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Mono: Can't generate glue on Windows 10 #12357
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Is that the full log? Those are the expected messages. Mono is checking if there is an AOT library for the assembly, that's why it searches for |
After I compiled Godot for the first time there was no mscorlib.dll.dll in godot\bin folder. Only mscorlib.dll, GodotSharpTools.dll and mono-2.0-sgen.dll. |
What happens if you remove that mscorlib file from godot\bin? |
Sorry for late response. If I delete it Godot seems to generate glue and then recompile properly. |
Good. Was that |
Seems like it. I freshly cloned the master and the file was not there before and I didn't put it in godot\bin by hand. |
Fixed by #12388. |
Operating system or device, Godot version, GPU Model and driver (if graphics related):
Windows 10, VS2017, latest master 804cab3
Issue description:
I followed tutorial of how to compile Godot with Mono support: http://docs.godotengine.org/en/latest/development/compiling/compiling_with_mono.html
I installed the latest Mono and compiled Godot using VS2017 with:
scons p=windows tools=yes module_mono_enabled=yes mono_glue=no
After it compiled I ran Godot with:
bin\godot.x11.tools.64 --generate-mono-glue modules\mono\glue
But Godot crashed with error:
Mono: Initializing module... ERROR: gdmono_MonoLogCallback: Mono: FALTAL ERROR, ABORTING! Logfile: C:/Users/MrMaidx/AppData/Roaming/Godot/mono/mono_logs/1508775754.txt At: modules\mono\mono_gd\gd_mono_log.cpp:73
Inside described log was:
It seems that Godot is looking for some reason for file mscorlib.dll.dll. That looks like a typo was entered somewhere. When I rename the file mscorlib.dll to mscorlib.dll.dll in godot\bin folder glue can be generated (with many warnings) and Godot becomes compilable (and initializes Mono without problems).
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