Source: view3dscene Version: 3.18.0-3 Severity: serious Justification: FTBFS on amd64 Tags: bullseye sid ftbfs Usertags: ftbfs-20200501 ftbfs-bullseye
Hi, During a rebuild of all packages in sid, your package failed to build on amd64. Relevant part (hopefully): > make[3]: Entering directory '/<<PKGBUILDDIR>>/screen_effects' > file_to_pascal_string flashlight.glsl > ../code/screen_effects_flashlight.glsl.inc > file_to_pascal_string edge_detect.glsl > ../code/screen_effects_edge_detect.glsl.inc > make[3]: Leaving directory '/<<PKGBUILDDIR>>/screen_effects' > make[2]: Leaving directory '/<<PKGBUILDDIR>>' > fpc -k"-z relro -z now" -dRELEASE -Mobjfpc -Sh -Ci -Sm -Sc -Sg -Si -O2 -Xs > -Fu/usr/lib/x86_64-linux-gnu/fp-units-3.0.4/castle-game-engine-6.4/ > code/view3dscene.lpr > Compiling Release Version > Free Pascal Compiler version 3.0.4+dfsg-23 [2019/11/25] for x86_64 > Copyright (c) 1993-2017 by Florian Klaempfl and others > Target OS: Linux for x86-64 > Compiling code/view3dscene.lpr > Compiling code/v3dscenetexturefilters.pas > Compiling code/v3dscenelights.pas > Compiling code/v3dscenefillmode.pas > Compiling code/v3dsceneraytrace.pas > Compiling code/v3dscenestatus.pas > Compiling code/v3dscenewindow.pas > Compiling code/v3dscenenavigationtypes.pas > Compiling code/v3dsceneimages.pas > Compiling code/v3dscenescenechanges.pas > Compiling code/v3dscenebgcolors.pas > Compiling code/v3dsceneviewports.pas > Compiling code/v3dsceneviewpoints.pas > Compiling code/v3dscenecaptions.pas > Compiling code/v3dscenewarnings.pas > Compiling code/v3dsceneantialiasing.pas > Compiling code/v3dscenescreenshot.pas > Compiling code/v3dsceneshadows.pas > Compiling code/v3dsceneoctreevisualize.pas > Compiling code/v3dsceneboxes.pas > v3dsceneoctreevisualize.pas(142,11) Warning: Symbol "glDrawBox3DWire" is > deprecated: "do not draw like this, instead create TCastleScene with Cube > node inside" > v3dsceneoctreevisualize.pas(189,9) Warning: Symbol "glDrawBox3DWire" is > deprecated: "do not draw like this, instead create TCastleScene with Cube > node inside" > Compiling code/v3dscenemiscconfig.pas > Compiling code/v3dscenescreeneffects.pas > Compiling code/v3dscenehanim.pas > Compiling code/v3dsceneversion.pas > Compiling code/v3dscenelightseditor.pas > Compiling code/v3dsceneinternalscenes.pas > Compiling code/v3dscenenamedanimations.pas > view3dscene.lpr(537,23) Warning: Symbol "UseHierarchicalOcclusionQuery" is > experimental > view3dscene.lpr(2915,64) Warning: Symbol "UseHierarchicalOcclusionQuery" is > experimental > view3dscene.lpr(2915,100) Warning: Symbol "UseHierarchicalOcclusionQuery" is > experimental > view3dscene.lpr(3303,24) Warning: Symbol "UseHierarchicalOcclusionQuery" is > experimental > Linking code/view3dscene > /usr/bin/ld.bfd: warning: link.res contains output sections; did you forget > -T? > 162589 lines compiled, 3.8 sec > 6 warning(s) issued > fpc -k"-z relro -z now" -dRELEASE -Mobjfpc -Sh -Ci -Sm -Sc -Sg -Si -O2 -Xs > -Fu/usr/lib/x86_64-linux-gnu/fp-units-3.0.4/castle-game-engine-6.4/ > code/tovrmlx3d.lpr > Compiling Release Version > Free Pascal Compiler version 3.0.4+dfsg-23 [2019/11/25] for x86_64 > Copyright (c) 1993-2017 by Florian Klaempfl and others > Target OS: Linux for x86-64 > Compiling code/tovrmlx3d.lpr > Linking code/tovrmlx3d > /usr/bin/ld.bfd: warning: link.res contains output sections; did you forget > -T? > 127 lines compiled, 1.8 sec > inkscape --export-width=48 --export-height=48 desktop/view3dscene.svg > --export-png=desktop/view3dscene.png > > ** (process:16247): WARNING **: 04:48:16.137: Unable to create profile > directory (Permission denied) (13) > Unable to init server: Could not connect: Connection refused > Unknown option --export-png=desktop/view3dscene.png > make[1]: *** [debian/rules:51: override_dh_auto_build-arch] Error 1 The full build log is available from: http://qa-logs.debian.net/2020/05/01/view3dscene_3.18.0-3_unstable.log A list of current common problems and possible solutions is available at http://wiki.debian.org/qa.debian.org/FTBFS . You're welcome to contribute! About the archive rebuild: The rebuild was done on EC2 VM instances from Amazon Web Services, using a clean, minimal and up-to-date chroot. Every failed build was retried once to eliminate random failures.