Potential GiGi replacements: Godot

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Geoff the Medio
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Posts: 13586
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Location: Munich

Re: Potential GiGi replacements: Godot

#61 Post by Geoff the Medio »

o01eg wrote: Sat Apr 17, 2021 11:32 amCould you move freeoriongodot.dll somewhere else and check if you didn't get same Error 193: %1 is not a valid Win32 application.?
And update the res link to the new location?
If it happened you built 32-library just use 32-bit godot and entry

Code: Select all

Windows.32="res://..../freeoriongodot.dll"
I replaced the Windows.64 line with

Code: Select all

Windows.32="res://../../build/Release/freeoriongodot.dll"
and got the same result.

Code: Select all

C:\Users\g_top\Desktop\FOSDK11_Godot\FreeOrionG>Godot_v3.2.3-stable_win64.exe --path godot/client
Godot Engine v3.2.3.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 1650 SUPER/PCIe/SSE2

ERROR:  does not have a library for the current platform.
   At: modules/gdnative/nativescript/nativescript.cpp:1483
ERROR: In Object of type 'Node': Attempt to connect nonexistent signal 'ping' to method 'Control._on_Node_ping'.
   At: core/object.cpp:1503
ERROR: In Object of type 'Node': Attempt to connect nonexistent signal 'auth_request' to method 'Control._on_Node_auth_request'.
   At: core/object.cpp:1503
ERROR: In Object of type 'Node': Attempt to connect nonexistent signal 'empire_status' to method 'Control._on_Node_empire_status'.
   At: core/object.cpp:1503
ERROR: In Object of type 'Node': Attempt to connect nonexistent signal 'start_game' to method 'Control._on_Node_start_game'.
   At: core/object.cpp:1503
ERROR: In Object of type 'Node': Attempt to connect nonexistent signal 'error' to method 'Control._on_Node_error'.
   At: core/object.cpp:1503
SCRIPT ERROR: _ready: Invalid get index 'optionsDB' (on base: 'Node').
          At: res://FreeOrionClient.gd:32
SCRIPT ERROR: _on_GameSetupDlg_ok: Invalid call. Nonexistent function '_new_single_player_game' in base 'Node'.
          At: res://FreeOrionClient.gd:78
SCRIPT ERROR: _exit_tree: Invalid call. Nonexistent function 'wait_to_finish' in base 'Nil'.
          At: res://FreeOrionClient.gd:58
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112
WARNING: cleanup: ObjectDB instances leaked at exit (run with --verbose for details).
     At: core/object.cpp:2135
ERROR: clear: Resources still in use at exit (run with --verbose for details).
   At: core/resource.cpp:477
ERROR: There are still MemoryPool allocs in use at exit!
   At: core/pool_vector.cpp:69

o01eg
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Posts: 1998
Joined: Sat Dec 10, 2011 5:46 am

Re: Potential GiGi replacements: Godot

#62 Post by o01eg »

Geoff the Medio wrote: Sat Apr 17, 2021 12:47 pm
o01eg wrote: Sat Apr 17, 2021 11:32 amCould you move freeoriongodot.dll somewhere else and check if you didn't get same Error 193: %1 is not a valid Win32 application.?
And update the res link to the new location?
No, it is too see the error in case of missing library. Currently I cannot say if it cannot find library or library have incorrect format.
Geoff the Medio wrote: Sat Apr 17, 2021 12:47 pm
If it happened you built 32-library just use 32-bit godot and entry

Code: Select all

Windows.32="res://..../freeoriongodot.dll"
I replaced the Windows.64 line with

Code: Select all

Windows.32="res://../../build/Release/freeoriongodot.dll"
and got the same result.

Code: Select all

C:\Users\g_top\Desktop\FOSDK11_Godot\FreeOrionG>Godot_v3.2.3-stable_win64.exe --path godot/client
Godot Engine v3.2.3.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 1650 SUPER/PCIe/SSE2

