Author Topic: Compile problem with CS  (Read 928 times)

zanz

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Compile problem with CS
« on: September 14, 2006, 06:24:43 pm »
I am attempting to get PS server up and running and have run into a snag in compiling the CS libraries.  Any help would be greatly appreciated.  Here is the log of the errors:
C++ ./out/linuxx86/debug/libs/csutil/memheap.o
In file included from include/csutil/memheap.h:32,
                 from libs/csutil/memheap.cpp:21:
include/csutil/spinlock.h:204: error: declaration does not declare anything
include/csutil/spinlock.h:204: error: parse error before `__attribute__'
include/csutil/spinlock.h:206: error: semicolon missing after declaration of `
   CS::SpinLock'
include/csutil/spinlock.h:206: error: parse error before `__attribute__'
include/csutil/spinlock.h:208: error: parse error before `__attribute__'
include/csutil/scopedmutexlock.h: In constructor `
   csScopedLock<T>::csScopedLock(T&) [with T = CS::SpinLock]':
libs/csutil/memheap.cpp:52:   instantiated from here
include/csutil/scopedmutexlock.h:62: error: `LockWait' undeclared (first use
   this function)
include/csutil/scopedmutexlock.h:62: error: (Each undeclared identifier is
   reported only once for each function it appears in.)
include/csutil/scopedmutexlock.h: In destructor `
   csScopedLock<T>::~csScopedLock() [with T = CS::SpinLock]':
libs/csutil/memheap.cpp:52:   instantiated from here
include/csutil/scopedmutexlock.h:64: error: `Release' undeclared (first use
   this function)

    g++ -c -o ./out/linuxx86/debug/libs/csutil/memheap.o -I. -I./include -I./include -pipe -Wall -Wno-unknown-pragmas -march=i586 -I/usr/local/include -fno-exceptions -g3 -DCS_DEBUG -fPIC -DCS_CRYSTALSPACE_LIB -Ilibs/csutil/ptmalloc -Ilibs/csutil/ptmalloc/sysdeps/pthread -DCS_CONFIGDIR='"/usr/local/etc/crystalspace"' -DCS_PLUGINDIR='"/usr/local/lib/crystalspace"'  libs/csutil/memheap.cpp

...failed C++ ./out/linuxx86/debug/libs/csutil/memheap.o ...
...skipped libcrystalspace.a for lack of libcrystalspace.a(memheap.o)...
...failed updating 1 target(s)...
...skipped 1 target(s)...

I have followed the compile instructions that came with the source fairly strictly but am now stuck.
The server is running Slackware 10.0

Please help me get past this.
Zanz (Kevin)

Wired_Crawler

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Re: Compile problem with CS
« Reply #1 on: September 14, 2006, 06:49:13 pm »
What compiler (version) are You using ?
Are You sure that it is CS revision 24890 ?
"Close the world, txEn eht nepO."

zanz

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Re: Compile problem with CS
« Reply #2 on: September 14, 2006, 06:58:39 pm »
zanz@slack:/roia3d/cs# gcc -v
Reading specs from /usr/lib/gcc-lib/i486-slackware-linux/3.3.4/specs
Configured with: ../gcc-3.3.4/configure --prefix=/usr --enable-shared --enable-threads=posix --enable-__cxa_atexit --disable-checking --with-gnu-ld --verbose --target=i486-slackware-linux --host=i486-slackware-linux
Thread model: posix
gcc version 3.3.4
zanz@slack:/roia3d/cs# svn update -r 24890 cs
At revision 24890.

Wired_Crawler

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Re: Compile problem with CS
« Reply #3 on: September 14, 2006, 07:07:29 pm »
Your gcc is probably too old to compile CS compatible with current PS. But there is a hope :). I think the following comment refers to this:

Quote from: CS history.txt
22-Jul-2006
        - Oktal fixed the order of some declaration qualifiers in spinlock.h;
          CS_FORCEINLINE must come *before* the method's return type, at least
          on gcc3. This is my first commit by SVN, so I hope it doesn't break.

So, You can make the change, which is mentioned above, yourself. Maybe it will help You.
General recomendation is to use at least gcc 3.4.x.
"Close the world, txEn eht nepO."

zanz

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Re: Compile problem with CS
« Reply #4 on: September 14, 2006, 07:18:48 pm »
Awesome, that did indeed fix the problem.  If I run into any more compile problems, I will first try to upgrade my gcc version.  Thanks for the help, I'm really looking forward to getting this engine up and running.  We are planning on attempting to build a new game using the PS engine (have a team of several people with many years of MUD development experience and we want to try to go 3D now).