Fail to build for Linux Server
We use Linux builds on the server. No EOS functionality is used there, all calls are hidden under #if. However, having your plugin in itself does not allow us to build - we get the following error:
2024-05-06T19:42:46.0393390Z ##### Output
2024-05-06T19:42:46.0394337Z ld.lld: error: undefined symbol: DLLH_create_context
2024-05-06T19:42:46.0396707Z >>> referenced by com.playeveryware.eos.core.cpp:3064 (Library/Bee/artifacts/LinuxPlayerBuildProgram/il2cppOutput/cpp/com.playeveryware.eos.core.cpp:3064)
2024-05-06T19:42:46.0399972Z >>> Library/Bee/artifacts/LinuxPlayerBuildProgram/zbz95/u8xxrn7ehl7g.o:(DLLHandle_LoadDynamicLibrary_m4D283A506980785C68E30AE7A6117C271816B489)
2024-05-06T19:42:46.0403107Z >>> referenced by com.playeveryware.eos.core.cpp:3064 (Library/Bee/artifacts/LinuxPlayerBuildProgram/il2cppOutput/cpp/com.playeveryware.eos.core.cpp:3064)
2024-05-06T19:42:46.0406149Z >>> Library/Bee/artifacts/LinuxPlayerBuildProgram/zbz95/u8xxrn7ehl7g.o:(SystemDynamicLibrary_get_Instance_mE5272AED736BB77ABE3F7BA88CC63674A5BAC28D)
The workaround that helped us was to turn off the dlls from compilation like this, but to do this we had to disable plugin sync via Git.
Hello @BestStream, For builds where one doesn't need the EOS Plugin, the EOS_DISABLE define should work to stop it from linking / building with the Plugin. Does that work for you?
@andrew-hirata-playeveryware
This idea came to me later. But I couldn't check it because of this error https://github.com/PlayEveryWare/eos_plugin_for_unity/issues/653
In any case, this report is not about how to disable the plugin on Linux, but about how to make sure that the plugin does not cause build errors, since Linux is marked as supported platform
The same problem in Unity2021.3.36f1, building for Linux dedicated server
The workaround that helped us was to turn off the dlls from compilation like this, but to do this we had to disable plugin sync via Git.
When we make the next release, we will make these changes to the library compilation similar to how your workaround works. I'll close this issue out once the release that contains those changes comes out this week.
I'm marking this issue as "pending" and closing it. Early next week we will be releasing version 3.2.0 which includes a fix for this issue.