ERROR:  does not have a library for the current platform.
   At: modules/gdnative/nativescript/nativescript.cpp:1483
ERROR: In Object of type 'Node': Attempt to connect nonexistent signal 'ping' to method 'Control._on_Node_ping'.
   At: core/object.cpp:1503
ERROR: In Object of type 'Node': Attempt to connect nonexistent signal 'auth_request' to method 'Control._on_Node_auth_request'.
   At: core/object.cpp:1503
ERROR: In Object of type 'Node': Attempt to connect nonexistent signal 'empire_status' to method 'Control._on_Node_empire_status'.
   At: core/object.cpp:1503
ERROR: In Object of type 'Node': Attempt to connect nonexistent signal 'start_game' to method 'Control._on_Node_start_game'.
   At: core/object.cpp:1503
ERROR: In Object of type 'Node': Attempt to connect nonexistent signal 'error' to method 'Control._on_Node_error'.
   At: core/object.cpp:1503
SCRIPT ERROR: _ready: Invalid get index 'optionsDB' (on base: 'Node').
          At: res://FreeOrionClient.gd:32
SCRIPT ERROR: _on_GameSetupDlg_ok: Invalid call. Nonexistent function '_new_single_player_game' in base 'Node'.
          At: res://FreeOrionClient.gd:78
SCRIPT ERROR: _exit_tree: Invalid call. Nonexistent function 'wait_to_finish' in base 'Nil'.
          At: res://FreeOrionClient.gd:58
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112
WARNING: cleanup: ObjectDB instances leaked at exit (run with --verbose for details).
     At: core/object.cpp:2135
ERROR: clear: Resources still in use at exit (run with --verbose for details).
   At: core/resource.cpp:477
ERROR: There are still MemoryPool allocs in use at exit!
   At: core/pool_vector.cpp:69
You need to use 32-bit Godot for Windows.32 entry. https://downloads.tuxfamily.org/godoten ... 32.exe.zip
Gentoo Linux x64, gcc-11.2, boost-1.78.0
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
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User avatar
Geoff the Medio
Programming, Design, Admin
Posts: 13586
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: Potential GiGi replacements: Godot

#63 Post by Geoff the Medio »

I renamed the .dll and the results look the same as before with the 64 bit version of Godot.

With the 32 bit version, it's a bit different. I can click the quickstart or single player -> OK, and it seems to lag for a second or less, then it reverts back to the menu screen.

In the console:

Code: Select all

C:\Users\g_top\Desktop\FOSDK11_Godot\FreeOrionG>Godot_v3.2.3-stable_win32.exe --path godot/client
Godot Engine v3.2.3.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 1650 SUPER/PCIe/SSE2

[2021-04-17 15:29:59.089032] [0x00000a00] [info]    Reset missing resource directory: C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/godot/client/default
[2021-04-17 15:29:59.089032] [0x00000a00] [info]    Resources directory C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/godot/client/default from config.xml missing or does not contain expected files. Resetting to default.
[2021-04-17 15:29:59.091033] [0x00000a00] [info]    Refreshed ResDir
Systems from optionsDB 150
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112
WARNING: cleanup: ObjectDB instances leaked at exit (run with --verbose for details).
     At: core/object.cpp:2135
ERROR: clear: Resources still in use at exit (run with --verbose for details).
   At: core/resource.cpp:477
ERROR: There are still MemoryPool allocs in use at exit!
   At: core/pool_vector.cpp:69

with the stuff after Refreshed ResDir appearing when quitting the program by clicking the quit button.

And in freeorion-godot.log:

