update games/godot to 3.2.2 (was Re: update games/godot to 3.2.1)
In the meantime godot 3.2.2 was released[0]. It's a maintenance release and, while most of the features/bugfix doesn't seem to affect this port (we have c# disabled, and I don't think building games for ios/android works on OpenBSD), there is the introduction of 2D batching for GLES2 which seems nice. There shouldn't be differences between this patch and the last I sent, except for the shasum and the line numbers of the patches obviously. tested on amd64 (unfortunately I cannot test on other arches) and just as a pro-forma re-checked port-lib-depends-check and portcheck: everything's fine! [0]: https://godotengine.org/article/maintenance-release-godot-3-2-2 Index: Makefile === RCS file: /cvs/ports/games/godot/Makefile,v retrieving revision 1.10 diff -u -p -r1.10 Makefile --- Makefile12 Apr 2020 13:30:55 - 1.10 +++ Makefile27 Jun 2020 16:57:40 - @@ -2,22 +2,21 @@ COMMENT = 2D and 3D game engine -V =3.0.6 +V =3.2.2 DISTNAME = godot-${V}-stable PKGNAME = godot-${V} CATEGORIES = games HOMEPAGE = https://godotengine.org/ MAINTAINER = Thomas Frohwein -REVISION = 3 # MIT PERMIT_PACKAGE = Yes WANTLIB += ${COMPILER_LIBCXX} WANTLIB += GL X11 Xau Xcursor Xdmcp Xext Xfixes Xi Xinerama Xrandr -WANTLIB += Xrender c crypto enet execinfo freetype intl m mpcdec -WANTLIB += ogg opus opusfile png ssl theora theoradec vorbis vorbisfile -WANTLIB += webp xcb z pcre2-32 vpx zstd +WANTLIB += Xrender c enet execinfo freetype intl m mbedtls mbedcrypto +WANTLIB += mbedx509 mpcdec ogg opus opusfile png theora theoradec +WANTLIB += vorbis vorbisfile webp xcb z pcre2-32 vpx zstd COMPILER = base-clang ports-gcc base-gcc @@ -32,7 +31,7 @@ MODULES = devel/scons MODSCONS_FLAGS = CC="${CC}" \ CXX="${CXX}" \ CFLAGS="${CFLAGS}" \ - CXXFLAGS="${CXXFLAGS}" \ + CXXFLAGS="${CXXFLAGS} -Wno-deprecated-register" \ LINKFLAGS="${LDFLAGS} -lintl -lmpcdec" \ builtin_enet=no \ builtin_freetype=no \ @@ -44,7 +43,7 @@ MODSCONS_FLAGS = CC="${CC}" \ builtin_libvorbis=no \ builtin_libvpx=no \ builtin_libwebp=no \ - builtin_openssl=no \ + builtin_mbedtls=no \ builtin_opus=no \ builtin_pcre2=no \ builtin_zlib=no \ @@ -65,7 +64,8 @@ LIB_DEPENDS = archivers/zstd \ graphics/png \ multimedia/libtheora \ multimedia/libvpx \ - net/enet + net/enet \ + security/polarssl NO_TEST = Yes Index: distinfo === RCS file: /cvs/ports/games/godot/distinfo,v retrieving revision 1.3 diff -u -p -r1.3 distinfo --- distinfo25 Aug 2018 19:20:29 - 1.3 +++ distinfo27 Jun 2020 16:57:40 - @@ -1,2 +1,2 @@ -SHA256 (godot-3.0.6-stable.tar.xz) = LfHLNqAMaHrnShHX31vcEyyBapNOJpbswzgnAI/5xrk= -SIZE (godot-3.0.6-stable.tar.xz) = 12517428 +SHA256 (godot-3.2.2-stable.tar.xz) = oZacrxoX/tJQVMtDqXHBQQT9lPWV/Pu8J0XP9HnHPgM= +SIZE (godot-3.2.2-stable.tar.xz) = 14251180 Index: patches/patch-core_io_SCsub === RCS file: /cvs/ports/games/godot/patches/patch-core_io_SCsub,v retrieving revision 1.1.1.1 diff -u -p -r1.1.1.1 patch-core_io_SCsub --- patches/patch-core_io_SCsub 27 Apr 2018 07:32:53 - 1.1.1.1 +++ patches/patch-core_io_SCsub 27 Jun 2020 16:57:40 - @@ -9,9 +9,9 @@ based on github issue #17374 Index: core/io/SCsub --- core/io/SCsub.orig +++ core/io/SCsub -@@ -5,4 +5,4 @@ Import('env') - env.add_source_files(env.core_sources, "*.cpp") +@@ -3,3 +3,5 @@ + Import("env") - Export('env') -- + env.add_source_files(env.core_sources, "*.cpp") ++ +env.Append(CCFLAGS="-DZSTD_STATIC_LINKING_ONLY") Index: patches/patch-core_io_compression_cpp === RCS file: /cvs/ports/games/godot/patches/patch-core_io_compression_cpp,v retrieving revision 1.1.1.1 diff -u -p -r1.1.1.1 patch-core_io_compression_cpp --- patches/patch-core_io_compression_cpp 27 Apr 2018 07:32:53 - 1.1.1.1 +++ patches/patch-core_io_compression_cpp 27 Jun 2020 16:57:40 - @@ -9,17 +9,16 @@ based on github issue #17374 Index: core/io/compression.cpp --- core/io/compression.cpp.orig +++ core/io/compression.cpp -@@ -79,16 +79,9 @@ int Compression::compress(uint8_t *p_dst, const uint8_ +@@ -80,16 +80,8 @@ int Compression::compress(uint8_t *p_dst, const uint8_ } break;
Re: update games/godot to 3.2.1
Hi, I was a bit busy these days, but I've finally found the time to test (at least) the new TLS code. Initially I was worried that I had to create a server in Godot, setup certificates and create a client for that game server... Fortunately there is a HTTPRequest node. So I tried to perform some GET requests to site like google.com, duckduckgo.com, cloudflare.com, omarpolo.com, ... (all with HTTPS obviously) and as far as I can tell it worked great^1. I'm linking the project[0], even if it's less than 20 lines of gdscript, it can be useful to ensure that I haven't made wrong assumptions, or to further testing. Also, I re-checked the patch and indeed path-servers_audio_server_cpp is (now) redundant. The other patches seems useful to me. I've also done some minor adjustments: - patch-platform_x11_detect_py: drop entirely the -O3/-Os both in "release" and "release_debug" targets - patch-platform_os_x11_cpp: rename libXrandr also inside the fprintf the other patches should be untouched. Cheers! [0]: https://git.omarpolo.com/ghttp 1: well, with https://google.com I get "Unicode error: invalid utf8" printed in the debug console, but that's happening only with google. Index: Makefile === RCS file: /cvs/ports/games/godot/Makefile,v retrieving revision 1.10 diff -u -p -r1.10 Makefile --- Makefile12 Apr 2020 13:30:55 - 1.10 +++ Makefile12 Jun 2020 12:28:41 - @@ -2,22 +2,21 @@ COMMENT = 2D and 3D game engine -V =3.0.6 +V =3.2.1 DISTNAME = godot-${V}-stable PKGNAME = godot-${V} CATEGORIES = games HOMEPAGE = https://godotengine.org/ MAINTAINER = Thomas Frohwein -REVISION = 3 # MIT PERMIT_PACKAGE = Yes WANTLIB += ${COMPILER_LIBCXX} WANTLIB += GL X11 Xau Xcursor Xdmcp Xext Xfixes Xi Xinerama Xrandr -WANTLIB += Xrender c crypto enet execinfo freetype intl m mpcdec -WANTLIB += ogg opus opusfile png ssl theora theoradec vorbis vorbisfile -WANTLIB += webp xcb z pcre2-32 vpx zstd +WANTLIB += Xrender c enet execinfo freetype intl m mbedtls mbedcrypto +WANTLIB += mbedx509 mpcdec ogg opus opusfile png theora theoradec +WANTLIB += vorbis vorbisfile webp xcb z pcre2-32 vpx zstd COMPILER = base-clang ports-gcc base-gcc @@ -32,7 +31,7 @@ MODULES = devel/scons MODSCONS_FLAGS = CC="${CC}" \ CXX="${CXX}" \ CFLAGS="${CFLAGS}" \ - CXXFLAGS="${CXXFLAGS}" \ + CXXFLAGS="${CXXFLAGS} -Wno-deprecated-register" \ LINKFLAGS="${LDFLAGS} -lintl -lmpcdec" \ builtin_enet=no \ builtin_freetype=no \ @@ -44,7 +43,7 @@ MODSCONS_FLAGS = CC="${CC}" \ builtin_libvorbis=no \ builtin_libvpx=no \ builtin_libwebp=no \ - builtin_openssl=no \ + builtin_mbedtls=no \ builtin_opus=no \ builtin_pcre2=no \ builtin_zlib=no \ @@ -65,7 +64,8 @@ LIB_DEPENDS = archivers/zstd \ graphics/png \ multimedia/libtheora \ multimedia/libvpx \ - net/enet + net/enet \ + security/polarssl NO_TEST = Yes Index: distinfo === RCS file: /cvs/ports/games/godot/distinfo,v retrieving revision 1.3 diff -u -p -r1.3 distinfo --- distinfo25 Aug 2018 19:20:29 - 1.3 +++ distinfo12 Jun 2020 12:28:41 - @@ -1,2 +1,2 @@ -SHA256 (godot-3.0.6-stable.tar.xz) = LfHLNqAMaHrnShHX31vcEyyBapNOJpbswzgnAI/5xrk= -SIZE (godot-3.0.6-stable.tar.xz) = 12517428 +SHA256 (godot-3.2.1-stable.tar.xz) = VWtWQHn7GyGgUyDDWSaLIDLIfYs7+qT9EE6/nJCauH0= +SIZE (godot-3.2.1-stable.tar.xz) = 14066488 Index: patches/patch-core_io_SCsub === RCS file: /cvs/ports/games/godot/patches/patch-core_io_SCsub,v retrieving revision 1.1.1.1 diff -u -p -r1.1.1.1 patch-core_io_SCsub --- patches/patch-core_io_SCsub 27 Apr 2018 07:32:53 - 1.1.1.1 +++ patches/patch-core_io_SCsub 12 Jun 2020 12:28:41 - @@ -9,9 +9,9 @@ based on github issue #17374 Index: core/io/SCsub --- core/io/SCsub.orig +++ core/io/SCsub -@@ -5,4 +5,4 @@ Import('env') - env.add_source_files(env.core_sources, "*.cpp") +@@ -3,3 +3,5 @@ + Import('env') - Export('env') -- + env.add_source_files(env.core_sources, "*.cpp") ++ +env.Append(CCFLAGS="-DZSTD_STATIC_LINKING_ONLY") Index: patches/patch-core_io_compression_cpp === RCS file: /cvs/ports/games/godot/patches/patch-core_io_compression_cpp,v retrieving revision 1.1.1.1 diff
Re: update games/godot to 3.2.1
