Cs does not compiles into .dso
by Lux Obscura · in Torque Game Engine Advanced · 04/12/2008 (12:07 pm) · 9 replies
Hello,
I just create my game using TGEA (1.7) and lauched the game (TGEA.exe) for compile.
It didn't compile the .cs files.
Also, when I compile the engine, it make another .exe called TGEA_DEBUG.exe and don't modify TGEA.exe.
TGEA_DEBUG.exe don't compile .cs files either.
Is that normal? What should I do?
(I'm a french student, getting some problems to talk english)
I just create my game using TGEA (1.7) and lauched the game (TGEA.exe) for compile.
It didn't compile the .cs files.
Also, when I compile the engine, it make another .exe called TGEA_DEBUG.exe and don't modify TGEA.exe.
TGEA_DEBUG.exe don't compile .cs files either.
Is that normal? What should I do?
(I'm a french student, getting some problems to talk english)
About the author
#2
04/12/2008 (1:35 pm)
Thanks a lot.
#3
is incompatible with a pure .dso setup. As such, for myself, I simply found it simpler to define everything in a single materialdefs.cs file for shipping purposes. There's most likely a better methodology available that I simply didn't have time to look into initially, but that does at least satisfy baseline security concerns.
04/12/2008 (2:00 pm)
It should be also noted that the itterator for the material system found in \scriptsAndAssets\client\init.cs:function loadMaterials()
{
for( %file = findFirstFile( "*/materials.cs" ); %file !$= ""; %file = findNextFile( "*/materials.cs" ))
{
exec( %file );
}
}is incompatible with a pure .dso setup. As such, for myself, I simply found it simpler to define everything in a single materialdefs.cs file for shipping purposes. There's most likely a better methodology available that I simply didn't have time to look into initially, but that does at least satisfy baseline security concerns.
#4
04/12/2008 (2:08 pm)
@ Stephen -- How would you turn DSO generation back on? It used to be governed by whether TORQUE_NO_DSO_GENERATION was defined or not, but it looks to me like it's not defined and DSO files still don't get made. I think it's actually deciding not to compile DSO filed here in this code at line 936 in consoleFunctions.cpp:if(dStrnicmp(scriptFileName, prefsPath, dStrlen(prefsPath)) == 0)
compiled = false;Oddly enough, for my tests, this bit of code claims that scriptFileName (not an empty string) matches the empty string in prefsPath and then sets "compiled" to false. This causes the DSO to not be generated. Is this a bug?
#5
04/13/2008 (12:19 am)
Uhh, actually it does sound like a bug Jeff--can you post it as such and we'll get it entered into the db and tracked? No dso generation by default has been stock in TGEA for so long, I don't remember it being tested at all for this release (and it probably should have, we just didn't think of it).
#6
05/05/2008 (8:56 pm)
So can we not create .dso files with tgea 1.7? Or is there a work around I cant find anywhere?
#7
www.garagegames.com/mg/forums/result.thread.php?qt=74213
05/05/2008 (9:42 pm)
@ Austin -- Look at this thread:www.garagegames.com/mg/forums/result.thread.php?qt=74213
#8
05/05/2008 (9:52 pm)
Awesome, going to check it out in the morning to see if it will work for me.
#9
05/06/2008 (12:08 pm)
Awesome seems to be working just fine for me, thanks alot!
Torque 3D Owner Stephen Zepp
--TGEA is configured by default to not generate DSO files. During development, some confusion can creep in with older dso's and how Torque will fall back to the last successful DSO if a torquescript file has errors, so for development, .dso generation is simply turned off--in other words, that is normal.
--When you compile the engine, you should select if you want to build a DEBUG or RELEASE version. The DEBUG option is commonly the default, and generates the _DEBUG.exe version. Again, normal operations--you just need to select the RELEASE configuration, and build that to replace the TGEA.exe.