Code: Select all

15:29:59.092033 {0x00000a00} [info] log : Logger.cpp:204 : Added logger named "log"
15:29:59.092033 {0x00000a00} [info] log : Logger.cpp:204 : Added logger named "IDallocator"
15:29:59.092033 {0x00000a00} [info] log : Logger.cpp:396 : Logger initialized at Sat Apr 17 15:29:59 2021
15:29:59.092033 {0x00000a00} [info] log : Logger.cpp:343 : Setting "log" logger threshold to "debug".
15:29:59.092033 {0x00000a00} [debug] log : LoggerWithOptionsDB.cpp:105 : Configure log source "log" from optionsDB using threshold debug
15:29:59.092033 {0x00000a00} [info] log : Logger.cpp:343 : Setting "godot" logger threshold to "debug".
15:29:59.092033 {0x00000a00} [info] log : Logger.cpp:343 : Setting "IDallocator" logger threshold to "debug".
15:29:59.092033 {0x00000a00} [debug] log : LoggerWithOptionsDB.cpp:105 : Configure log source "IDallocator" from optionsDB using threshold debug
15:29:59.092033 {0x00000a00} [info] log : Logger.cpp:343 : Setting "log" logger threshold to "debug".
15:29:59.092033 {0x00000a00} [debug] log : LoggerWithOptionsDB.cpp:105 : Configure log source "log" from optionsDB using threshold debug
15:29:59.092033 {0x00000a00} [info] log : LoggerWithOptionsDB.cpp:91 : Initialized OptionsDB logging configuration.
15:29:59.092033 {0x00000a00} [info] godot : GodotClientApp.cpp:77 : v0.4.10+ build-godot-windows-cmake [build 2021-04-17.534878f] CMake
15:29:59.092033 {0x00000a00} [info] godot : DependencyVersions.cpp:90 : Dependency versions from headers:
15:29:59.092033 {0x00000a00} [info] godot : DependencyVersions.cpp:93 : Boost: 1_70
15:29:59.092033 {0x00000a00} [info] godot : DependencyVersions.cpp:93 : zlib: 1.2.11
15:29:59.092033 {0x00000a00} [info] godot : i18n.cpp:182 : Global locale: en_CA.UTF-8
15:29:59.113038 {0x00000a00} [debug] godot : i18n.cpp:47 : Detected locale language: en
15:29:59.113038 {0x00000a00} [debug] godot : i18n.cpp:62 : GetDefaultStringTableFileName returning: C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/default/stringtables/en.txt
15:29:59.113038 {0x00000a00} [debug] godot : i18n.cpp:86 : Stringtable option path: 
15:29:59.113038 {0x00000a00} [debug] godot : i18n.cpp:89 : Stringtable option path not specified yet, using default: C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/default/stringtables/en.txt
15:29:59.163049 {0x00006ba0} [debug] godot : GodotClientApp.cpp:87 : Started background parser thread
15:29:59.163049 {0x00006ba0} [info] godot : NamedValueRefManager.cpp:45 : NamedValueRefManager::NameValueRefManager constructs singleton 799B4C10
15:29:59.165050 {0x00006ba0} [debug] godot : GameRules.cpp:22 : Adding options rules
15:29:59.165050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_RESEED_PRNG_SERVER with default value true
15:29:59.165050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_STARLANES_EVERYWHERE with default value false
15:29:59.165050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_ALL_OBJECTS_VISIBLE with default value false
15:29:59.165050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_UNSEEN_STEALTHY_PLANETS_INVISIBLE with default value false
15:29:59.165050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_ALL_SYSTEMS_VISIBLE with default value false
15:29:59.166050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_BASIC_VIS_SYSTEM_INFO_SHOWN with default value false
15:29:59.166050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_THRESHOLD_HUMAN_PLAYER_WIN with default value 0
15:29:59.166050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_ONLY_ALLIANCE_WIN with default value true
15:29:59.166050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_ALLOW_CONCEDE with default value false
15:29:59.166050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_CONCEDE_COLONIES_THRESHOLD with default value 1
15:29:59.166050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_CHEAP_AND_FAST_BUILDING_PRODUCTION with default value false
15:29:59.166050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_CHEAP_AND_FAST_SHIP_PRODUCTION with default value false
15:29:59.166050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_SHIP_SPEED_FACTOR with default value 1
15:29:59.166050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_SHIP_STRUCTURE_FACTOR with default value 8
15:29:59.166050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_SHIP_WEAPON_DAMAGE_FACTOR with default value 6
15:29:59.166050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_FIGHTER_DAMAGE_FACTOR with default value 6
15:29:59.167050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_CHEAP_AND_FAST_TECH_RESEARCH with default value false
15:29:59.167050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_CHEAP_POLICIES with default value false
15:29:59.167050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_DIPLOMACY with default value RULE_DIPLOMACY_ALLOWED_FOR_ALL
15:29:59.167050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_STOCKPILE_IMPORT_LIMITED with default value false
15:29:59.167050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_PRODUCTION_QUEUE_FRONTLOAD_FACTOR with default value 0
15:29:59.167050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_PRODUCTION_QUEUE_TOPPING_UP_FACTOR with default value 0
15:29:59.167050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_NUM_COMBAT_ROUNDS with default value 4
15:29:59.167050 {0x00006ba0} [debug] godot : GameRules.h:122 : Added game rule named RULE_AGGRESSIVE_SHIPS_COMBAT_VISIBLE with default value false
15:29:59.217062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_SHIP_HULL_COST_FACTOR with default value 1
15:29:59.217062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_SHIP_PART_COST_FACTOR with default value 1
15:29:59.217062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_TECH_COST_FACTOR with default value 2
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_BUILDING_COST_FACTOR with default value 1
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_ENABLE_EXPERIMENTORS with default value true
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_ENABLE_SUPER_TESTER with default value true
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_TEST_STRING with default value PLAYER
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_HABITABLE_SIZE_TINY with default value 1
