444 lines
17 KiB
ReStructuredText
444 lines
17 KiB
ReStructuredText
.. highlight:: shell
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.. _compile:
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###########
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Compilation
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###########
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DFHack builds are available for all supported platforms; see `installing` for
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installation instructions. If you are a DFHack end-user, modder, or plan on
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writing scripts [lua] (not plugins), it is generally recommended (and easier) to use
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these `builds <https://github.com/DFHack/dfhack/releases>`_ instead of compiling DFHack from source.
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However, if you are looking to develop plugins, work on the DFHack core, make
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complex changes to DF-structures, or anything else that requires compiling
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DFHack from source, this document will walk you through the build process. Note
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that some steps may be unconventional compared to other projects, so be sure to
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pay close attention if this is your first time compiling DFHack.
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.. contents:: Contents
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:local:
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:depth: 2
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.. _compile-how-to-get-the-code:
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How to get the code
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===================
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DFHack uses Git for source control; instructions for installing Git can be found
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in the platform-specific sections below. The code is hosted on
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`GitHub <https://github.com/DFHack/dfhack>`_, and can be downloaded with::
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git clone --recursive https://github.com/DFHack/dfhack
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cd dfhack
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If your version of Git does not support the ``--recursive`` flag, you will need
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to omit it and run ``git submodule update --init`` after entering the dfhack
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directory.
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This will check out the code on the default branch of the GitHub repo, currently
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``develop``, which may be unstable. If you want code for the latest stable
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release, you can check out the ``master`` branch instead::
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git checkout master
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git submodule update
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In general, a single DFHack clone is suitable for development - most Git
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operations such as switching branches can be done on an existing clone. If you
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find yourself cloning DFHack frequently as part of your development process, or
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getting stuck on anything else Git-related, feel free to reach out to us for
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assistance.
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.. admonition:: Offline builds
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If you plan to build DFHack on a machine without an internet connection (or
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with an unreliable connection), see `note-offline-builds` for additional
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instructions.
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.. admonition:: Working with submodules
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DFHack uses submodules extensively to manage its subprojects (including the
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``scripts`` folder and DF-structures in ``library/xml``). Failing to keep
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submodules in sync when switching between branches can result in build errors
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or scripts that don't work. In general, you should always update submodules
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whenever you switch between branches in the main DFHack repo with
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``git submodule update``. (If you are working on bleeding-edge DFHack and
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have checked out the master branch of some submodules, running ``git pull``
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in those submodules is also an option.)
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Rarely, we add or remove submodules. If there are any changes to the existence
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of submodules when you switch between branches, you should run
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``git submodule update --init`` instead (adding ``--init`` to the above
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command).
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Some common errors that can arise when failing to update submodules include:
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* ``fatal: <some path> does not exist`` when performing Git operations
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* Build errors, particularly referring to structures in the ``df::`` namespace
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or the ``library/include/df`` folder
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* ``Not a known DF version`` when starting DF
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* ``Run 'git submodule update --init'`` when running CMake
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Submodules are a particularly confusing feature of Git. The
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`Git Book <https://git-scm.com/book/en/v2/Git-Tools-Submodules>`_ has a
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thorough explanation of them (as well as of many other aspects of Git) and
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is a recommended resource if you run into any issues. Other DFHack developers
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are also able to help with any submodule-related (or Git-related) issues
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you may encounter.
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All Platforms
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=============
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Before you can compile the code you'll need to configure your build with cmake. Some IDEs can do this
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for you, but it's more common to do it from the command line. Windows developers can refer to the
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Windows section below for batch files that can be used to avoid opening a terminal/command-prompt.
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You should seek cmake's documentation online or via ``cmake --help`` to see how the command works. See
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the `build-options` page for help finding the DFHack build options relevant to you.
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Before compiling code, you'll of course need code to compile. This **will include** the submodules, so
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be sure you've read the section about getting the code.
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.. _compile-linux:
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Linux
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=====
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On Linux, DFHack acts as a library that shadows parts of the SDL API using LD_PRELOAD.
