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I have a CEP extension for Premiere which I'm trying to add a C++ .node addon to for some functionality that needs to be written in C++. This is working fine on Windows.
But on macOS it fails to load with the following message:
Failed to load /path/to/my/binary.node: Error: dlopen(/path/to/my/binary.node, 0x0001): tried: '/path/to/my/binary.node' (code signature in <...> '/path/to/my/binary.node' not valid for use in process: mapping process and mapped file (non-platform) have different Team IDs), '/System/Volumes/Preboot/Cryptexes/OS/path/to/my/binary.node' (no such file), '/path/to/my/binary.node (code signature in <...> '/path/to/my/binary.node' not valid for use in process: mapping process and mapped file (non-platform) have different Team IDs)This even happens on a local non-signed build of the extension. Looking at the forums suggests that it's because Premiere doesn't have the right entitlements set to load it? Which is odd as it is able to load other purely C++ extensions (e.g. filters/transitions).
Has anyone got something similar to work, or have any pointers?
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The CEP Test Extension successfully uses node.js, in PPro.
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Hi @Bruce Bullis to clarify I am able to use node.js, but unable to use a node addon (C++ compiled to essentially a dynamic library) on macOS.
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Understood!
I suspect differences in OS-level security policies; perhaps someone with more node.js addon expertise can provide further guidance.
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I suspect this might be because the part of Premiere that loads the addon/the node.js process needs to have the com.apple.security.cs.disable-library-validation entitlement to enable 3rd party node addons on macOS. Premiere must already have this set on the part of it that loads 3rd party plugins.
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