autobuild (the encouraged/supported method) or with the VS IDE.

When compiling with autobuild you will have the best chance of success if you work from within a preconfigured Command Prompt window. Depending on how your computer has been set up there are two possible ways to open this window and you need to find which works in your particular case:

  • Method 1
    • From All Programs Navigate into the Microsoft Windows SDK V7.1 program menu
    • Click on Windows SDK 7.1 Command Prompt
  • Method 2
    • From All Programs Navigate into the Microsoft Visual Studio 2010 program menu
    • Click on Microsoft Visual Studio Command Prompt (2010)
  • CD into the source tree's root directory and run:
autobuild build --config-file my_autobuild.xml -c [CONFIGURATION] --no-configure

There are some useful switches to know about, so your commands may look like this:

autobuild configure --config-file my_autobuild.xml -c ReleaseOS -- -DLL_TESTS:BOOL=FALSE -DPACKAGE:BOOL=FALSE -DFMOD:BOOL=TRUE
autobuild build --config-file my_autobuild.xml -c ReleaseOS --no-configure
KBnote.png Note: It is possible to use autobuild to do both the configure step (only needed once) and the build step with one command. I find it is clearer and saves a bit of time if these steps are done separately.
KBnote.png Note: Do not be alarmed if you see groups of messages with warning LNK4099: PDB in them.

Compiling the viewer with the IDE

The autobuild configure step created the \build-vc100 directory at the root of the source tree. In here is the SecondLife.sln solution file.

Start the IDE and open this solution.

You might want to change the build type in the drop-down located in the toolbar from Debug to Release or RelWithDebInfo.

VS2010BuildType.png Changing build type example image

You need to adjust the Platform Toolset setting.

  • Select all the projects in the Solution Explorer list.
    • Click on the first project and scroll to the bottom of this list and Shift ⇧-click on the last project.
  • Right click on the selected list
  • Navigate to Properties > Configuration Properties > General > Platform Toolset
  • Change this value to Windows7.1SDK
  • Push F7 (or F6 if non-Express) to start the compiler.

Running your newly built viewer

Running from a desktop shortcut

  • Make a desktop shortcut for Drive:\your-path\build-vc100\newview\Release\secondlife-bin.exe
  • Right-click the shortcut
  • Select Properties
  • Set Start in: to Drive:\your-path\indra\newview

Running from within the IDE

  • In the Solution Explorer pane right click on secondlife-bin
    • Click Set as StartUp Project
    • Pick Properties > Configuration Properties > Debugging
      • Set Command to Drive:\your-path\build-vc100\newview\Release\secondlife-bin.exe (adjust Release to the type of build you are doing, e.g. RelWithDebInfo)
      • Set Working Directory to ..\..\indra\newview

Handling Problems

If you encounter errors or run into problems following the instructions above, please first check whether someone else already had the same issue. A solution might be known already. See the issue list below, check the talk page (and report useful experiences there) and search our issue tracker. Even when no description of your problem has been written down yet, someone might know about it, so get in touch with the community to get help.

Getting help

Common Issues/Bugs/Glitches And Solutions

Not being able to find objidl.h in the Microsoft Windows SDK, when compiling llwindow

https://lists.secondlife.com/pipermail/opensource-dev/2011-April/006562.html

  • Can be caused by path problems or some installation conflicts with the DirectX SDK.

stdint.h typedef conflicts between Quicktime and VS2010

https://lists.secondlife.com/pipermail/opensource-dev/2011-April/006565.html

  • Can be solved by some small edits to header files to make sure the two don't bash on each other.

Eliminate deprecated switches, messages, and use memory more efficiently

The VS2010 compiler uses a lot of memory while compiling the viewer. If you run out of memory you will start to page heavily and your compile time will become much longer. The /Zm1000 switch affects compiler memory usage.

You may see this message while compiling:

use 'EHsc' instead of 'GX'

Here is how to free up some memory the compiler allocates and to eliminate these messages:

  • Edit \CMake 2.8\share\cmake-2.8\Modules\Platform\Windows-cl.cmake
  • Replace line 156 with:
 IF(MSVC10)
   SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /EHsc /GR")
 ELSEIF(NOT MSVC10)
   SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /Zm1000 /EHsc /GR")
 ENDIF(MSVC10)
  • Replace line 172 with:
 IF(MSVC10)
   SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /EHsc /GR")
 ELSEIF(NOT MSVC10)
   SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /Zm1000 /GX /GR")
 ENDIF(MSVC10)
  • Replace line 184 with:
 IF(MSVC10)
   SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /EHsc /GR")
 ELSEIF(NOT MSVC10)
   SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /Zm1000 /GX /GR")
 ENDIF(MSVC10)

References

Tip of the hat to Nicky_Perian for User:Nicky_Perian/Visual_Studio_10_Autobuild