【发布时间】:2023-03-20 04:57:02
【问题描述】:
编辑:原来是用户错误。我的资源不在NativeLib/,它在NativeLib/NativeLib/。始终检查您的路径!
我正在尝试使用 Visual Studio Community 2019 和 scons 4.1.0 构建一个 dll,但我得到一个未解析的外部符号。
E:\Projects\GodotProjects\Units\Units>scons -c platform=windows
scons: Reading SConscript files ...
scons: done reading SConscript files.
scons: Cleaning targets ...
scons: done cleaning targets.
E:\Projects\GodotProjects\Units\Units>scons platform=windows
scons: Reading SConscript files ...
scons: done reading SConscript files.
scons: Building targets ...
link /nologo /dll /out:Godot\bin\win64\libgdexample.dll /implib:Godot\bin\win64\libgdexample.lib /LIBPATH:E:\Projects\GodotProjects\Units\godot-cpp\bin libgodot-cpp.windows.debug.64.lib
LINK : warning LNK4001: no object files specified; libraries used
LINK : warning LNK4068: /MACHINE not specified; defaulting to X64
LINK : error LNK2001: unresolved external symbol _DllMainCRTStartup
Godot\bin\win64\libgdexample.dll : fatal error LNK1120: 1 unresolved externals
scons: *** [Godot\bin\win64\libgdexample.dll] Error 1120
scons: building terminated because of errors.
根据文档 (DLLs and Visual C++ run-time library behavior),“当您使用 Visual Studio 构建动态链接库 (DLL) 时,默认情况下,链接器包含 Visual C++ 运行时库 (VCRuntime)。...当链接到 DLL 时,VCRuntime 代码提供了一个名为 _DllMainCRTStartup 的内部 DLL 入口点函数,该函数将 Windows 操作系统消息处理到 DLL 以附加到进程或线程或从进程或线程分离。"
所以听起来我需要以某种方式包含 VCRuntime,但我找不到它的库。根据this,_DllMainCRTStartup 在 corelibc.lib 中,但我找不到任何关于在哪里找到或如何包含它的信息。
我也不知道对 _DllMainCRTStartup 的引用在哪里。它不在我的任何 .cpp 或 .h 文件中,我在 sconstruct 文件或任何 Visual Studio 文件中都找不到它。我认为我对编译器的了解还不够,无法进一步调试。
这是我的 SConstruct 文件:
#!python
import os, subprocess
opts = Variables([], ARGUMENTS)
# Gets the standard flags CC, CCX, etc.
# env = DefaultEnvironment() - changed at request of bdbaddog
env = Environment()
# Define our options
opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'Godot/bin/'))
opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
# Local dependency paths, adapt them to your setup
godot_headers_path = "../godot-cpp/godot-headers/"
cpp_bindings_path = "../godot-cpp/"
cpp_library = "libgodot-cpp"
# only support 64 at this time..
bits = 64
# Updates the environment with the option variables.
opts.Update(env)
# Process some arguments
if env['use_llvm']:
env['CC'] = 'clang'
env['CXX'] = 'clang++'
if env['p'] != '':
env['platform'] = env['p']
if env['platform'] == '':
print("No valid target platform selected.")
quit();
# Check our platform specifics
if env['platform'] == "osx":
env['target_path'] += 'osx/'
cpp_library += '.osx'
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS = ['-g','-O2', '-arch', 'x86_64', '-std=c++17'])
env.Append(LINKFLAGS = ['-arch', 'x86_64'])
else:
env.Append(CCFLAGS = ['-g','-O3', '-arch', 'x86_64', '-std=c++17'])
env.Append(LINKFLAGS = ['-arch', 'x86_64'])
elif env['platform'] in ('x11', 'linux'):
env['target_path'] += 'x11/'
cpp_library += '.linux'
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS = ['-fPIC', '-g3','-Og', '-std=c++17'])
else:
env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++17'])
elif env['platform'] == "windows":
env['target_path'] += 'win64/'
cpp_library += '.windows'
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
# env.Append(ENV = os.environ)
#env.Append(CCFLAGS = ['-DWIN32', '-D_WIN32', '-D_WINDOWS', '-W3', '-GR', '-D_CRT_SECURE_NO_WARNINGS']) - changed at request of bdbaddog
env.Append(CCFLAGS = ['-D_WIN32', '-D_WINDOWS', '-W3', '-GR', '-D_CRT_SECURE_NO_WARNINGS'])
env.Append(CPPDEFINES = ['WIN32'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '-MDd'])
else:
env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '-MD'])
if env['target'] in ('debug', 'd'):
cpp_library += '.debug'
else:
cpp_library += '.release'
cpp_library += '.' + str(bits)
# make sure our binding library is properly includes
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library])
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=['NativeLib/'])
sources = Glob('NativeLib/*.cpp')
library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
Default(library)
# Generates help for the -h scons option.
Help(opts.GenerateHelpText(env))
【问题讨论】:
-
您是否尝试将项目设置更改为以 x86 为目标?你的代码是 xxx.exe 还是 xxx.dll?您的 .dll 源代码中是否有任何内容具有 DllMain()?您确定为“DLL”配置了项目设置吗?对于“/MT”(多线程、静态链接)?
-
尝试将目录名称从“Godot Projects”更改为“GodotProjects”?
-
将“env = DefaultEnvironment()”更改为“env = Environment()”
-
尝试删除这个“env.Append(ENV = os.environ)”。 SCons 应该正确初始化编译器。
-
您包含的构建日志无法完整。它不会编译任何源文件。运行“scons -c”,然后构建并捕获日志并修复上面的附加日志。
标签: c++ visual-studio scons