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Line too long error when building dev_build=yes from sources with spine-godot #99710

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smedelyan opened this issue Nov 26, 2024 · 6 comments
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@smedelyan
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Tested versions

Godot: 4.3-stable
Scons: tested with 4.8.0, 4.8.1

System information

Windows 10 - Godot 4.3 stable

Issue description

Originally asked on the forum, but no one answered: https://forum.godotengine.org/t/line-too-long-when-compiling-engine-with-spine-godot-on-windows/92348
Also mentioned in the comment: #95563 (comment)

TLDR: I followed the official guidelines for MSVS, but MSVS can't build the project with spine-godot.

I will test and update whether I can build it from command-line with scons directly (I used to be able to do that recently)

Excerpt from the MSVS log output (scroll to the end)

1>  Using "Exec" task from assembly "Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a".
1>  Task "Exec"
1>    Task Parameter:StdErrEncoding=UTF-8
1>    Task Parameter:Command=echo Starting SCons && cmd /V /C set "plat=x64" ^& (if "x64"=="x64" (set "plat=x86_amd64")) ^& call "D:\software\VisualStudio\VC\Auxiliary\Build\vcvars64.bat" !plat! ^& scons --directory="D:\gamedev\godot" progress=no platform=windows target=editor arch=x86_64 dev_build=yes
1>    Task Parameter:StdOutEncoding=UTF-8
1>    Task Parameter:UseUtf8Encoding=Always
1>    echo Starting SCons && cmd /V /C set "plat=x64" ^& (if "x64"=="x64" (set "plat=x86_amd64")) ^& call "D:\software\VisualStudio\VC\Auxiliary\Build\vcvars64.bat" !plat! ^& scons --directory="D:\gamedev\godot" progress=no platform=windows target=editor arch=x86_64 dev_build=yes
1>    Starting SCons
1>    **********************************************************************
1>    ** Visual Studio 2022 Developer Command Prompt v17.11.5
1>    ** Copyright (c) 2022 Microsoft Corporation
1>    **********************************************************************
1>    [vcvarsall.bat] Environment initialized for: 'x86_x64'
1>    scons: Reading SConscript files ...
1>    Auto-detected 16 CPU cores available for build parallelism. Using 15 cores by default. You can override it with the -j argument.
1>    Using VCVARS-determined MSVC, arch x86_64
1>    Building for platform "windows", architecture "x86_64", target "editor".
1>    NOTE: Developer build, with debug optimization level and debug symbols (unless overridden).
1>    Checking for C header file mntent.h... (cached) no
1>    scons: done reading SConscript files.
1>    scons: Building targets ...
1>    Generating core\version_generated.gen.h ...
1>    Generating core\disabled_classes.gen.h ...
1>    Generating modules\modules_enabled.gen.h ...
1>    Generating core\object\gdvirtual.gen.inc ...
1>    Generating servers\rendering\renderer_rd\shaders\blit.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\environment\volumetric_fog.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\environment\volumetric_fog_process.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\forward_clustered\best_fit_normal.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\forward_clustered\scene_forward_clustered.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\canvas.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\canvas_occlusion.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\skeleton.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\particles.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\particles_copy.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\canvas_sdf.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\cluster_debug.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\cluster_render.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\cluster_store.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\environment\gi.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\environment\sdfgi_debug.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\environment\sdfgi_debug_probes.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\environment\sdfgi_direct_light.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\environment\sdfgi_integrate.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\environment\sdfgi_preprocess.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\environment\voxel_gi.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\environment\voxel_gi_debug.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\fsr2\fsr2_accumulate_pass.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\fsr2\fsr2_autogen_reactive_pass.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\fsr2\fsr2_compute_luminance_pyramid_pass.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\fsr2\fsr2_depth_clip_pass.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\fsr2\fsr2_lock_pass.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\fsr2\fsr2_rcas_pass.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\fsr2\fsr2_reconstruct_previous_depth_pass.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\fsr2\fsr2_tcr_autogen_pass.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\resolve.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\screen_space_reflection.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\screen_space_reflection_filter.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\screen_space_reflection_scale.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\ssao.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\ssao_blur.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\ssao_importance_map.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\ssao_interleave.