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_HABITABLE_SIZE_SMALL with default value 2
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_HABITABLE_SIZE_MEDIUM with default value 3
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_HABITABLE_SIZE_LARGE with default value 4
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_HABITABLE_SIZE_HUGE with default value 5
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_HABITABLE_SIZE_ASTEROIDS with default value 3
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_HABITABLE_SIZE_GASGIANT with default value 6
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_SHIP_PART_BASED_UPKEEP with default value false
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_ENABLE_ALLIED_REPAIR with default value false
15:29:59.218062 {0x000042b8} [debug] godot : GameRules.h:122 : Added game rule named RULE_FIRST_COMBAT_ROUND_IN_CLOSE_TARGETING_RANGE with default value 3
15:29:59.238066 {0x0000336c} [debug] godot : NamedValueRefParser.cpp:36 : Registering from named_values.focs.txt : ANCIENT_RUINS_TARGET_RESEARCH_PERPOP ! ValueRef<double>
15:29:59.238066 {0x0000336c} [debug] godot : NamedValueRefParser.cpp:36 : Registering from named_values.focs.txt : IMPERIAL_GARRISON_MAX_TROOPS_FLAT ! ValueRef<double>
15:29:59.238066 {0x0000336c} [debug] godot : NamedValueRefParser.cpp:36 : Registering from named_values.focs.txt : SHP_REINFORCED_HULL_BONUS ! ValueRef<double>
15:29:59.238066 {0x0000336c} [debug] godot : NamedValueRefParser.cpp:36 : Registering from named_values.focs.txt : NUM_COMBAT_ROUNDS ! ValueRef<int>
15:29:59.238066 {0x0000336c} [debug] godot : NamedValueRefParser.cpp:36 : Registering from named_values.focs.txt : NUM_COMBAT_ROUNDS_FIGHTERS ! ValueRef<int>
15:29:59.238066 {0x0000336c} [debug] godot : NamedValueRefParser.cpp:36 : Registering from named_values.focs.txt : FIRST_COMBAT_ROUND_IN_CLOSE_TARGETING_RANGE ! ValueRef<int>
15:29:59.239066 {0x0000336c} [info] log : Logger.cpp:204 : Added logger named "timer"
15:29:59.239066 {0x0000336c} [info] log : Logger.cpp:343 : Setting "timer" logger threshold to "debug".
15:29:59.239066 {0x0000336c} [debug] log : LoggerWithOptionsDB.cpp:105 : Configure log source "timer" from optionsDB using threshold debug
15:29:59.239066 {0x0000336c} [debug] timer : ScopedTimer.cpp:48 : Named ValueRef Parsing time:     75.6 ms
15:29:59.326087 {0x00004b74} [debug] godot : Pending.h:60 : WaitForPendingUnlocked another wait_for round
15:29:59.326087 {0x00004b74} [debug] godot : Pending.h:67 : Dont care for result of parsing "common". Have to get() once to release shared state in pending future.
15:29:59.326087 {0x00004b74} [debug] godot : Pending.h:70 : Dont care for result of parsing "common". Was already released.
15:29:59.329087 {0x00007b74} [warn] godot : NamedValueRefManager.h:259 : NamedValueRefManager::GetValueRef found no registered double valueref for "DISCONNECTED_FROM_CAPITAL_AND_REGIONAL_ADMIN_STABILITY_PENALTY". This should not happen once "#3225 Refactor initialisation of invariants in value refs to happen after parsing" is implemented
15:29:59.329087 {0x00007b74} [debug] godot : NamedValueRefManager.h:117 : NamedRef<T>::NamedRefInitInvariants() could not find value ref, will sleep a bit and retry.
15:29:59.342090 {0x000053e8} [debug] timer : ScopedTimer.cpp:48 : Fields Parsing time:      177 ms
15:29:59.439112 {0x00004d14} [debug] timer : ScopedTimer.cpp:48 : parse_file "SP_ABADDONI.focs.txt" time:      266 ms
15:29:59.471119 {0x000021f4} [debug] timer : ScopedTimer.cpp:48 : Ship Designs Parsing time:      305 ms
15:29:59.485123 {0x00006dd0} [debug] timer : ScopedTimer.cpp:48 : Ship Designs Parsing time:      319 ms
15:29:59.530132 {0x00007b74} [debug] timer : ScopedTimer.cpp:48 : parse_file "CONFEDERATION.focs.txt" time:      212 ms
15:29:59.798195 {0x00007b74} [debug] timer : ScopedTimer.cpp:48 : Policies Parsing time:      633 ms
15:29:59.843205 {0x00007dc4} [debug] timer : ScopedTimer.cpp:48 : Encyclopedia Parsing time:      678 ms
15:30:00.351927 {0x00007094} [debug] timer : ScopedTimer.cpp:48 : Buildings Parsing time:     1188 ms
15:30:00.469243 {0x00006ba0} [debug] timer : ScopedTimer.cpp:48 : Techs Parsing time:     1301 ms
15:30:01.545017 {0x00004d14} [debug] timer : ScopedTimer.cpp:48 : Species Parsing time:     2380 ms
15:30:11.670251 {0x00000a00} [debug] godot : GodotClientApp.cpp:167 : GodotClientApp::NewSinglePlayerGame start
15:30:11.671608 {0x00000a00} [info] log : Logger.cpp:204 : Added logger named "network"
15:30:11.671608 {0x00000a00} [info] log : Logger.cpp:343 : Setting "network" logger threshold to "debug".
15:30:11.671608 {0x00000a00} [debug] log : LoggerWithOptionsDB.cpp:105 : Configure log source "network" from optionsDB using threshold debug
15:30:11.671608 {0x00000a00} [debug] network : ClientNetworking.cpp:342 : Attempt to connect to server 127.0.0.1 at one of these addresses:
15:30:11.671608 {0x00000a00} [debug] network : ClientNetworking.cpp:344 :   tcp::resolver::iterator host_name: 127.0.0.1  address: 127.0.0.1  port: 12346
15:30:13.712059 {0x00000a00} [debug] network : ClientNetworking.cpp:411 : ConnectToServer() : failed to connect to server.
15:30:13.712059 {0x00000a00} [debug] godot : GodotClientApp.cpp:112 : GodotClientApp::StartServer: C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/freeoriond.exe
15:30:13.712059 {0x00000a00} [debug] godot : GodotClientApp.cpp:146 : ai-config not set.
15:30:13.712059 {0x00000a00} [debug] godot : GodotClientApp.cpp:152 : Launching server process with args: 
15:30:13.712059 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : "C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/freeoriond.exe"
15:30:13.712059 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : --resource.path
15:30:13.712059 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : "C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/default"
15:30:13.712059 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : --singleplayer
15:30:13.712059 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : --skip-checksum
15:30:13.715060 {0x00000a00} [error] godot : GodotClientApp.cpp:176 : GodotClientApp::NewSinglePlayerGame : Couldn't start server.  Got error message: Process::Process : Failed to create child process.  Windows error was: "The system cannot find the file specified.

