Heisenbug
Heisenbug

Reputation: 39194

How to build protobuf-csharp-port on Mono under Windows

I've read the instruction for building protobuf-csharp-port using Mono under Linux/Unix system. I still can't get it work and eventually I'll open a thread to ask why, but that's not the question of this post.

I'm using Windows to develop and I have successfully built protobuf-csharp-port using VS2010. The fact is that I need to use the generated C# classes from inside Unity3D, which requires to use Mono.

I have Mono 2.8 installed on my machine.

The question is:

is possible to build protobuf-csharp-port in Windows using MonoDevelop? I tried to simply import the VS2010 solution and compile it using Mono but it doesn't works.

How can I do it?

EDIT

While trying to simply compile VS solution using MonoDevelop I got several errors. The first is in the following line of FieldMappingAttribute.cs:

 public MappedType MappedType { get; private set; }

The error is the following:

FieldMappingAttribute.cs(40,40): Error CS0501: 'Google.ProtocolBuffers.Descriptors.FieldMappingAttribute.MappedType.get' must declare a body because it is not marked abstract or extern (CS0501) (ProtocolBuffers)

Upvotes: 2

Views: 1198

Answers (1)

Jon Skeet
Jon Skeet

Reputation: 1502216

You shouldn't need to build the main protobuf-csharp-port project yourself... or if you do, you should be able to do that very rarely.

You don't need to rebuild protobuf-csharp-port just to build the generated C# classes. Just add a reference to Google.ProtocolBuffers.dll, and you should be fine.

That said, I haven't tested it on Mono for a while. It doesn't do anything desperately tricky, but you should definitely test thoroughly.

Upvotes: 2

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