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Build
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-----
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Building is fairly straightforward. Enter the ``build`` folder (or create an
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empty folder in the DFHack directory to use instead) and start the build like this::
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cd build
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cmake .. -G Ninja -DCMAKE_BUILD_TYPE:string=Release -DCMAKE_INSTALL_PREFIX=<path to DF>
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ninja install # or ninja -jX install to specify the number of cores (X) to use
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<path to DF> should be a path to a copy of Dwarf Fortress, of the appropriate
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version for the DFHack you are building. This will build the library along
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with the normal set of plugins and install them into your DF folder.
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Alternatively, you can use ccmake instead of cmake::
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cd build
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ccmake .. -G Ninja
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ninja install
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This will show a curses-based interface that lets you set all of the
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extra options. You can also use a cmake-friendly IDE like KDevelop 4
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or the cmake-gui program.
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.. _compile-windows:
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Windows
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=======
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There are several different batch files in the ``win32`` and ``win64``
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subfolders in the ``build`` folder, along with a script that's used for picking
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the DF path. Use the subfolder corresponding to the architecture that you want
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to build for.
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First, run ``set_df_path.vbs`` and point the dialog that pops up at
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a suitable DF installation which is of the appropriate version for the DFHack
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you are compiling. The result is the creation of the file ``DF_PATH.txt`` in
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the build directory. It contains the full path to the destination directory.
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You could therefore also create this file manually - or copy in a pre-prepared
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version - if you prefer.
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Next, run one of the scripts with ``generate`` prefix. These create the MSVC
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solution file(s):
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* ``all`` will create a solution with everything enabled (and the kitchen sink).
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* ``gui`` will pop up the CMake GUI and let you choose what to build.
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This is probably what you want most of the time. Set the options you are interested
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in, then hit configure, then generate. More options can appear after the configure step.
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* ``minimal`` will create a minimal solution with just the bare necessities -
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the main library and standard plugins.
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* ``release`` will create a solution with everything that should be included in
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release builds of DFHack. Note that this includes documentation, which requires
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Python.
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Then you can either open the solution with MSVC or use one of the msbuild scripts.
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Visual Studio IDE
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-----------------
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After running the CMake generate script you will have a new folder called VC2022
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or VC2022_32, depending on the architecture you specified. Open the file
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``dfhack.sln`` inside that folder. If you have multiple versions of Visual
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Studio installed, make sure you open with Visual Studio 2022.
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The first thing you must then do is change the build type. It defaults to Debug,
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but this cannot be used on Windows. Debug is not binary-compatible with DF.
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If you try to use a debug build with DF, you'll only get crashes and for this
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reason the Windows "debug" scripts actually do RelWithDebInfo builds.
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After loading the Solution, change the Build Type to either ``Release``
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or ``RelWithDebInfo``.
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Then build the ``INSTALL`` target listed under ``CMakePredefinedTargets``.
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Command Line
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------------
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In the build directory you will find several ``.bat`` files:
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* Scripts with ``build`` prefix will only build DFHack.
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* Scripts with ``install`` prefix will build DFHack and install it to the previously selected DF path.
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* Scripts with ``package`` prefix will build and create a .zip package of DFHack.
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Compiling from the command line is generally the quickest and easiest option.
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Modern Windows terminal emulators such as `Cmder <https://cmder.app/>`_ or
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`Windows Terminal <https://github.com/microsoft/terminal>`_ provide a better
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experience by providing more scrollback and larger window sizes.
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.. _compile-macos:
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macOS
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=====
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DFHack functions similarly on macOS and Linux, and the majority of the
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information above regarding the build process (CMake and Ninja) applies here
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as well.
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DFHack can officially be built on macOS only with GCC 4.8 or 7. Anything newer than 7
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will require you to perform extra steps to get DFHack to run (see `osx-new-gcc-notes`),
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and your build will likely not be redistributable.
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Building
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--------
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* Get the DFHack source as per section `compile-how-to-get-the-code`, above.
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* Set environment variables
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Homebrew (if installed elsewhere, replace /usr/local with ``$(brew --prefix)``)::
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export CC=/usr/local/bin/gcc-7
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export CXX=/usr/local/bin/g++-7
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Macports::
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export CC=/opt/local/bin/gcc-mp-7
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export CXX=/opt/local/bin/g++-mp-7
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Change the version numbers appropriately if you installed a different version of GCC.