Omar Polo writes: > Thomas Frohwein writes: > >> Thanks for this diff and the interest in the port. > > I don't know why but I've completely overlooked the MAINTAINER variable > in the makefile, and assumed that the port was without one. I should > have cc'd you in the first place, I'm sorry. > >> On Fri, May 29, 2020 at 03:15:11PM +0200, Omar Polo wrote: >> [...] >>> On my machine (amdgpu) it leaves a core file around but otherwise is >>> working; on my friend machine (inteldrm) it doesn't core dumps. We >> >> Can you provide some details about the core dump? Does Godot crash on >> amdgpu? Can you share a backtrace with gdb(egdb) from ports? I don't >> understand if this is just like the already known bugs with amdgpu at >> this point or something new. > > The amdgpu vs inteldrm was a red herring, the cause is the window > manager. If I close the game (or the editor window) either by > left-clicking its icon in tint2 or with the cwm keybinding, Godot logs: > > X connection to :0 broken (explicit kill or server shutdown). > Pure virtual function called! > > That's why I got that dump every time. I still haven't asked my friend, > but I suspect he quits either by or Scene -> quit. > > The (not so useful I fear) stacktrace is the following: > > [...] > > I'm rebuilding Godot with DEBUG_PACKAGES set to make the stacktrace more > useful. > > (note that DEBUG_PACKAGES is not included in the updated diff) It took me so long to write that email that in the meantime I've finished compiling Godot. Here's the stacktrace with debug symbols: ; egdb `which godot` godot.core [...] Reading symbols from /usr/local/bin/godot...Reading symbols from /usr/local/bin/.debug/godot.dbg...done. done. [New process 169208] [New process 229753] [New process 597609] [New process 618785] [New process 403724] [New process 234137] [New process 238415] [New process 576300] Core was generated by `godot'. Program terminated with signal SIGABRT, Aborted. #0 thrkill () at -:3 3 -: No such file or directory. [Current thread is 1 (process 169208)] (gdb) bt #0 thrkill () at -:3 #1 0x06c349be7fce in _libc_abort () at /usr/src/lib/libc/stdlib/abort.c:51 #2 0x06c29464911c in abort_message (format=) at /usr/src/lib/libcxxabi/src/abort_message.cpp:77 #3 0x06c294649352 in __cxa_pure_virtual () at /usr/src/lib/libcxxabi/src/cxa_virtual.cpp:17 #4 0x06c0727b6a06 in AudioDriverDummy::thread_func ( p_udata=0x6c072d1caa8 ) at servers/audio/audio_driver_dummy.cpp:68 #5 0x06c070a277bb in ThreadPosix::thread_callback (userdata=0x6c2eee0aa50) at drivers/unix/thread_posix.cpp:74 #6 0x06c276d4e361 in _rthread_start (v=) at /usr/src/lib/librthread/rthread.c:96 #7 0x06c349bcae48 in __tfork_thread () at /usr/src/lib/libc/arch/amd64/sys/tfork_thread.S:77 #8 0x in ?? () (gdb) ...so the culprit is the AudioDriverDummy and even my deduction about the window manager was wrong. (the friend that's helping me testing the update is using the additional patch that brings back libao so he doesn't even reach that code path) I'll take a look at the audio_driver_dummy code in the following days.
