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Re: What programs are needed to compile a SourceMod build?


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Dragokas
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Old 05-08-2018 , 11:21   Re: What programs are needed to compile a SourceMod build?
Reply With Quote #1

Hi.

Quote:
--enable-debug - Compile with symbols and debug checks/assertions.
1) Does it affect essentially on perfomance of the core?
2) Does it affect server crashes will happen more ofter due to some errors in plugins, like if assertion would raise while without debug it'll continue silently?
3) What default configure options used in releases from official repository?

4) How to handle such error:
Quote:
[7662] clang++ -pipe -fno-strict-aliasing -Wall -Werror -Wno-unused -Wno-switch -Wno-array-bounds -msse -fvisibility=hidden -Wno-narrowing -Wno-sometimes-uninitialized -O3 -m32 -g3 -std=c++11 -fno-exceptions -fno-threadsafe-statics -Wno-non-virtual-dtor -Wno-overloaded-virtual -fvisibility-inlines-hidden -Wno-inconsistent-missing-override -Wno-null-dereference -Wno-delete-non-virtual-dtor -Wno-implicit-exception-spec-mismatch -Wno-deprecated-register -DHAVE_STDINT_H -DGNUC -DNDEBUG -D_LINUX -DPOSIX -D_FILE_OFFSET_BITS=64 -DSOURCEMOD_BUILD -DSM_USE_VERSIONLIB -DSM_GENERATED_BUILD -DSE_DODS=8 -DSE_HL2DM=7 -DSE_PORTAL2=17 -DSE_EYE=5 -DSE_NUCLEARDAWN=13 -DSE_INSURGENCY=19 -DSE_LEFT4DEAD2=15 -DSE_BLADE=18 -DSE_ORANGEBOX=3 -DSE_CSGO=21 -DSE_BMS=10 -DSE_CONTAGION=14 -DSE_EPISODEONE=1 -DSE_SDK2013=9 -DSE_DOI=20 -DSE_DARKMESSIAH=2 -DSE_LEFT4DEAD=12 -DSE_BLOODYGOODTIME=4 -DSE_ALIENSWARM=16 -DSE_CSS=6 -DSE_TF2=11 -DSOURCE_ENGINE=10 -DCOMPILER_GCC -DNO_HOOK_MALLOC -DNO_MALLOC_OVERRIDE -I /home/alex/dev/sm/sourcemod/public -I /home/alex/dev/sm/sourcemod/build/includes -I /home/alex/dev/sm/sourcemod/versionlib -I /home/alex/dev/sm/sourcemod/core -I /home/alex/dev/sm/sourcemod/core/sdk -I /home/alex/dev/sm/sourcemod/public/extensions -I /home/alex/dev/sm/sourcemod/sourcepawn/include -I /home/alex/dev/sm/sourcemod/public/amtl/amtl -I /home/alex/dev/sm/sourcemod/public/amtl -I /home/alex/dev/sm/mmsource-1.10/core -I /home/alex/dev/sm/mmsource-1.10/core/sourcehook -I /home/alex/dev/sm/hl2sdk-bms/public -I /home/alex/dev/sm/hl2sdk-bms/public/engine -I /home/alex/dev/sm/hl2sdk-bms/public/mathlib -I /home/alex/dev/sm/hl2sdk-bms/public/vstdlib -I /home/alex/dev/sm/hl2sdk-bms/public/tier0 -I /home/alex/dev/sm/hl2sdk-bms/public/tier1 -I /home/alex/dev/sm/hl2sdk-bms/public/game/server -I /home/alex/dev/sm/hl2sdk-bms/public/toolframework -I /home/alex/dev/sm/hl2sdk-bms/game/shared -I /home/alex/dev/sm/hl2sdk-bms/common -I /home/alex/dev/sm/sourcemod -H -c /home/alex/dev/sm/sourcemod/core/MenuManager.cpp -o MenuManager.o
/home/alex/dev/sm/sourcemod/core/MenuManager.cpp:47:8: error: variable type 'ConVar' is an abstract class
ConVar sm_menu_sounds("sm_menu_sounds", "1", 0, "Sets whether SourceMod menus play trigger sounds");
^
/home/alex/dev/sm/hl2sdk-bms/public/tier1/iconvar.h:109:15: note: unimplemented pure virtual method 'SetValue' in 'ConVar'
virtual void SetValue( const Vector &value ) = 0;
^
1 error generated.
Build failed.
Options used:
Quote:
export CC=clang
export CXX=clang++
python ../configure.py --enable-optimize
clang ver. 3.8

Thank you.
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Old 05-08-2018 , 12:47   Re: What programs are needed to compile a SourceMod build?
Reply With Quote #2

Quote:
Originally Posted by Dragokas View Post
Does it affect essentially on perfomance of the core?
It's not going to get faster. I don't know if anyone has attempted measuring the difference.

Quote:
Originally Posted by Dragokas View Post
Does it affect server crashes will happen more ofter due to some errors in plugins, like if assertion would raise while without debug it'll continue silently?
In theory, it's possible to hit an assert where otherwise you'd end up crashing later on or not at all. "Errors in plugins" are probably not going to hit asserts.

Quote:
Originally Posted by Dragokas View Post
What default configure options used in releases from official repository?
https://github.com/alliedmodders/sou...rap.pl#L38-L43

Quote:
Originally Posted by Dragokas View Post
How to handle such error:
Update your hl2sdk repo. The BMS SDK has a commit from a few days ago that should fix that.

Edit: if you don't want to build SM for every engine, it will be much faster to pass which SDK(s) you want to build against with the -s option to the configure script.

Last edited by Fyren; 05-08-2018 at 12:50.
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Dragokas
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Old 05-16-2018 , 14:02   Re: What programs are needed to compile a SourceMod build?
Reply With Quote #3

Thanks.

Is it a normal when console show a warning about overflow?
Code:
[3719] /home/alex/dev/sm/sourcemod/build/sourcepawn/compiler/spcomp/spcomp SM_GENERATED_BUILD= -i../includes -i../../plugins/include -h -E /home/alex/dev/sm/sourcemod/plugins/basecomm.sp
SourcePawn Compiler 1.10.0.6276
Copyright (c) 1997-2006 ITB CompuPhase
Copyright (c) 2004-2017 AlliedModders LLC

Code size:            18776 bytes
Data size:             6032 bytes
Stack/heap size:      16384 bytes
Total requirements:   41192 bytes


bit length overflow
code 16 bits 6->7
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Old 05-16-2018 , 15:00   Re: What programs are needed to compile a SourceMod build?
Reply With Quote #4

If it's a debug build of the compiler, yes. The messages are warnings (that are harmless) from zlib. It is safe to comment them out if the zlib code, if you want.
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