"
15:30:22.996738 {0x00000a00} [debug] godot : GodotClientApp.cpp:167 : GodotClientApp::NewSinglePlayerGame start
15:30:22.996738 {0x00000a00} [debug] network : ClientNetworking.cpp:342 : Attempt to connect to server 127.0.0.1 at one of these addresses:
15:30:22.996738 {0x00000a00} [debug] network : ClientNetworking.cpp:344 :   tcp::resolver::iterator host_name: 127.0.0.1  address: 127.0.0.1  port: 12346
15:30:25.042203 {0x00000a00} [debug] network : ClientNetworking.cpp:411 : ConnectToServer() : failed to connect to server.
15:30:25.042203 {0x00000a00} [debug] godot : GodotClientApp.cpp:112 : GodotClientApp::StartServer: C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/freeoriond.exe
15:30:25.042203 {0x00000a00} [debug] godot : GodotClientApp.cpp:146 : ai-config not set.
15:30:25.042203 {0x00000a00} [debug] godot : GodotClientApp.cpp:152 : Launching server process with args: 
15:30:25.042203 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : "C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/freeoriond.exe"
15:30:25.042203 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : --resource.path
15:30:25.042203 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : "C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/default"
15:30:25.042203 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : --singleplayer
15:30:25.042203 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : --skip-checksum
15:30:25.042203 {0x00000a00} [error] godot : GodotClientApp.cpp:176 : GodotClientApp::NewSinglePlayerGame : Couldn't start server.  Got error message: Process::Process : Failed to create child process.  Windows error was: "The system cannot find the file specified.

