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Release process documentation? #23
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"Wineskin Winery.app" runs just fine after being built, only needs to be compressed if it's to be added to the server for downloading directly from within the app and then update the {server}/Wrapper/NewestVersion.txt Wineskin.app needs to be placed inside.
Contents Folder>
Frameworks Contents>
MacOS Contents>
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Thanks! It would be great if we could figure out how to bundle the app in such a way where the "Wineskin Winery.app" bundle includes the latest "Wineskin.app" wrapper template, and at least one working Engine. Also is there any way to run |
I don't know if including it inside "Wineskin Winery.app" is a good idea. Running "Wineskin.app" inside xcode debugger I have no clue how @vitor251093 might be better for answering that. WineskinLauncher same thing, but I assume as long as you have the needed ObjectiveC extension I don't why it wouldn't be possible since you can pass commands directly to it. WSS- are the main functions. |
I agree with @Gcenx . Keeping them separated makes we capable of releasing updates separately, and that's an advantage. While it would be interesting to release a package once in a while with an stable version of all of them, once the three of them get stable versions, they shouldn't be bonded together.
I usually build them in Debug mode, move to the insides of a wrapper, and then, if I want logs, I run the binaries using the terminal. It certainly isn't the best method to do, but that's what I've done during my tests xD Xcode can be configured to send the result of the build to a wrapper so you can run them, however it would require a wrapper with a specific name in a specific location. Since that changes from environment to environment, I decided to do this manual method instead of doing that. Also, a reminder: while Wineskin.app can be build in Release mode, WineskinLauncher can't. The reason for that is simple: when an app is build for release today, it considers its Info.plist has unique, and gives the Info.plist an identifier of the binary. Summarising, if you run WineskinLauncher in Release mode, you can't change the Info.plist file of the wrapper, and that's a real problem for Wineskin wrappers. |
We can likely set up an Xcode build target that moves everything into the right place. Even if we don't ship production builds this way, it would be great to remove manual steps from the debugging workflow. |
Yeah, is the kind of thing that saves lots of time on term. |
On the road toward automating the builds, I made a tool to automate the creation of Engines: https://github.com/WineskinCommunity/WineskinEngineBuilder |
Awesome! :D |
Nice the updated EngineBuild bash scripts might be redundant now. Are you later adding the ability to compile from source also? It's needed for making CX engines. |
@Gcenx Haven't added a compile from source option yet, but have some of the scaffolding for it in there. Would you mind adding any documentation you have on building engines from scratch to this issue? https://github.com/WineskinCommunity/WineskinEngineBuilder/issues/1 |
@chrisballinger Sure I just need to dig it up from my backup, I could also 7zip the EngineBuild scripts I have along with everything for building Engines on 10.13. Those are modified bash scripts based on what doh123 made but it works I built CX17.5.0 & CX17.5.0 64bit using them. |
@Gcenx can lend a hand here, if you restore Wineskin launcher template |
@niveuseverto if I have time tonight I can replace that with a newer mini dylib template. If your only interested in building the project to use with official winehq wine builds then you can use the prebuilt development then you can just grab WineskinWinery.app.tar.7z from the Winery folder. |
I'm interested in this as a part of @foesmm to provide ability to create stable wineskins for supported gamebryo games, so building/packaging from source (including wine) is desirable |
That makes sense then, just remember you need to use the Winery version from the project to make wrappers as the "official" one will fail due to the structure changes as I explained above. Here is an updated Wrapper template , I did not shrink it down to a mini dylib subset as you may need some of those so I left them all in. That template will allow the use of doh123 engines / Winehq engines / PortingKit engines. For compiling engines I have encountered some issues with custom built wine versions when using Clang, the only stable compiles have been cross-compiled using the Official Winehq build system, you can use Ubuntu Bionic as the system base. I have not have enough free-time to setup a docker image for this. |
Hi @Gcenx , @vitor251093 , @niveuseverto – I know this is an old thread of an (mostly) abandoned project.
The mega.nz links are dead and I am desperately trying to create the last "original" master wrapper from doh123 (v2.6.2), which is nowhere to be found (for that matter, wouldn't you happen to have it?). I was able to build it from the repository, but even with the instructions above from @Gcenx, I am still failing to create the wrapper app succesfully. I am creating a Wineskin archives repository here on GitHub where I would like to store all old Wineskin Wrappers, Engines and Wineries I could find on the internet, so that they are ready to use for Mojave+ users, since the Kegworks-App/Kegworks only works 10.15+. Thank you very much! |
I've had trouble piecing together the various build products. Is this process documented anywhere? Ideally I want to automate nightly builds for Engines, Wrappers and Winery.
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