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If you are confident that you have GCC in your path, you can omit the absolute paths::
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export CC=gcc-7
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export CXX=g++-7
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(adjust as needed for different GCC installations)
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* Build DFHack::
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mkdir build-osx
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cd build-osx
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cmake .. -G Ninja -DCMAKE_BUILD_TYPE:string=Release -DCMAKE_INSTALL_PREFIX=<path to DF>
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ninja install # or ninja -jX install to specify the number of cores (X) to use
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<path to DF> should be a path to a copy of Dwarf Fortress, of the appropriate
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version for the DFHack you are building.
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.. _osx-new-gcc-notes:
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Notes for GCC 8+ or OS X 10.10+ users
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-------------------------------------
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If you have issues building on OS X 10.10 (Yosemite) or above, try defining
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the following environment variable::
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export MACOSX_DEPLOYMENT_TARGET=10.9
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If you build with a GCC version newer than 7, DFHack will probably crash
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immediately on startup, or soon after. To fix this, you will need to replace
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``hack/libstdc++.6.dylib`` with a symlink to the ``libstdc++.6.dylib`` included
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in your version of GCC::
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cd <path to df>/hack && mv libstdc++.6.dylib libstdc++.6.dylib.orig &&
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ln -s [PATH_TO_LIBSTDC++] .
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For example, with GCC 6.3.0, ``PATH_TO_LIBSTDC++`` would be::
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/usr/local/Cellar/gcc@6/6.3.0/lib/gcc/6/libstdc++.6.dylib # for 64-bit DFHack
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/usr/local/Cellar/gcc@6/6.3.0/lib/gcc/6/i386/libstdc++.6.dylib # for 32-bit DFHack
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**Note:** If you build with a version of GCC that requires this, your DFHack
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build will *not* be redistributable. (Even if you copy the ``libstdc++.6.dylib``
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from your GCC version and distribute that too, it will fail on older OS X
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versions.) For this reason, if you plan on distributing DFHack, it is highly
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recommended to use GCC 4.8 or 7.
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.. _osx-m1-notes:
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Notes for M1 users
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------------------
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Alongside the above, you will need to follow these additional steps to get it
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running on Apple silicon.
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Install an x86 copy of ``homebrew`` alongside your existing one. `This
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stackoverflow answer <https://stackoverflow.com/a/64951025>`__ describes the
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process.
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Follow the normal macOS steps to install ``cmake`` and ``gcc`` via your x86 copy of
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``homebrew``. Note that this will install a GCC version newer than 7, so see
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`osx-new-gcc-notes`.
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In your terminal, ensure you have your path set to the correct homebrew in
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addition to the normal ``CC`` and ``CXX`` flags above::
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export PATH=/usr/local/bin:$PATH
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Windows cross compiling from Linux (running DF inside docker)
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=============================================================
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.. highlight:: bash
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You can use docker to build DFHack for Windows. These instructions were developed
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on a Linux host system.
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.. contents::
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:local:
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:depth: 1
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Step 1: prepare a build container
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---------------------------------
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On your Linux host, install and run the docker daemon and then run these commands::
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xhost +local:root
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docker run -it --env="DISPLAY" --env="QT_X11_NO_MITSHM=1" --volume=/tmp/.X11-unix:/tmp/.X11-unix --user buildmaster --name dfhack-win ghcr.io/dfhack/build-env:msvc
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The ``xhost`` command and ``--env`` parameters are there so you can eventually
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run Dwarf Fortress from the container and have it display on your host.
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Step 2: build DFHack
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--------------------
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The ``docker run`` command above will give you a shell prompt (as the ``buildmaster`` user) in the
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container. Inside the container, run the following commands::
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git clone https://github.com/DFHack/dfhack.git
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cd dfhack
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git submodule update --init
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cd build
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dfhack-configure windows 64 Release
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dfhack-make
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Inside the ``dfhack-*`` scripts there are several commands that set up the wine
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server. Each invocation of a Windows tool will cause wine to run in the container.
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Preloading the wineserver and telling it not to exit will speed configuration and
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compilation up considerably (approx. 10x). You can configure and build DFHack
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with regular ``cmake`` and ``ninja`` commands, but your build will go much slower.