"
15:30:28.018097 {0x00000a00} [debug] godot : GodotClientApp.cpp:167 : GodotClientApp::NewSinglePlayerGame start
15:30:28.018097 {0x00000a00} [debug] network : ClientNetworking.cpp:342 : Attempt to connect to server 127.0.0.1 at one of these addresses:
15:30:28.018097 {0x00000a00} [debug] network : ClientNetworking.cpp:344 :   tcp::resolver::iterator host_name: 127.0.0.1  address: 127.0.0.1  port: 12346
15:30:30.063982 {0x00000a00} [debug] network : ClientNetworking.cpp:411 : ConnectToServer() : failed to connect to server.
15:30:30.063982 {0x00000a00} [debug] godot : GodotClientApp.cpp:112 : GodotClientApp::StartServer: C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/freeoriond.exe
15:30:30.063982 {0x00000a00} [debug] godot : GodotClientApp.cpp:146 : ai-config not set.
15:30:30.063982 {0x00000a00} [debug] godot : GodotClientApp.cpp:152 : Launching server process with args: 
15:30:30.063982 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : "C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/freeoriond.exe"
15:30:30.063982 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : --resource.path
15:30:30.063982 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : "C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/default"
15:30:30.063982 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : --singleplayer
15:30:30.063982 {0x00000a00} [debug] godot : GodotClientApp.cpp:154 : --skip-checksum
15:30:30.063982 {0x00000a00} [error] godot : GodotClientApp.cpp:176 : GodotClientApp::NewSinglePlayerGame : Couldn't start server.  Got error message: Process::Process : Failed to create child process.  Windows error was: "The system cannot find the file specified.

"
This is probably because the .exe files were output into /build/Release/

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Re: Potential GiGi replacements: Godot

#64 Post by o01eg »

Nice, finally the library was successfully loaded. Could you place godot.exe binary to the same place as freeoriond.exe?
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Geoff the Medio
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Re: Potential GiGi replacements: Godot

#65 Post by Geoff the Medio »

Now it switches to a black screen after a few seconds after starting a game from the menu.

In console:

Code: Select all

C:\Users\g_top\Desktop\FOSDK11_Godot\FreeOrionG\build\Release>Godot_v3.2.3-stable_win32.exe --path ../../godot/client
Godot Engine v3.2.3.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 1650 SUPER/PCIe/SSE2

[2021-04-17 15:59:40.032835] [0x00001874] [info]    Reset missing resource directory: C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/godot/client/default
[2021-04-17 15:59:40.033835] [0x00001874] [info]    Resources directory C:/Users/g_top/Desktop/FOSDK11_Godot/FreeOrionG/godot/client/default from config.xml missing or does not contain expected files. Resetting to default.
[2021-04-17 15:59:40.034835] [0x00001874] [info]    Refreshed ResDir
Systems from optionsDB 150
Received message#1 from C++ GDNative library code TURN_PROGRESS
Received start game. New True
Received message#2 from C++ GDNative library code TURN_TIMEOUT
[2021-04-17 15:59:54.268193] [0x00004d50] [info]    Client connection disconnected, due to connection reset from server.
Init fleet: 870
Init fleet: 874
Init fleet: 878
Init fleet: 882
The logs are too big, so are attached.
Attachments
FreeOrion-Godot-logs.zip
logs after starting game in godot client
(20.95 KiB) Downloaded 110 times

o01eg
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Re: Potential GiGi replacements: Godot

#66 Post by o01eg »

The sad truth is this black screen is a galaxy map itself, use mouse wheel to move camera back and forth or move mouse while holding right button to rotate camera. Somewhere home system and linked systems will appear.
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Geoff the Medio
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Re: Potential GiGi replacements: Godot

#67 Post by Geoff the Medio »

OK, then it's working.

Need to simplify the setup process, though...

o01eg
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Re: Potential GiGi replacements: Godot

#68 Post by o01eg »

Geoff the Medio wrote: Sat Apr 17, 2021 2:15 pm OK, then it's working.

Need to simplify the setup process, though...
I think we can add Godot to freeorion installator and add required paths to shortcut link.
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Re: Potential GiGi replacements: Godot

#69 Post by Oberlus »

Congratz you two! Superb job o01eg :D

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Re: Potential GiGi replacements: Godot

#70 Post by Ophiuchus »

Oberlus wrote: Sat Apr 17, 2021 3:46 pm Congratz you two! Superb job o01eg :D
Agreed. :mrgreen: :mrgreen:

I finally found my fleet.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

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Re: Potential GiGi replacements: Godot

#71 Post by Geoff the Medio »

o01eg wrote: Sat Apr 17, 2021 2:17 pm
Geoff the Medio wrote: Sat Apr 17, 2021 2:15 pmNeed to simplify the setup process, though...
I think we can add Godot to freeorion installator and add required paths to shortcut link.
I meant for building on Windows. Need stuff output in a sensible location and without separe downloads or manual copying required.

