Overriding 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
nil
plugin (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
make
plugin exposes themake-parameters
option to allow passing parameters that might be specific to the project’sMakefile
;The
npm
plugin exposes thenpm_node_version
option to select the specific version ofnpm
that should be used during the build;The
python
plugin exposes thepython-packages
andpython-requirements
options 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 setGOBIN
to${CRAFT_PART_INSTALL}/bin
when callinggo build
orgo install
. This is in part what thego
plugin does;The
dump
plugin copies the entiresource
to the “install” dir. This is achieved bycp
’ing the contents of the source directory directly to${CRAFT_PART_INSTALL}
;The
npm
plugin sets the--prefix
option ofnpm install
to${CRAFT_PART_INSTALL}
;The
make
plugin sets the commonly-usedDESTDIR
variable to${CRAFT_PART_INSTALL}
to ensure thatmake install
places 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.