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Can't open dynamic library (only currently for one device)

Open lublak opened this issue 1 year ago • 15 comments

I have currently an issue with one device. I work over github to work with multiple devices on my project (sync with git locally). I copied the cef_artifacts manually on the devies (from your github releases).

Can't open dynamic library: C:/*****/project/cef_artifacts/~libgdcef.dll. Error: Error 126: Das angegebene Modul wurde nicht gefunden..
core/extension/gdextension.cpp:719 - GDExtension dynamic library not found: C:/*****/project/cef_artifacts/~libgdcef.dll
Failed loading resource: res://cef_artifacts/gdcef.gdextension. Make sure resources have been imported by opening the project in the editor at least once.

It works fine on another device. (also windows 11). Very strange is the "~" before the file. The path self is correct. Only changes are .godot folder (.gitignore contains it). So i check if there are any difference for "gdcef". I also removed the .godot folder and reimport it (nothing changes, very strange issue)

lublak avatar Aug 01 '24 14:08 lublak

Info: "~" is auto created by godot (works on one machine but on the other its not created, even if i create it myself it aut gets deleted).

lublak avatar Aug 01 '24 15:08 lublak

@lublak if this an issue Godot side, this is maybe due to the fact I track HEAD of the branch 4.2 of the godot-cpp repo instead of a tag (i.e. 4.2.2-stable). You can try compiling gdcef instead of using my release to check if all devices suffer of the same issue.

Lecrapouille avatar Aug 01 '24 17:08 Lecrapouille

@Lecrapouille good idea. I will build it myself and test again! Good point 👍

lublak avatar Aug 01 '24 17:08 lublak

@lublak any progress ?

Lecrapouille avatar Sep 04 '24 17:09 Lecrapouille

@Lecrapouille Oh dear, unfortunately I've forgotten about my hobby due to other projects. I'll see if I can find some time at the weekend.

lublak avatar Sep 06 '24 23:09 lublak

@Lecrapouille I downloaded the latest version GitHub release on the laptop. Same issue. But I setup the complete build environment und build it myself and now it works. I just used the simple build.py script without changing anything.

lublak avatar Sep 07 '24 22:09 lublak

@lublak many people have the same issue but not with the ~ The fix will be long because I do not have Windows

Lecrapouille avatar Sep 08 '24 06:09 Lecrapouille

@lublak many people have the same issue but not with the ~ The fix will be long because I do not have Windows

The issue is, with the build I created myself it works flawlessly without changing any code. How do you build the release? Would it help to give you the build? Do you build it on Linux Mac? Would it help to create GitHub actions? (There are, i think, also windows machines available)

lublak avatar Sep 08 '24 15:09 lublak

@lublak

The issue is, with the build I created myself it works flawlessly without changing any code.

So you have compiled the 0.11.0 tag for Godot 4.3 ?

What are your current configurations ? Here are some survey:

Face     Win11     OK (compiled + release)
Raphipod Win10     KO (release)
Каори    Win10     KO (release)
Mikee    Win11     KO (release)
eliopark-nsuslab Win?? OK (compiled)

Would it help to give you the build?

No I do not have Windows. That is why it's hard for me to investigate.

Do you build it on Linux Mac?

Nope (GDCEF could compile but I'm looking for a Mac developer because GDCEF needs some extra work to work for this archi. I do not have Mac). GDCEF compiles natively for Linux and Windows through the build.py script.

Would it help to create GitHub actions?

Yes prebuild are made by GitHub actions https://github.com/Lecrapouille/gdcef/blob/godot-4.x/.github/workflows/ci.yml Concerning Windows, I guess it will be random their CI run on Windows 10 or 11. For release 0.11.0 it was compiled by a win 10 https://github.com/Lecrapouille/gdcef/actions/runs/10689214050/job/29631283381#step:1:5 I dunno for previous releases since logs are removed. But Windows 10 and 11 are supposed to be compatiable

Lecrapouille avatar Sep 08 '24 16:09 Lecrapouille

@eliopark-nsuslab have you suggestions ?

Lecrapouille avatar Sep 08 '24 16:09 Lecrapouille

@lublak

The issue is, with the build I created myself it works flawlessly without changing any code.

So you have compiled the 0.11.0 tag for Godot 4.3 ?

I used the main tag: https://github.com/Lecrapouille/gdcef/tree/godot-4.x so i think dev?

What are your current configurations ? Here are some survey:

Face     Win11     OK (compiled + release)
Raphipod Win10     KO (release)
Каори    Win10     KO (release)
Mikee    Win11     KO (release)
eliopark-nsuslab Win?? OK (compiled)

My laptop is Win11 (my desktop is also a Win11 but here the github release works, on the laptop, it doesn't work).

Would it help to create GitHub actions?

Yes prebuild are made by GitHub actions https://github.com/Lecrapouille/gdcef/blob/godot-4.x/.github/workflows/ci.yml Concerning Windows, I guess it will be random their CI run on Windows 10 or 11. For release 0.11.0 it was compiled by a win 10 https://github.com/Lecrapouille/gdcef/actions/runs/10689214050/job/29631283381#step:1:5 I dunno for previous releases since logs are removed. But Windows 10 and 11 are supposed to be compatiable

It should work, win 10 and 11 should be compatible ( i mean it works on my desktop win 11)

lublak avatar Sep 08 '24 19:09 lublak

I'm still not sure what the problem is, but I did notice something interesting. The file “~libgdcef.dll” is indeed created, but it is not created at build time, and I suspect that godot or cef replicates it as needed at runtime. This file has a 'hidden' attribute, but I can't see it in explorer even with the 'show hidden files' option turned on, and I can see it through terminal or everything. I'll have to do more research to find out why that file is being created and trying to load to that path, but I'm very busy at the moment so it won't happen anytime soon.

eliopark-nsuslab avatar Sep 09 '24 01:09 eliopark-nsuslab

@eliopark-nsuslab In general, these ‘~’ files are actually open files, similar to a lock file. However, the question still arises as to why godot tries to open them (they should actually be created, but have no relevance for godot when opened). But this is just a speculation.

lublak avatar Sep 09 '24 13:09 lublak

@Lecrapouille I just used the simple build.py script without changing anything.

Beware I'm now tracking Godot 4.3. And they may have fixed this.

Lecrapouille avatar Sep 09 '24 15:09 Lecrapouille

@Lecrapouille I just used the simple build.py script without changing anything.

Beware I'm now tracking Godot 4.3. And they may have fixed this.

That could also be the case, of course. When a new GitHub release comes out, I'll be happy to test it.

lublak avatar Sep 10 '24 11:09 lublak

@Lecrapouille Tested the latest GitHub Release.

Computer 1 (the computer where it has always worked): It still works! Computer 2 (with the dll issue): Works now also with the github release!

So i think we can close it now. It looks like it was a Godot issue.

lublak avatar Sep 23 '24 18:09 lublak

@lublak you mean the 0.12.0 ? I've just requested it on Godot Asset Lib with some days of delay because the server made me lose the description I spent 30 minutes typing. :)

Lecrapouille avatar Sep 23 '24 19:09 Lecrapouille

@Lecrapouille yes i tested the 0.12.0 on both my devices 😄 . Oh no! 30 minutes work for nothing! Something like that is always annoying. 😨

lublak avatar Sep 23 '24 19:09 lublak

I'm slow for writing texts in poor English sentences ^^

Lecrapouille avatar Sep 23 '24 19:09 Lecrapouille

@Lecrapouille DeepL can help here :) i use it allot.

lublak avatar Sep 23 '24 19:09 lublak