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Re: Potential GiGi replacements: Godot

#72 Post by o01eg »

I suppose than lines from https://github.com/o01eg/freeorion/blob ... #L816-L822 should copy freeoriongodot.dll to sensible location

Code: Select all

if(BUILD_CLIENT_GODOT)
    add_custom_command(TARGET freeoriongodot POST_BUILD
        COMMAND
           ${CMAKE_COMMAND} -E make_directory ${CMAKE_SOURCE_DIR}/godot/client/bin/${SYSTEM_NAME}.${BITS}
        COMMAND
           ${CMAKE_COMMAND} -E copy_if_different "$<TARGET_FILE:freeoriongodot>" "${CMAKE_SOURCE_DIR}/godot/client/bin/${SYSTEM_NAME}.${BITS}"
    )
For godot binary itself we could download it into $<TARGET_FILE_DIR:freeoriond> and unpack zip here. Not sure what to do if freeoriond is disabled.
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Re: Potential GiGi replacements: Godot

#73 Post by o01eg »

I've updated build-godot-windows-cmake branch. Could you check if it downloads and unpacks Godot? You need to use cmake 3.18 or newer to use https://cmake.org/cmake/help/latest/com ... ve-extract

Edit: Found a way to extract archive on older cmake.
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Re: Potential GiGi replacements: Godot

#74 Post by o01eg »

CI shows commit 10c4728eca4e726ddd279db3fa5673a679dbc80e should have correct binaries placement now:

