Override the default build¶
Craft-parts provides built-in plugins for a number of
different programming languages, frameworks, and build tools. Since it’s not
possible to support every possible configuration and scenario for each of
these technologies, each plugin emits a series of build commands to reproduce
what is most typically done for the given domain; for instance, the make
plugin generates code that calls make; make install at build-time.
For cases where a given project being built does not follow the typical path, craft-parts provides a way to declare the build commands for a specific part via the override-build keyword.
Typical reasons for using override-build include:
Having to run commands before or after the plugin’s default commands;
Building a project that uses a technology (programming language, framework, or build tool) that is not supported by craft-part’s default plugins;
More generally, using the
nilplugin (which has no default build commands).
Follow these steps to ensure a successful build, and see also a general description of the Build process.
Determine that you do need to use override-build¶
The default plugins strive to implement the most common build process for a given technology but they typically also provide plugin-specific options that allow some degree of customization. As some examples:
The
makeplugin exposes themake-parametersoption to allow passing parameters that might be specific to the project’sMakefile;The
npmplugin exposes thenpm_node_versionoption to select the specific version ofnpmthat should be used during the build;The
pythonplugin exposes thepython-packagesandpython-requirementsoptions to declare specific packages and requirements files that should be used when creating the build’s virtual environment.
See the documentation for the plugins that are relevant to your project to determine whether the default process is suitable for you.
Ensure you place the built artefacts in the correct place¶
The purpose of the Build step in the lifecycle is to generate software artefacts to be included in the final payload. This is achieved by populating a special “install” directory - the contents of this directory will then move forward to the Stage and Prime lifecycle steps. A very common mistake when overriding a part’s Build is failing to place the created artefacts in the correct directory.
The location of the “install” directory is stored in the ${CRAFT_PART_INSTALL}
environment variable. This variable is set by craft-parts’ tooling when calling
the script contained in override-build. Therefore, in many cases the build
script can simply call the project’s build tool with ${CRAFT_PART_INSTALL} as
the output directory. Some examples:
Go projects can use either
-o "${CRAFT_PART_INSTALL}"or setGOBINto${CRAFT_PART_INSTALL}/binwhen callinggo buildorgo install. This is in part what thegoplugin does;The
dumpplugin copies the entiresourceto the “install” dir. This is achieved bycp’ing the contents of the source directory directly to${CRAFT_PART_INSTALL};The
npmplugin sets the--prefixoption ofnpm installto${CRAFT_PART_INSTALL};The
makeplugin sets the commonly-usedDESTDIRvariable to${CRAFT_PART_INSTALL}to ensure thatmake installplaces the built artefacts in the correct location.
The last example merits extra clarification: while DESTDIR is a widely-used
convention, it is by no means mandatory. Since Makefiles are fairly free-form and
can call arbitrary programs, it’s crucial to inspect your project’s specific
Makefile to discover the option that it exposes to control where artefacts
will be placed when make install is called, and adjust the contents of the
override-build script to reflect this. Failure to do so will frequently not
result in a build error because the artefacts will be installed in a standard
location like /usr/local in the build system, which is typically an LXD
instance or a Multipass VM.