So I’ve been trying this with 4.3 and I’ve run into several issues:
ld.lld: error: duplicate symbol: PKEY_Device_FriendlyName wwhich is solved by renaming the variable
When exporting the template its as if the set key either in cmd or powershell isn’t read so then the game can’t unencrypt at runtime.
Is there any similar guide? Seems this one is not working for newer builds.
The first issue was a bug in the code, which has been fixed, see:
opened 12:17PM - 06 Oct 24 UTC
closed 02:54PM - 02 Dec 24 UTC
bug
platform:windows
topic:buildsystem
### Tested versions
4.3-stable 77dcf97d82cbfe4e4615475fa52ca03da645dbd8 pulled … from GitHub
### System information
Windows 11 (23H2), llvm-mingw version 19.1.1
### Issue description
Trying to build a release template from source will fail near the end with the following exception:
```
[100%] ERROR: ld.lld: error: duplicate symbol: PKEY_Device_FriendlyName
>>> defined at libdrivers.windows.template_release.x86_64.llvm.a(audio_driver_wasapi.windows.template_release.x86_64.llvm.o)
>>> defined at /home/runner/work/llvm-mingw/llvm-mingw/install/llvm-mingw/x86_64-w64-mingw32/include/functiondiscoverykeys_devpkey.h:21
>>> libuuid.a(lib64_libuuid_a-uuid.o)
clang-19: error: linker command failed with exit code 1 (use -v to see invocation)
scons: *** [bin\godot.windows.template_release.x86_64.llvm.mono.exe] Error 1
scons: building terminated because of errors.
```
Command used to build:
```
scons platform=windows use_llvm=true use_mingw=yes mingw64_prefix=x86_64-w64-mingw32- arch=x86_64 target=template_release module_mono_enabled=yes
```
### Steps to reproduce
- Clone the godot source files
- Switch to the 4.3-stable tag
- Build using the following command: ```scons platform=windows use_llvm=true use_mingw=yes mingw64_prefix=x86_64-w64-mingw32- arch=x86_64 target=template_release module_mono_enabled=yes```
### Minimal reproduction project (MRP)
Not applicable
As for the second one, I’m not sure what happened, but the guide works even to this day with the newest version of godot, as I’ve had to do it a few days ago.
You need to set the key before you build the release template, then you need to put that same key in Godot’s export window, and making sure you use the template you built, not the official ones.