Re: update games/godot to 3.2.1
Thomas Frohwein writes: > Thanks for this diff and the interest in the port. I don't know why but I've completely overlooked the MAINTAINER variable in the makefile, and assumed that the port was without one. I should have cc'd you in the first place, I'm sorry. > On Fri, May 29, 2020 at 03:15:11PM +0200, Omar Polo wrote: > [...] >> On my machine (amdgpu) it leaves a core file around but otherwise is >> working; on my friend machine (inteldrm) it doesn't core dumps. We > > Can you provide some details about the core dump? Does Godot crash on > amdgpu? Can you share a backtrace with gdb(egdb) from ports? I don't > understand if this is just like the already known bugs with amdgpu at > this point or something new. The amdgpu vs inteldrm was a red herring, the cause is the window manager. If I close the game (or the editor window) either by left-clicking its icon in tint2 or with the cwm keybinding, Godot logs: X connection to :0 broken (explicit kill or server shutdown). Pure virtual function called! That's why I got that dump every time. I still haven't asked my friend, but I suspect he quits either by or Scene -> quit. The (not so useful I fear) stacktrace is the following: ; egdb `which godot` godot.core [...] Reading symbols from /usr/local/bin/godot...(no debugging symbols found)...done. [New process 125523] [New process 452006] [New process 330887] [New process 200582] Core was generated by `godot'. Program terminated with signal SIGABRT, Aborted. #0 thrkill () at -:3 3 -: No such file or directory. [Current thread is 1 (process 125523)] (gdb) bt #0 thrkill () at -:3 #1 0x114ce6265fce in _libc_abort () at /usr/src/lib/libc/stdlib/abort.c:51 #2 0x114cdefcb11c in abort_message (format=) at /usr/src/lib/libcxxabi/src/abort_message.cpp:77 #3 0x114cdefcb352 in __cxa_pure_virtual () at /usr/src/lib/libcxxabi/src/cxa_virtual.cpp:17 #4 0x114a9f9b7806 in ?? () #5 0x114a9dc286db in ?? () #6 0x114cff782361 in _rthread_start (v=) at /usr/src/lib/librthread/rthread.c:96 #7 0x114ce6248e48 in __tfork_thread () at /usr/src/lib/libc/arch/amd64/sys/tfork_thread.S:77 #8 0x in ?? () (gdb) I'm rebuilding Godot with DEBUG_PACKAGES set to make the stacktrace more useful. (note that DEBUG_PACKAGES is not included in the updated diff) By the way, do you know why the scons module explicitly disables ccache? I was hoping to reduce the compilation time, but even with USE_CCACHE=Yes and forcing NO_CCACHE=No scons still uses c++ >> working; on my friend machine (inteldrm) it doesn't core dumps. We >> tested everything but the networking stuff AFAIK. > > As your patch includes disabling ssl in favor of mbedtls, I would think > that some networking should be tested. I'm still learning godot. I'm going to study how to test this properly and report back. >> I didn't have the time (yet) to fully debug this issue. >> >> Do I have to reset the REVISION back to 0 since this changes the port >> version? > > Yes, REVISION is only used if changes happen in the package while the > version doesn't change. It effectively adds pX to the package. See > packages-specs(7) and bsd.port.mk(5). So just remove the REVISION line > when updating the port's version. done! > [...] >> - pulseaudio is still disabled: I have a WIP patch (not included) to >> bring back audio support using libao. I plan to submit it soon >> after this update > > I would be _very_ interested in this after the update. I've been trying > to come up with an sndio backend myself, but haven't got it to work so > far. It's basically a revert of #2840[0] ("Revert libao audio driver", it's a revert of a revert...) with adjustments to match the changes in the AudioDriver. After a quick search on the github issues, it seems that they added the libao support explicitly to support sndio, but then later they