Linphone is dual licensed, and is available either :
under a GNU/GPLv3 license, for free (open source). Please make sure that you understand and agree with the terms of this license before using it (see LICENSE file for details).
under a proprietary license, for a fee, to be used in closed source applications. Contact Belledonne Communications for any question about costs and services.
Here are the general instructions to build Linphone for desktop. The specific instructions for each build platform is described just below.
You will need the tools :
Note: If you have the third party tool qtchooser installed :
eval "$(qtchooser -print-env)"
export Qt5_DIR=${QTLIBDIR}/cmake/Qt5
export PATH=${QTTOOLDIR}:$PATH
3. For specific requirements, see platform instructions sections below.
The build is done by building the SDK and the application. Their targets are sdk and linphone-qt.
Create your build folder at the root of the project : mkdir build
Go to this new folder and begin the build process : cd build
Prepare your options : cmake ... By default, it will try compile all needed dependencies. You can remove some by adding -DENABLE_<COMPONENT>=NO to the command. You can use cmake-gui .. if you want to have a better access to them. You can add -DCMAKE_BUILD_PARALLEL_LEVEL=<count> to do <count> parallel builds for speeding up the process.
Also, you can add -DENABLE_BUILD_VERBOSE=ON to get more feedback while generating the project.
Note : For Makefile or Ninja, you have to add -DCMAKE_BUILD_TYPE=<your_config> if you wish to build in a specific configuration (for example RelWithDebInfo).
Build and install the whole project : cmake --build . --target <target> --parallel <count> (replace <target> with the target name and <count> by the number of parallel builds).
Note : For XCode or Visual Studio, you have to add --config <your_config> if you wish to build in a specific configuration (for example RelWithDebInfo).
When all are over, the files will be in the OUTPUT folder in the build directory. When rebuilding, you have to use cmake --build . --target install (or cmake --install .) to put the application in the correct configuration.
Binaries inside other folders (like linphone-app and linphone-sdk) are not supposed to work.
When doing some modifications in the SDK, you can rebuild only the SDK with the target sdk and the same for the application with linphone-qt-only
In order to get packages, you can use cmake .. -DENABLE_APP_PACKAGING=YES. The files will be in OUTPUT/packages folder.
Update your project
Update your project with :
git fetch
git pull --rebase
Update sub-modules from your current branch
git submodule update --init --recursive
Then simply re-build using cmake.
General Troubleshooting
The latest version of Doxygen may not work with the SDK. If you some build issues and have a specific version of Doxygen that is not in your PATH, you can use -DLINPHONESDK_DOXYGEN_PROGRAM.
Eg on Mac : -DLINPHONESDK_DOXYGEN_PROGRAM=/Applications/Doxygen.app/Contents/Resources/doxygen
If the build of the SDK crash with something like "cmd.exe failed" and no more info, it can be a dependency that is not available. You have to check if all are in your PATH.
Usually, if it is about VPX or Decaf, this could come from your Perl installation.
If the application doesn't start and create an empty file with a random name, it could be come from a bad configuration between your application and others sub-modules. Check your configurations and force them with -DCMAKE_BUILD_TYPE=<your_config> or --config <your_config>.
On Mac, the application can crash at the start from QOpenGLContext. A workaround is to deactivate the mipmap mode on images by adding into your configuration file (linphonerc): mipmap_enabled=0 in [ui] section.
Specific instructions for the Mac Os X platform
To install the required dependencies on Mac OS X, you can use Homebrew.
Before you install packages with Brew, you may have to change directories permissions (if you can't change permissions with sudo on a MacOS >= High Sierra, get a look at this StackOverflow answer).
Install XCode from the Apple store. Run it at least once to allow it to install its tools.
Install Homebrew by following the instructions here https://brew.sh/
Install dependencies:
brew install cmake qt git
First ensure you have installed pip. You can get it for python 2.7 there.
Then, you can install a pip package with the following command:
pip install [package]
For instance, if you don't have pystache and the dot package (contained in graphviz), enter the following commands:
pip install pystache
pip install graphviz
Build as usual (General Steps).