Code: Select all

2021-04-18T09:09:39.3763622Z     Directory: D:\a\freeorion\freeorion\godot\client\bin
2021-04-18T09:09:39.3764546Z 
2021-04-18T09:09:39.3765272Z Mode                 LastWriteTime         Length Name
2021-04-18T09:09:39.3766058Z ----                 -------------         ------ ----
2021-04-18T09:09:39.3766679Z d----           4/18/2021  9:01 AM                windows.32
2021-04-18T09:09:39.3838257Z 
2021-04-18T09:09:39.3842252Z     Directory: D:\a\freeorion\freeorion\build\Release
2021-04-18T09:09:39.3843055Z 
2021-04-18T09:09:39.3843758Z Mode                 LastWriteTime         Length Name
2021-04-18T09:09:39.3844424Z ----                 -------------         ------ ----
2021-04-18T09:09:39.3844989Z -a---           4/18/2021  8:58 AM          50688 boost_date_time.dll
2021-04-18T09:09:39.3846547Z -a---           4/18/2021  8:58 AM         108032 boost_filesystem.dll
2021-04-18T09:09:39.3850579Z -a---           4/18/2021  8:58 AM          76288 boost_iostreams.dll
2021-04-18T09:09:39.3852975Z -a---           4/18/2021  8:58 AM         436224 boost_locale.dll
2021-04-18T09:09:39.3855622Z -a---           4/18/2021  8:58 AM         645632 boost_log.dll
2021-04-18T09:09:39.3858673Z -a---           4/18/2021  8:58 AM         536064 boost_log_setup.dll
2021-04-18T09:09:39.3862140Z -a---           4/18/2021  8:58 AM         208896 boost_python35.dll
2021-04-18T09:09:39.3864275Z -a---           4/18/2021  8:58 AM         684032 boost_regex.dll
2021-04-18T09:09:39.3866546Z -a---           4/18/2021  8:58 AM         210432 boost_serialization.dll
2021-04-18T09:09:39.3868480Z -a---           4/18/2021  8:58 AM          84992 boost_thread.dll
2021-04-18T09:09:39.3871502Z -a---           4/18/2021  8:42 AM         495616 boost_unit_test_framework.dll
2021-04-18T09:09:39.3874127Z -a---           4/18/2021  8:51 AM      112424032 Common.lib
2021-04-18T09:09:39.3876781Z -a---           4/18/2021  8:46 AM        1247516 fo_acceptance_runner.lib
2021-04-18T09:09:39.3879494Z -a---           4/18/2021  8:46 AM         119808 fo_acceptance_text_control.exe
2021-04-18T09:09:39.3883017Z -a---           4/18/2021  8:52 AM        9390592 fo_systemtest_game.exe
2021-04-18T09:09:39.3885859Z -a---           4/18/2021  8:52 AM        2848924 fo_systemtest_game.exp
2021-04-18T09:09:39.3887912Z -a---           4/18/2021  8:52 AM        4778152 fo_systemtest_game.lib
2021-04-18T09:09:39.3890705Z -a---           4/18/2021  9:02 AM        5360640 fo_unittest_parse.exe
2021-04-18T09:09:39.3893139Z -a---           4/18/2021  9:02 AM          26904 fo_unittest_parse.exp
2021-04-18T09:09:39.3895807Z -a---           4/18/2021  9:02 AM          45622 fo_unittest_parse.lib
2021-04-18T09:09:39.3897857Z -a---           4/18/2021  8:41 AM          20992 fo_unittest_util.exe
2021-04-18T09:09:39.3900167Z -a---           4/18/2021  9:09 AM       15093248 FreeOrion.exe
2021-04-18T09:09:39.3902378Z -a---           4/18/2021  9:09 AM        2848895 FreeOrion.exp
2021-04-18T09:09:39.3905124Z -a---           4/18/2021  9:09 AM        4745042 FreeOrion.lib
2021-04-18T09:09:39.3907566Z -a---           4/18/2021  8:58 AM       11021312 FreeOrionCA.exe
2021-04-18T09:09:39.3909723Z -a---           4/18/2021  8:58 AM        2849207 FreeOrionCA.exp
2021-04-18T09:09:39.3911732Z -a---           4/18/2021  8:58 AM        4752664 FreeOrionCA.lib
2021-04-18T09:09:39.3913749Z -a---           4/18/2021  8:57 AM       12823040 FreeOrionD.exe
2021-04-18T09:09:39.3916248Z -a---           4/18/2021  8:57 AM        2883870 FreeOrionD.exp
2021-04-18T09:09:39.3918748Z -a---           4/18/2021  8:57 AM        4807970 FreeOrionD.lib
2021-04-18T09:09:39.3921153Z -a---           4/18/2021  8:53 AM        9812992 freeoriongodot.dll
2021-04-18T09:09:39.3923399Z -a---           4/18/2021  8:53 AM        2849340 freeoriongodot.exp
2021-04-18T09:09:39.3926033Z -a---           4/18/2021  8:53 AM        4764686 freeoriongodot.lib
2021-04-18T09:09:39.3928111Z -a---           4/18/2021  9:09 AM         629760 freetype.dll
2021-04-18T09:09:39.3931045Z -a---           4/18/2021  8:46 AM         100352 gg_unittest.exe
2021-04-18T09:09:39.3933094Z -a---           4/18/2021  8:44 AM        2496000 GiGi.dll
2021-04-18T09:09:39.3935208Z -a---           4/18/2021  8:44 AM         502181 GiGi.exp
2021-04-18T09:09:39.3937734Z -a---           4/18/2021  8:44 AM         813254 GiGi.lib
2021-04-18T09:09:39.3941027Z -a---           4/18/2021  9:09 AM         477184 glew32.dll
2021-04-18T09:09:39.3944752Z -a---           9/17/2020  6:53 AM       72540568 Godot_v3.2.3-stable_win32.exe
2021-04-18T09:09:39.3947168Z -a---           4/18/2021  9:09 AM          36864 libogg.dll
2021-04-18T09:09:39.3949818Z -a---           4/18/2021  9:09 AM         207360 libpng16.dll
2021-04-18T09:09:39.3952852Z -a---           4/18/2021  9:09 AM         825344 libvorbis.dll
2021-04-18T09:09:39.3955131Z -a---           4/18/2021  9:09 AM          50176 libvorbisfile.dll
2021-04-18T09:09:39.3957176Z -a---           4/18/2021  9:09 AM         688640 OpenAL32.dll
2021-04-18T09:09:39.3959342Z -a---           4/18/2021  8:39 AM      109174418 Parsers.lib
2021-04-18T09:09:39.3970901Z -a---           4/18/2021  8:58 AM        2994688 python35.dll
2021-04-18T09:09:39.3973649Z -a---           4/18/2021  9:09 AM        6210909 python35.zip
2021-04-18T09:09:39.3976352Z -a---           4/18/2021  9:09 AM         992256 SDL2.dll
2021-04-18T09:09:39.3978529Z -a---           4/18/2021  8:58 AM         101888 zlib1.dll
Gentoo Linux x64, gcc-11.2, boost-1.78.0
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-01-30.0dd6806.
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o01eg
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Re: Potential GiGi replacements: Godot

#75 Post by o01eg »

Should we use some format and lint tools for Godot? https://www.gdquest.com/tutorial/godot/ ... formatter/
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