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godot-sqlite fails to load on an m1 ARM MacBook Air #47
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Hello @clayheaton I'm reading a bit about M1 and it seems that Github Actions (the CI that I use for this project) doesn't maturely support M1 yet. If you want you can try to compile the binary yourself on your device (as described in this section of the README) and see if that fixes it. If that still generates errors, you might have to change the I'll add official support as soon as Github Actions supports this, but atm my hands are tied I think 🤔 |
Waiting for this PR to be merged: godotengine/godot-cpp#529 |
I have the same issues on Ubuntu 16.04 with Godot 3.3 stable. |
Hello @stebulba The issue described here is specific to the new ARM M1 architecture introduced by Apple for their new line of laptops and desktop computers. In your case, the issue is related to the version of glibc which is == 2.23 in the case of Ubuntu 16.04 LTS. If I may ask to try the following:
See if that fixes it for you? |
@clayheaton There have been some developments that might enable me to export the plugin to ARM64, namely: godotengine/godot-cpp#584 I'm testing out some things on my testing repository (https://github.com/2shady4u/godot-cpp-ci) and have seemingly succeeded in compiling my testing repository for MacOS ARM64. If possible, could you test this out? (Since I don't have an ARM64 device available) Link to compiled binary: There's also a "universal" target that is not yet supported, but might work on both ARM64 and x86_64. If that is correct, I'll probably go with that one for purposes of user-friendliness for Godot-SQLite. |
@clayheaton I've added a build for MacOS ARM64 to Github Actions which can be downloaded here. Why is this build not included in Godot SQLite by default?Currently Godot doesn't allow multiple MacOS architectures to be defined in the gdnlib-file, meaning that users without ARM64 wouldn't be able to use Godot SQlite anymore if this was the default. This might change once "universal" MacOS targets become available... whenever that is... |
Thank you for your persistence on this, @2shady4u! Do you know if there's an open task on the Godot project for universal MacOS targets? Edit: Looks like these are related? |
@clayheaton There's an open PR (godotengine/godot-cpp#529) on the Unfortunately there hasn't been much activity on this PR 😒 ... |
Hello @2shady4u, I'm not sure if it's related to the original issue but I'm also having problems with using the addon. Environment:
Issue Description:When trying to initialize the wrapper SQLite.new() I'm getting "Attempt to call function 'new' in base 'NativeScript' on a null instance". E 0:00:00.187 open_dynamic_library: Can't open dynamic library: /Users/mane/Documents/Projects/Godot/Moni/addons/godot-sqlite/bin/osx/libgdsqlite.dylib, error: dlopen(/Users/mane/Documents/Projects/Godot/Moni/addons/godot-sqlite/bin/osx/libgdsqlite.dylib, 0x0002): tried: '/Users/mane/Documents/Projects/Godot/Moni/addons/godot-sqlite/bin/osx/libgdsqlite.dylib' (mach-o file, but is an incompatible architecture (have 'x86_64', need 'arm64e')), '/usr/lib/libgdsqlite.dylib' (no such file). Please let me know if I should open a separate issue or if additional info is needed. |
Hey @Methamane! I've just a released a new version of the plugin that exports the plugin to the universal MacOS target which should work regardless of your device. Please tell me if this solves the issue 🙏 |
Hey @2shady4u, |
Closed #47 due to inactivity |
Hey, FYI I found that the 3.1 version does work for my M1, but surprisingly the 3.4 does not unfortunately. |
Environment:
Issue description:
The SQLite Demo fails to run because the dylib is not suitable for the m1 ARM architecture on Macs.
Steps to reproduce:
Try to run the demo project in this repository.
Minimal reproduction project:
Use the demo project in this repository.
Additional context
I presume this is due to the project not being compiled for m1 Macs. I would be happy to compile and contribute the proper binary, but I will need a bit of help figuring out how to specify the proper architecture, etc.
Here are the errors when I try to run the demo project:
This manifests as:
"Attempt to call function 'new' in base 'NativeScript' on a null instance."
at line 73 of
database.gd
.The text was updated successfully, but these errors were encountered: