Not valid Win32 application Exception #1

Closed
opened 2019-04-05 01:48:20 +02:00 by ghost · 4 comments
ghost commented 2019-04-05 01:48:20 +02:00 (Migrated from github.com)

After targeting WebGL:

These work...
Build Assets
Build Project

On "Package Build for LBRY"
Error:

Win32Exception: ApplicationName='node', CommandLine='"U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY\package.js"', CurrentDirectory='U:\git\lbry-unity\LBRY 3D Viewer\Assets\..\LBRY', Native error= %1 is not a valid Win32 application.

System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at <3845a180c26b4889bc2d47593a665814>:0)
System.Diagnostics.Process.Start () (at <3845a180c26b4889bc2d47593a665814>:0)
(wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
LBRY.ExecProcess (System.String directory, System.String name, System.String args) (at Assets/Editor/LBRY/EditorSDK.cs:122)
LBRY.PackageLBRY () (at Assets/Editor/LBRY/EditorSDK.cs:97)

So this line fails:
ExecProcess(Path.GetDirectoryName(targetBuildRoot), "node", packageScript);

Prior to getting stuck here I was stuck here:
ExecProcessShell(Path.GetDirectoryName(lbryFormatDir), "npm", "i");

but manaully going in and calling npm i
so:
U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY\lbry-format~>npm i
fixed the first issue which is perhaps assumed we would know that fix, but this next step i am unsure how to proceed to fix or what the expected behavior is.

NOTE:
Can you list what is the expected dev env. for this to work. I see the unity version and nodejs is installed via scoop on windows. i know node is working i did a kinda well known node wow.js test

I assume part of my problem is that i don't have LBRY app installed on this windows machine, i was running my lbry app on linux on same network.

After targeting WebGL: These work... Build Assets Build Project On "Package Build for LBRY" Error: ``` Win32Exception: ApplicationName='node', CommandLine='"U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY\package.js"', CurrentDirectory='U:\git\lbry-unity\LBRY 3D Viewer\Assets\..\LBRY', Native error= %1 is not a valid Win32 application. System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at <3845a180c26b4889bc2d47593a665814>:0) System.Diagnostics.Process.Start () (at <3845a180c26b4889bc2d47593a665814>:0) (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start() LBRY.ExecProcess (System.String directory, System.String name, System.String args) (at Assets/Editor/LBRY/EditorSDK.cs:122) LBRY.PackageLBRY () (at Assets/Editor/LBRY/EditorSDK.cs:97) ``` So this line fails: `ExecProcess(Path.GetDirectoryName(targetBuildRoot), "node", packageScript);` Prior to getting stuck here I was stuck here: `ExecProcessShell(Path.GetDirectoryName(lbryFormatDir), "npm", "i");` but manaully going in and calling `npm i` so: `U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY\lbry-format~>npm i` fixed the first issue which is perhaps assumed we would know that fix, but this next step i am unsure how to proceed to fix or what the expected behavior is. NOTE: Can you list what is the expected dev env. for this to work. I see the unity version and nodejs is installed via scoop on windows. i know node is working i did a kinda well known `node wow.js` test I assume part of my problem is that i don't have LBRY app installed on this windows machine, i was running my lbry app on linux on same network.
ghost commented 2019-04-05 02:03:58 +02:00 (Migrated from github.com)

More info:
LBRY 3D Viewer\Assets\Editor\LBRY\package.js

is this correct? when running:
U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY>node package.js

from cmd:

Error: ENOENT: no such file or directory, scandir 'U:\git\lbry-unity\LBRY 3D Vie
wer\Assets\Editor\LBRY\Build'

i move the Build folder from the root of the Unity Project to the Editor Folder so:
Move this: U:\git\lbry-unity\LBRY 3D Viewer\LBRY\Build
To Here:

 Directory of U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY
<DIR> Build

This now doesn't give any errors:

U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY>node package.js
package.js running in: U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY
{ packDirectory: [AsyncFunction: packDirectory],
  unpackDirectory: [AsyncFunction: unpackDirectory] }

Keep in mind there are no asset bundles in this project. Setting a Cube up would help those at home.

More info: `LBRY 3D Viewer\Assets\Editor\LBRY\package.js` is this correct? when running: `U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY>node package.js` from `cmd`: ``` Error: ENOENT: no such file or directory, scandir 'U:\git\lbry-unity\LBRY 3D Vie wer\Assets\Editor\LBRY\Build' ``` i move the Build folder from the root of the Unity Project to the Editor Folder so: Move this: U:\git\lbry-unity\LBRY 3D Viewer\LBRY\Build To Here: ``` Directory of U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY <DIR> Build ``` This now doesn't give any errors: ``` U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY>node package.js package.js running in: U:\git\lbry-unity\LBRY 3D Viewer\Assets\Editor\LBRY { packDirectory: [AsyncFunction: packDirectory], unpackDirectory: [AsyncFunction: unpackDirectory] } ``` Keep in mind there are no asset bundles in this project. Setting a Cube up would help those at home.
skhameneh commented 2019-04-05 02:27:20 +02:00 (Migrated from github.com)

Hey @communityus, thanks for filing an issue. I'll add some more details to the readme this evening.

Try checking the Build folder, the command should have created a package.lbry file. You can publish these files direct to LBRY.

Also, it sounds like you installed Node on Windows using a third-party installer. Under normal circumstances, the modules would install automatically.

I'd suggest installing the latest version of node from the official website (if not now, for future development)
https://nodejs.org/en/download/

You can join us on Discord if you'd like help debugging your issues:
https://chat.discord.com/

Hey @communityus, thanks for filing an issue. I'll add some more details to the readme this evening. Try checking the `Build` folder, the command should have created a `package.lbry` file. You can publish these files direct to LBRY. Also, it sounds like you installed Node on Windows using a third-party installer. Under normal circumstances, the modules would install automatically. I'd suggest installing the latest version of node from the official website (if not now, for future development) https://nodejs.org/en/download/ You can join us on Discord if you'd like help debugging your issues: https://chat.discord.com/
ghost commented 2019-04-05 04:38:24 +02:00 (Migrated from github.com)

Thanks for the response.

It did actually build the .lbry file, I will have to do it again to find out when it worked. So the error might be false positive at least at the last step if not before.

I am happy to help. The lbry blockchain sounds like a good one. I have other questions about it on a whole. Just the simple branding that it can mean library is a real draw.

The .lbry file it generating was around 5 MB. This is where that detail would be nice. And I get this is way early alpha, just kinda stumbled on it because you guys had a flatpak. I do think I dual mined some lbc back in day with etc.

The other part, me being new to LBRY is maybe screen shots of how to upload it, on the FlatPak LBRY I see the upload cloud option. It is a bit misleading that it seems only for pictures and videos and that is most of the content, so it seems like it is a video platform. But after some digging I found it is more than that.

[offtopic start]
I found a southpark game? paywall sucks for discovery of course. my curiosity is peaked enough though that i will start mining again i think.

(All TMI but i wont get around to posting this anywhere helpful for you anytime soon)
[offtopic end]

So from what you say, I can upload this .lbry, which is a spec (using that cloud upload button) and it unpacks when downloaded as my Unity WebGL game with web assembly and multicore support I think I saw in your build button code.

Neat! Certainly say that clearly early on.

It looks like we can do more like AssetBundle delivery.

I think my main interest is Asset Bundles and a neat way to add modding to my game, through a dectralized way and everyone pays through .lbry coin. But my understanding is that I pay to upload it, and if I choose free the modders could download it for free.

Which if that is indeed the case, then I shouldn't have too many huddles on iOS because nothing would be paid from client side.

Anyways great work, I look forward to one day 1:1 integration in Unity. In general on blockchain side verbose docs great, esp. for new comers who aren't in the know.

Lastly, just a quick one off question...super glad it is bitcoin based. Any chance side chain one day instead of bitcoin fork? (maybe i don't understand, but we are not ethereum based are we?)

Thanks for the response. It did actually build the .lbry file, I will have to do it again to find out when it worked. So the error might be false positive at least at the last step if not before. I am happy to help. The lbry blockchain sounds like a good one. I have other questions about it on a whole. Just the simple branding that it can mean library is a real draw. The .lbry file it generating was around 5 MB. This is where that detail would be nice. And I get this is way early alpha, just kinda stumbled on it because you guys had a flatpak. I do think I dual mined some lbc back in day with etc. The other part, me being new to LBRY is maybe screen shots of how to upload it, on the FlatPak LBRY I see the upload cloud option. It is a bit misleading that it seems only for pictures and videos and that is most of the content, so it seems like it is a video platform. But after some digging I found it is more than that. `[offtopic start]` I found a southpark game? paywall sucks for discovery of course. my curiosity is peaked enough though that i will start mining again i think. (All TMI but i wont get around to posting this anywhere helpful for you anytime soon) `[offtopic end]` So from what you say, I can upload this .lbry, which is a spec (using that cloud upload button) and it unpacks when downloaded as my Unity WebGL game with web assembly and multicore support I think I saw in your build button code. Neat! Certainly say that clearly early on. It looks like we can do more like AssetBundle delivery. I think my main interest is Asset Bundles and a neat way to add modding to my game, through a dectralized way and everyone pays through .lbry coin. But my understanding is that I pay to upload it, and if I choose free the modders could download it for free. Which if that is indeed the case, then I shouldn't have too many huddles on iOS because nothing would be paid from client side. Anyways great work, I look forward to one day 1:1 integration in Unity. In general on blockchain side verbose docs great, esp. for new comers who aren't in the know. Lastly, just a quick one off question...super glad it is bitcoin based. Any chance side chain one day instead of bitcoin fork? (maybe i don't understand, but we are not ethereum based are we?)
skhameneh commented 2019-04-05 18:29:45 +02:00 (Migrated from github.com)

I think my main interest is Asset Bundles and a neat way to add modding to my game, through a dectralized way and everyone pays through .lbry coin.

Great to hear, our long-term goal is to have wallet APIs that can be called from Unity for in-app payments / micro-transactions.

But my understanding is that I pay to upload it, and if I choose free the modders could download it for free.

To some extent, the claim amount (LBC Deposit) can be a small fraction and abandoning a claim will recover your deposit. The only non-refundable actions are network transaction fees, which are kept intentionally low.

Any chance side chain one day instead of bitcoin fork?

The short answer is no, it's highly unlikely. I'll defer details to @eukreign and @BrannonKing if they'd like to chime in.

Closing this ticket, if you have more questions, feel free to continue responding in this ticket.

> I think my main interest is Asset Bundles and a neat way to add modding to my game, through a dectralized way and everyone pays through .lbry coin. Great to hear, our long-term goal is to have wallet APIs that can be called from Unity for in-app payments / micro-transactions. > But my understanding is that I pay to upload it, and if I choose free the modders could download it for free. To some extent, the claim amount (LBC Deposit) can be a small fraction and abandoning a claim will recover your deposit. The only non-refundable actions are network transaction fees, which are kept intentionally low. > Any chance side chain one day instead of bitcoin fork? The short answer is no, it's highly unlikely. I'll defer details to @eukreign and @BrannonKing if they'd like to chime in. Closing this ticket, if you have more questions, feel free to continue responding in this ticket.
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Reference: LBRYCommunity/lbry-unity#1
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