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Unable to build godot_remote module for macOS

I'm experience compilation errors when I trying to build this module for macOS in Godot3.3 source:
scons platform=osx arch=x86_64 tools=yes module_godot_remote_enabled=yes --jobs=$(sysctl -n hw.logicalcpu)

scons: Reading SConscript files ...
Building for macOS 10.9+, platform x86-64.
IsADirectoryError: [Errno 21] Is a directory: '/Users/archie/Projects/GameDev/godot/modules/godot_remote/openh264/':
File "/Users/archie/Projects/GameDev/godot/SConstruct", line 637:
SConscript("modules/SCsub")
File "/usr/local/Cellar/scons/4.1.0.post1/libexec/lib/python3.9/site-packages/SCons/Script/SConscript.py", line 654:
return method(*args, **kw)
File "/usr/local/Cellar/scons/4.1.0.post1/libexec/lib/python3.9/site-packages/SCons/Script/SConscript.py", line 591:
return _SConscript(self.fs, *files, **subst_kw)
File "/usr/local/Cellar/scons/4.1.0.post1/libexec/lib/python3.9/site-packages/SCons/Script/SConscript.py", line 280:
exec(compile(scriptdata, scriptname, 'exec'), call_stack[-1].globals)
File "/Users/archie/Projects/GameDev/godot/modules/SCsub", line 21:
SConscript(name + "/SCsub") # Built-in.
File "/usr/local/Cellar/scons/4.1.0.post1/libexec/lib/python3.9/site-packages/SCons/Script/SConscript.py", line 654:
return method(*args, **kw)
File "/usr/local/Cellar/scons/4.1.0.post1/libexec/lib/python3.9/site-packages/SCons/Script/SConscript.py", line 591:
return _SConscript(self.fs, *files, **subst_kw)
File "/usr/local/Cellar/scons/4.1.0.post1/libexec/lib/python3.9/site-packages/SCons/Script/SConscript.py", line 280:
exec(compile(scriptdata, scriptname, 'exec'), call_stack[-1].globals)
File "/Users/archie/Projects/GameDev/godot/modules/godot_remote/SCsub", line 41:
lib_utils.prepare_h264(env)
File "/Users/archie/Projects/GameDev/godot/modules/godot_remote/lib_utils.py", line 194:
copyfile(cwd + old_lib, new_dir + lib_openh264)
File "/usr/local/Cellar/[email protected]/3.9.5/Frameworks/Python.framework/Versions/3.9/lib/python3.9/shutil.py", line 264:
with open(src, 'rb') as fsrc, open(dst, 'wb') as fdst:

If I try to usescons platform=osx arch=x86_64 tools=yes module_godot_remote_enabled=yes godot_remote_h264_enabled=no --jobs=$(sysctl -n hw.logicalcpu)

I getting another error

scons: Reading SConscript files ...
Building for macOS 10.9+, platform x86-64.
Checking for C header file mntent.h... (cached) no
scons: done reading SConscript files.
scons: Building targets ...
...
[ 27%] Compiling ==> thirdparty/opus/silk/float/autocorrelation_FLP.c
modules/godot_remote/GRServer.cpp:754:67: error: conversion from 'std::__1::vector<std::__1::shared_ptr>::size_type' (aka 'unsigned long') to 'const Variant' is ambiguous
_log("UDP Broadcast thread inited with " + str(available_sockets.size()) + " available addresses", LogLevel::LL_DEBUG);

[ 27%] modules/godot_remote/GRServer.cpp:1503:21: error: conversion from 'std::__1::vector::size_type' (aka 'unsigned long') to 'const Variant' is ambiguous
_log(str(files.size()) + " files added to custom input PCK", LogLevel::LL_NORMAL);
[ 28%] Compiling ==> thirdparty/embree/common/sys/filename.cpp
modules/godot_remote/register_types.cpp:64:26: error: unknown type name 'GRStreamEncoderH264'; did you mean 'GRStreamEncoder'?
ClassDB::register_class();
23 warnings and 2 errors generated.
scons: *** [modules/godot_remote/GRServer.osx.tools.x86_64.o] Error 1
45 warnings and 1 error generated.
scons: *** [modules/godot_remote/register_types.osx.tools.x86_64.o] Error 1
scons: building terminated because of errors.

Is anyway to make it compilable for OSX?

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