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\ssil.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\ssil_blur.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\ssil_importance_map.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\ssil_interleave.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\ss_effects_downsample.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\subsurface_scattering.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\taa_resolve.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\forward_mobile\scene_forward_mobile.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\environment\sky.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\sort.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\bokeh_dof.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\bokeh_dof_raster.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\blur_raster.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\copy.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\copy_to_fb.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\cubemap_downsampler.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\cubemap_downsampler_raster.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\cubemap_filter.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\cubemap_filter_raster.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\cubemap_roughness.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\cubemap_roughness_raster.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\cube_to_dp.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\specular_merge.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\motion_vectors.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\shadow_frustum.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\fsr_upscale.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\luminance_reduce.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\luminance_reduce_raster.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\tonemap.glsl.gen.h ...
1>    Generating servers\rendering\renderer_rd\shaders\effects\vrs.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\effects\copy.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\effects\cubemap_filter.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\effects\glow.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\effects\post.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\canvas.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\canvas_occlusion.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\sky.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\particles.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\scene.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\skeleton.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\particles_copy.glsl.gen.h ...
1>    Generating drivers\gles3\shaders\canvas_sdf.glsl.gen.h ...
1>    Generating core\extension\gdextension_interface_dump.gen.h ...
1>    Generating editor\doc_data_class_path.gen.h ...
1>    Generating main\app_icon.gen.h ...
1>    Generating main\splash.gen.h ...
1>    Generating core\extension\ext_wrappers.gen.inc ...
1>    Generating modules\register_module_types.gen.cpp ...
1>    Generating modules\gdscript\editor\script_templates\templates.gen.h ...
1>    Generating modules\lightmapper_rd\lm_blendseams.glsl.gen.h ...
1>    Generating modules\lightmapper_rd\lm_compute.glsl.gen.h ...
1>    Generating modules\lightmapper_rd\lm_raster.glsl.gen.h ...
1>    Generating core\io\certs_compressed.gen.h ...
1>    Linking Static Library modules\module_openxr.windows.editor.dev.x86_64.lib ...
1>    Linking Static Library modules\module_spine_godot.windows.editor.dev.x86_64.lib ...
1>    The command line is too long.
1>    make_icu_data(["thirdparty\icu4c\icudata.gen.h"], ["thirdparty\icu4c\icudt75l.dat"])
1>    scons: *** [modules\module_spine_godot.windows.editor.dev.x86_64.lib] Error 1
1>    scons: building terminated because of errors.
1>    [Time elapsed: 00:00:18.36]

Steps to reproduce


Minimal reproduction project (MRP)


@AThousandShips
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This should be fixed in 4.4 in:

Can you try compiling with master to confirm it solves your problem?

@smedelyan
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Can you try compiling with master to confirm it solves your problem?

It failed to compile because, seemingly, on master the API of EditorImportPlugin changed and a class have wrong signature for method override...

I tried to manually copy-paste the diff from 2 PR-s above, but that didn't seem to be sufficient. I will try to diff master vs 4.3-stable for methods.py and windows/detect.py to see if something else needs to be done

@smedelyan
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smedelyan commented Nov 26, 2024

Dammit, it worked finally! Thanks @AThousandShips for your ideas & help!
For those wanting to build 4.3 from sources, here's the diff you will have to apply from latest master (d09d82d433b03bb3773fd2a8cc8d6ccc2f8739ce at the time of writing, just copy the files' content) branch to make it successfully build:

Image

@akien-mga
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Can you post the git diff from the above git status? We can't know what changes are done just from that list of modified files.

@smedelyan
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smedelyan commented Nov 26, 2024

gitdiff.txt

(it's essentially files from master branch copy-pasted on top of 4.3-stable)

@smedelyan
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Please feel free to close this issue

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