Specific instructions for the Windows platform
64-bit version is not fully supported at this moment by Linphone Desktop and wasn't tested.
If a build for 64bits is needed, replace all mingw32 by mingw64, i686 by x86_64, -A Win32 by -A x64 or simply remove it.
In this order, add C:\msys64\, C:\msys64\usr\bin and C:\msys64\mingw32\bin in your PATH (the last one is needed by cmake to know where gcc is) to the PATH environement variable from windows advanced settings.
When building the SDK, it will install automatically from MSYS2 : perl, yasm, gawk, bzip2, nasm, sed, patch, pkg-config, gettext, glib2andintltool` (if needed)
Visual Studio must also be properly configured with addons. Under "Tools"->"Obtain tools and features", make sure that the following components are installed:
Tasks: Select Windows Universal Platform development, Desktop C++ Development, .NET Development
Under "Installation details". Go to "Desktop C++ Development" and add "SDK Windows 8.1 and SDK UCRT"
Individual component: Windows 8.1 SDK
Ensure that you have downloaded the Qt msvc2015 version or Qt msvc2017 version (32-bit).
Or open a Command line with Visual Studio Developer Command Prompt for VS 2017 and call qtenv2.bat that is in your qt binaries eg: C:\Qt\<version>\msvc2017\bin\qtenv2.bat
Build as usual with adding -A Win32 to cmake .. (General Steps) :
cmake .. -DCMAKE_BUILD_PARALLEL_LEVEL=10 -DCMAKE_BUILD_TYPE=RelWithDebInfo -A Win32
The default build is very long. It is prefered to use the Ninja generator -G "Ninja"
The project folder will be in the build directory and binaries should be in the OUTPUT folder.
Installing dependencies
There are docker files configurations where dependencies can be retrieved.
Also, more configurations are available in the docker-files folder of linphone-sdk submodule.
Options
Options
Description
Default value
ENABLE_APP_PACKAGING
Enable packaging. Package will be deployed in OUTPUT/packages
NO
ENABLE_APP_LICENSE
Enable the license in packages.
YES
ENABLE_BUILD_APP_PLUGINS
Enable the build of plugins
YES
ENABLE_BUILD_VERBOSE
Enable the build generation to be more verbose
NO
ENABLE_BUILD_EXAMPLES
Enable the build of examples
NO
ENABLE_DAEMON
Enable the linphone daemon interface.
NO
ENABLE_STRICT
Build with strict compilator flags e.g. -Wall -Werror
NO
ENABLE_TESTS
Build with testing binaries of SDK
NO
ENABLE_TESTS_COMPONENTS
Build libbctoolbox-tester
NO
ENABLE_TOOLS
Enable tools of SDK
NO
ENABLE_UNIT_TESTS
Enable unit test of SDK.
NO
ENABLE_UPDATE_CHECK
Enable update check.
YES
Contributing
Code
In order to submit a patch for inclusion in Linphone's source code:
First make sure that your patch applies to the latest Git sources before submitting : patches made to old versions can't and won't be merged.
Fill out and send the contributor agreement for your patch to be included in the Git tree by following links there. The goal of this agreement is to grant us the peaceful exercise of our rights to the Linphone source code, without losing your rights over your contribution.
Then go to the github repository and make a Pull Requests based on your code.
Please note that we don't offer free support and these contributions will be addressed on our free-time.
Languages
Linphone is getting a full internationalization support.
We no longer use transifex for the translation process, instead we have deployed our own instance of Weblate.
If you want you can contribute at: https://weblate.linphone.org/projects/linphone-desktop/
Feedback or bug reporting
Launch the application with --verbose parameter to get full logs and send it with your request. You can use the "Send logs" button in settings to upload log files and share it by email or with a post in the corresponding Github project :
On some OS (like Fedora 22 and later), they disable Qt debug output by default. To get full output, you need to create ~/.config/QtProject/qtlogging.ini and add :
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