removed it without an explanation (or I didn't found it). My plan was to handle this directly with upstream, but since mid April I am no longer able to run Godot from master (i.e. after the merge of the vulkan branch). I can still build it, but it doesn't start due to some error in the vulkan loader I don't understand (and didn't have the time to investigate further.) > [...] >> - in 3.1 they replaced openssl with mbedtls, hence the removal of ssl >> from WANTLIB > > Must be a bundled mbedtls, as nothing is added to WANTLIB and/or > LIB_DEPENDS. Might be better to find a way to use our ports version... also done! > [...] > > I haven't tested this yet. I am comparing it with the diff that I have > been working on and will get back to you. Your diff is much longer than > what I had (537 vs 199 lines). I'm gonna see what we need. That's quite a difference. I just started by bumping the version and then patching until it ran :) If you find unnecessary hunks I'll be more than happy to drop them. > Port updates are usually preferred as inline diff. Just make su
Re: update games/godot to 3.2.1
Thanks for this diff and the interest in the port. On Fri, May 29, 2020 at 03:15:11PM +0200, Omar Polo wrote: [...] > On my machine (amdgpu) it leaves a core file around but otherwise is > working; on my friend machine (inteldrm) it doesn't core dumps. We Can you provide some details about the core dump? Does Godot crash on amdgpu? Can you share a backtrace with gdb(egdb) from ports? I don't understand if this is just like the already known bugs with amdgpu at this point or something new. > working; on my friend machine (inteldrm) it doesn't core dumps. We > tested everything but the networking stuff AFAIK. As your patch includes disabling ssl in favor of mbedtls, I would think that some networking should be tested. > I didn't have the time (yet) to fully debug this issue. > > Do I have to reset the REVISION back to 0 since this changes the port > version? Yes, REVISION is only used if changes happen in the package while the version doesn't change. It effectively adds pX to the package. See packages-specs(7) and bsd.port.mk(5). So just remove the REVISION line when updating the port's version. [...] > - pulseaudio is still disabled: I have a WIP patch (not included) to > bring back audio support using libao. I plan to submit it soon > after this update I would be _very_ interested in this after the update. I've been trying to come up with an sndio backend myself, but haven't got it to work so far. [...] > - in 3.1 they replaced openssl with mbedtls, hence the removal of ssl > from WANTLIB Must be a bundled mbedtls, as nothing is added to WANTLIB and/or LIB_DEPENDS. Might be better to find a way to use our ports version... [...] I haven't tested this yet. I am comparing it with the diff that I have been working on and will get back to you. Your diff is much longer than what I had (537 vs 199 lines). I'm gonna see what we need. Port updates are usually preferred as inline diff. Just make sure your mail client doesn't mangle whitespace.
update games/godot to 3.2.1
Hello, This updates games/godot to the latest stable 3.2.1. For about two months now me and a friend have been using this on a nearly daily basis. On my machine (amdgpu) it leaves a core file around but otherwise is working; on my friend machine (inteldrm) it doesn't core dumps. We tested everything but the networking stuff AFAIK. I didn't have the time (yet) to fully debug this issue. Do I have to reset the REVISION back to 0 since this changes the port version? Passes portcheck and port-lib-depends-check. Some demo projects that can be used to test the engine can be found here: https://github.com/godotengine/godot-demo-projects Some notes about the patch: - pulseaudio is still disabled: I have a WIP patch (not