Building asset bundles on an ubuntu docker container

I need to build asset bundles on linux, in a container preferably. As you would expect my code ends up calling UnityEditor.BuildPipeline.BuildAssetBundles, which I think ends up throwing.

Here are the interesting parts of the log:

/home/builduser/buildslave/unity/build/External/Wodka/wodka_PELoader.cpp:921: const char*  
PESetupFS(): Assertion `0 == syscall (123, 1, &e, sizeof (e))' failed.
*** buffer overflow detected ***: /opt/Unity/Editor/Unity terminated
======= Backtrace: =========

Shader compiler: failed to get available platforms. Likely the shader compiler crashed at initialization 
time. Will retry. Error: Protocol error - failed to read correct magic number
Shader compiler: failed to launch and initialize compiler executable, even after 11 retries
UnityEditor.BuildPipeline:BuildAssetBundlesInternal(String, BuildAssetBundleOptions, BuildTarget)
UnityEditor.BuildPipeline:BuildAssetBundles(String, BuildAssetBundleOptions, BuildTarget) (at /home/builduser/buildslave/unity/build/artifacts/generated/common/editor/BuildPipelineBindings.gen.cs:425)

My questions are:

  1. is this related to bundling shaders?
    what might be the cause of this issue?
  2. can custom shader asset
    bundles be built on linux? has
    anybody performed this task?
  3. why is the UnityShaderCompiler not
  4. what is wodka_PELoader.cpp doing, and why is it failing on that assert?

I have installed unity-editor_amd64-5.5.2xf1Linux.deb with gdebi on an ubuntu image.
(P.S. I have managed to run a simple script, just a Debug.Log within an empty project, in batchmode with -nographics, but the editor is not working as it’s failing to build a valid opengl context)

I have the same problem.
Have you found a solution since your question?