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Make the build script work with SELinux
Generally speaking the scripts are executed from a user's homedirectory. By default the SELinux context will be: unconfined_u:object_r:user_home_t:s0 For podman to work with SELinux enable the context needs to be system_u:object_r:container_file_t:s0. Podman can do this automatically if the volume is made with the :z attribute.
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4
build.sh
4
build.sh
@@ -44,7 +44,7 @@ done
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mkdir -p logs
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# You can add --no-cache as an option to podman_build below to rebuild all containers from scratch
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export podman_build="$podman build --build-arg img_version=${img_version} -v ${files_root}:/root/files"
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export podman_build="$podman build --build-arg img_version=${img_version} -v ${files_root}:/root/files:z"
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$podman build -t godot-fedora:${img_version} -f Dockerfile.base . 2>&1 | tee logs/base.log
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$podman_build -t godot-export:${img_version} -f Dockerfile.export . 2>&1 | tee logs/export.log
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@@ -65,7 +65,7 @@ if [ ! -e files/MacOSX${OSX_SDK}.sdk.tar.xz ] || [ ! -e files/iPhoneOS${IOS_SDK}
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echo "Building OSX and iOS SDK packages. This will take a while"
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$podman_build -t godot-xcode-packer:${img_version} -f Dockerfile.xcode . 2>&1 | tee logs/xcode.log
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$podman run -it --rm -v ${files_root}:/root/files -e XCODE_SDKV="${XCODE_SDK}" -e OSX_SDKV="${OSX_SDK}" -e IOS_SDKV="${IOS_SDK}" godot-xcode-packer:${img_version} 2>&1 | tee logs/xcode_packer.log
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$podman run -it --rm -v ${files_root}:/root/files:z -e XCODE_SDKV="${XCODE_SDK}" -e OSX_SDKV="${OSX_SDK}" -e IOS_SDKV="${IOS_SDK}" godot-xcode-packer:${img_version} 2>&1 | tee logs/xcode_packer.log
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fi
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$podman_build -t godot-osx:${img_version} -f Dockerfile.osx . 2>&1 | tee logs/osx.log
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