included) to bring back audio support using libao. I plan to submit it soon after this update - the -Wno-deprecated-register is to avoid errors when it includes headers from /usr/X11R6/include. - in 3.1 they replaced openssl with mbedtls, hence the removal of ssl from WANTLIB - an included library, thirdparty/minizip, uses z_crc_t which isn't defined by the zlib in base. I've copied the definition of z_crc_t from a newer zlib (1.2.11). comments? Index: Makefile === RCS file: /cvs/ports/games/godot/Makefile,v retrieving revision 1.10 diff -u -p -r1.10 Makefile --- Makefile 12 Apr 2020 13:30:55 - 1.10 +++ Makefile 29 May 2020 13:03:17 - @@ -2,7 +2,7 @@ COMMENT = 2D and 3D game engine -V = 3.0.6 +V = 3.2.1 DISTNAME = godot-${V}-stable PKGNAME = godot-${V} CATEGORIES = games @@ -15,9 +15,9 @@ PERMIT_PACKAGE = Yes WANTLIB += ${COMPILER_LIBCXX} WANTLIB += GL X11 Xau Xcursor Xdmcp Xext Xfixes Xi Xinerama Xrandr -WANTLIB += Xrender c crypto enet execinfo freetype intl m mpcdec -WANTLIB += ogg opus opusfile png ssl theora theoradec vorbis vorbisfile -WANTLIB += webp xcb z pcre2-32 vpx zstd +WANTLIB += Xrender c enet execinfo freetype intl m mpcdec ogg opus +WANTLIB += opusfile png theora theoradec vorbis vorbisfile webp +WANTLIB += xcb z pcre2-32 vpx zstd COMPILER = base-clang ports-gcc base-gcc @@ -32,7 +32,7 @@ MODULES = devel/scons MODSCONS_FLAGS = CC="${CC}" \ CXX="${CXX}" \ CFLAGS="${CFLAGS}" \ - CXXFLAGS="${CXXFLAGS}" \ + CXXFLAGS="${CXXFLAGS} -Wno-deprecated-register" \ LINKFLAGS="${LDFLAGS} -lintl -lmpcdec" \ builtin_enet=no \ builtin_freetype=no \ @@ -44,7 +44,6 @@ MODSCONS_FLAGS = CC="${CC}" \ builtin_libvorbis=no \ builtin_libvpx=no \ builtin_libwebp=no \ - builtin_openssl=no \ builtin_opus=no \ builtin_pcre2=no \ builtin_zlib=no \ Index: distinfo === RCS file: /cvs/ports/games/godot/distinfo,v retrieving revision 1.3 diff -u -p -r1.3 distinfo --- distinfo 25 Aug 2018 19:20:29 - 1.3 +++ distinfo 29 May 2020 13:03:17 - @@ -1,2 +1,2 @@ -SHA256 (godot-3.0.6-stable.tar.xz) = LfHLNqAMaHrnShHX31vcEyyBapNOJpbswzgnAI/5xrk= -SIZE (godot-3.0.6-stable.tar.xz) = 12517428 +SHA256 (godot-3.2.1-stable.tar.xz) = VWtWQHn7GyGgUyDDWSaLIDLIfYs7+qT9EE6/nJCauH0= +SIZE (godot-3.2.1-stable.tar.xz) = 14066488 Index: patches/patch-core_io_SCsub === RCS file: /cvs/ports/games/godot/patches/patch-core_io_SCsub,v retrieving revision 1.1.1.1 diff -u -p -r1.1.1.1 patch-core_io_SCsub --- patches/patch-core_io_SCsub 27 Apr 2018 07:32:53 - 1.1.1.1 +++ patches/patch-core_io_SCsub 29 May 2020 13:03:17 - @@ -9,9 +9,9 @@ based on github issue #17374 Index: core/io/SCsub --- core/io/SCsub.orig +++ core/io/SCsub -@@ -5,4 +5,4 @@ Import('env') - env.add_source_files(env.core_sources, "*.cpp") +@@ -3,3 +3,5 @@ + Import('env') - Export('env') -- + env.add_source_files(env.core_sources, "*.cpp") ++ +env.Append(CCFLAGS="-DZSTD_STATIC_LINKING_ONLY") Index: patches/patch-core_io_compression_cpp === RCS file: /cvs/ports/games/godot/patches/patch-core_io_compression_cpp,v retrieving revision 1.1.1.1 diff -u -p -r1.1.1.1 patch-core_io_compression_cpp --- patches/patch-core_io_compression_cpp 27 Apr 2018 07:32:53 - 1.1.1.1 +++ patches/patch-core_io_compression_cpp 29 May 2020 13:03:17 - @@ -9,17 +9,16 @@ based on github issue #17374 Index: core/io/compression.cpp --- core/io/compression.cpp.orig +++ core/io/compression.cpp -@@ -79,16 +79,9 @@ int Compression::compress(uint8_t *p_dst, const uint8_ +@@ -80,16 +80,8 @@ int Compression::compress(uint8_t *p_dst, const uint8_ } break; case MODE_ZSTD: { - ZSTD_CCtx *cctx = ZSTD_createCCtx(); -- ZSTD_CCtx_setParameter(cctx, ZSTD_p_compressionLevel, zstd_level); +- ZSTD_CCtx_setParameter(cctx, ZSTD_c_compressionLevel, zstd_level); - if (zstd_long_distance_matching) { --ZSTD_CCtx_setParameter(cctx, ZSTD_p_enableLongDistanceMatching, 1); --ZSTD_CCtx_setParame