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Step 3: copy Dwarf Fortress to the container
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--------------------------------------------
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First, create a directory in the container to house the Dwarf Fortress binary and
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assets::
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mkdir ~/df
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If you can just download Dwarf Fortress directly into the container, then that's fine.
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Otherwise, you can do something like this in your host Linux environment to copy an
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installed version to the container::
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cd ~/.steam/steam/steamapps/common/Dwarf\ Fortress/
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docker cp . dfhack-win:df/
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Step 4: install DFHack and run DF
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---------------------------------
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Back in the container, run the following commands::
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cd dfhack/build
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cmake .. -DCMAKE_INSTALL_PREFIX=/home/buildmaster/df
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ninja install
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cd ~/df
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wine64 "Dwarf Fortress.exe"
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Other notes
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-----------
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Closing your shell will kick you out of the container. Run this command on your Linux
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host when you want to reattach::
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docker start -ai dfhack-win
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If you edit code and need to rebuild, run ``dfhack-make`` and then ``ninja install``.
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That will handle all the wineserver management for you.
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Cross-compiling windows files for running DF in Steam for Linux
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===============================================================
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.. highlight:: bash
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If you wish, you can use Docker to build just the Windows files to copy to your
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existing Steam installation on Linux.
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.. contents::
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:local:
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:depth: 1
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Step 1: Get dfhack, and run the build script
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--------------------------------------------
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Check out ``dfhack`` into another directory, and run the build script::
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git clone https://github.com/DFHack/dfhack.git
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cd dfhack
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git submodule update --init --recursive
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cd build
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./build-win64-from-linux.sh
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The script will mount your host's ``dfhack`` directory to docker, use it to
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build the artifacts in ``build/win64-cross``, and put all the files needed to
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install in ``build/win64-cross/output``.
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If you need to run ``docker`` using ``sudo``, run the script using ``sudo``
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rather than directly::
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sudo ./build-win64-from-linux.sh
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Step 2: install dfhack to your Steam DF install
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-----------------------------------------------
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As the script will tell you, you can then copy the files into your DF folder::
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# Optional -- remove the old hack directory in case we leave files behind
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rm ~/.local/share/Steam/steamapps/common/"Dwarf Fortress"/hack
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cp -r win64-cross/output/* ~/.local/share/Steam/steamapps/common/"Dwarf Fortress"/
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Afterward, just run DF as normal.
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.. _note-offline-builds:
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Building DFHack Offline
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=======================
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As of 0.43.05, DFHack downloads several files during the build process, depending
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on your target OS and architecture. If your build machine's internet connection
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is unreliable, or nonexistent, you can download these files in advance.
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First, you must locate the files you will need. These can be found in the
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`dfhack-bin repo <https://github.com/DFHack/dfhack-bin/releases>`_. Look for the
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most recent version number *before or equal to* the DF version which you are
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building for. For example, suppose "0.43.05" and "0.43.07" are listed. You should
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choose "0.43.05" if you are building for 0.43.05 or 0.43.06, and "0.43.07" if
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you are building for 0.43.07 or 0.43.08.
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Then, download all of the files you need, and save them to ``<path to DFHack
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clone>/CMake/downloads/<any filename>``. The destination filename you choose
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does not matter, as long as the files end up in the ``CMake/downloads`` folder.
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You need to download all of the files for the architecture(s) you are building
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for. For example, if you are building for 32-bit Linux and 64-bit Windows,
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download all files starting with ``linux32`` and ``win64``. GitHub should sort
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files alphabetically, so all the files you need should be next to each other.
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.. note::
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* Any files containing "allegro" in their filename are only necessary for
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building `stonesense`. If you are not building Stonesense, you don't have to
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download these, as they are larger than any other listed files.
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It is recommended that you create a build folder and run CMake to verify that
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you have downloaded everything at this point, assuming your download machine has
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CMake installed. This involves running a "generate" batch script on Windows, or
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a command starting with ``cmake .. -G Ninja`` on Linux and macOS, following the
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instructions in the sections above. CMake should automatically locate files that
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you placed in ``CMake/downloads``, and use them instead of attempting to
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download them.
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