godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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enet fails building on Windows, Android, iOS (missing enet/unix.h) #6156

Closed akien-mga closed 8 years ago

akien-mga commented 8 years ago

Operating system or device - Godot version: Current master branch.

Issue description (what happened, and what was expected): See travis build report: https://travis-ci.org/godotengine/godot/builds/152330609

In file included from modules/enet/networked_multiplayer_enet.h:5:0,
                 from modules/enet/networked_multiplayer_enet.cpp:1:
modules/enet/enet/enet.h:18:23: fatal error: enet/unix.h: No such file or directory
 #include "enet/unix.h"
                       ^
vkbsb commented 8 years ago

pull request #6162

vkbsb commented 8 years ago

I was able to fix this issue for android/ios but not for windows :(

Razzlegames commented 8 years ago

Is there anyway we can wait to merge pull requests until the Travis builds succeed?

punto- commented 8 years ago

How hard would it be to make enet use the tcp/udp abstraction layer, instead of the OS apis directly? that would make it actually portable, and we already have those implemented for each OS

On 20 August 2016 at 22:27, Kyle Luce notifications@github.com wrote:

Is there anyway we can wait to merge pull requests until the Travis builds succeed?

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/godotengine/godot/issues/6156#issuecomment-241221856, or mute the thread https://github.com/notifications/unsubscribe-auth/AGVmPSfC8WLaQEZwYhi41jUGK1PoTpGKks5qh2MrgaJpZM4JkMkn .

reduz commented 8 years ago

I checked it and it's not a very good absraction

On Aug 20, 2016 18:02, "punto-" notifications@github.com wrote:

How hard would it be to make enet use the tcp/udp abstraction layer, instead of the OS apis directly? that would make it actually portable, and we already have those implemented for each OS

On 20 August 2016 at 22:27, Kyle Luce notifications@github.com wrote:

Is there anyway we can wait to merge pull requests until the Travis builds succeed?

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub <https://github.com/godotengine/godot/issues/6156#issuecomment-241221856 , or mute the thread https://github.com/notifications/unsubscribe-auth/ AGVmPSfC8WLaQEZwYhi41jUGK1PoTpGKks5qh2MrgaJpZM4JkMkn .

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/godotengine/godot/issues/6156#issuecomment-241223529, or mute the thread https://github.com/notifications/unsubscribe-auth/AF-Z277x-j82scSx_XrqsZ9AOkaL_7M9ks5qh2tzgaJpZM4JkMkn .

Zylann commented 8 years ago

I just compiled Godot master successfully on Windows, was this fixed? Or is it only Travis?

vnen commented 8 years ago

It was fixed for Windows, but still failing for non-tools builds.

akien-mga commented 8 years ago

Is there anyway we can wait to merge pull requests until the Travis builds succeed?

That's what we do, but @reduz does not do pull requests, he pushes directly to master, thus skipping the PR travis build.