use the same cache for all branches for appveyor
This commit is contained in:
parent
a26b36bec2
commit
a4a222d62d
24 changed files with 106 additions and 56 deletions
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@ -3,8 +3,8 @@ os: Visual Studio 2015
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environment:
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HOME: "%HOMEDRIVE%%HOMEPATH%"
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PYTHON: C:\Python27
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SCONS_CACHE: "%HOME%\\scons_cache"
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SCONS_CACHE_LIMIT: 128
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SCONS_CACHE_ROOT: "%HOME%\\scons_cache"
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SCONS_CACHE_LIMIT: 512
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matrix:
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- VS: C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat
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GD_PLATFORM: windows
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@ -13,7 +13,7 @@ environment:
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ARCH: amd64
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cache:
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- "%SCONS_CACHE%"
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- "%SCONS_CACHE_ROOT%"
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install:
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- SET "PATH=%PYTHON%;%PYTHON%\\Scripts;%PATH%"
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@ -25,6 +25,7 @@ before_build:
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- python --version
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- scons --version
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- cl.exe
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- SET "SCONS_CACHE=%SCONS_CACHE_ROOT%\master"
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build_script:
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- scons platform=%GD_PLATFORM% target=%TARGET% tools=%TOOLS% progress=no
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- scons platform=%GD_PLATFORM% target=%TARGET% tools=%TOOLS% verbose=yes progress=no
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14
.travis.yml
14
.travis.yml
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@ -7,7 +7,7 @@ sudo: false
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env:
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global:
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- SCONS_CACHE=$HOME/.scons_cache
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- SCONS_CACHE_LIMIT=128
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- SCONS_CACHE_LIMIT=1024
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cache:
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directories:
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@ -18,22 +18,22 @@ matrix:
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- env: STATIC_CHECKS=yes
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os: linux
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compiler: clang
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- env: GODOT_TARGET=x11 TOOLS=yes
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- env: GODOT_TARGET=x11 TOOLS=yes CACHE_NAME=${GODOT_TARGET}-gcc-tools
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os: linux
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compiler: gcc
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- env: GODOT_TARGET=x11 TOOLS=no
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- env: GODOT_TARGET=x11 TOOLS=no CACHE_NAME=${GODOT_TARGET}-clang
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os: linux
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compiler: clang
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#- env: GODOT_TARGET=windows TOOLS=yes
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#- env: GODOT_TARGET=windows TOOLS=yes CACHE_NAME=${GODOT_TARGET}-gcc-tools
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# os: linux
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# compiler: gcc
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- env: GODOT_TARGET=android TOOLS=no
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- env: GODOT_TARGET=android TOOLS=no CACHE_NAME=${GODOT_TARGET}-gcc
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os: linux
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compiler: gcc
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- env: GODOT_TARGET=osx TOOLS=yes
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- env: GODOT_TARGET=osx TOOLS=yes CACHE_NAME=${GODOT_TARGET}-clang-tools
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os: osx
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compiler: clang
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#- env: GODOT_TARGET=iphone TOOLS=no
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#- env: GODOT_TARGET=iphone TOOLS=no CACHE_NAME=${GODOT_TARGET}-clang
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# os: osx
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# compiler: clang
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51
SConstruct
51
SConstruct
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@ -487,6 +487,7 @@ node_count_interval = 1
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node_pruning = 8 # Number of nodes to process before prunning the cache
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if ('env' in locals()):
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node_count_fname = str(env.Dir('#')) + '/.scons_node_count'
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show_progress = env['progress']
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import time, math
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@ -497,11 +498,14 @@ class cache_progress:
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self.path = path
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self.limit = limit
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self.exponent_scale = math.log(2) / half_life
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if env['verbose'] and path != None:
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screen.write('Current cache limit is ' + self.convert_size(limit) + ' (used: ' + self.convert_size(self.get_size(path)) + ')\n')
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self.pruning = node_pruning
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self.delete(self.file_list())
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def __call__(self, node, *args, **kw):
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global node_count, node_count_max, node_count_interval, node_count_fname, node_pruning
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global node_count, node_count_max, node_count_interval, node_count_fname, node_pruning, show_progress
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if show_progress:
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# Print the progress percentage
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node_count += node_count_interval
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if (node_count_max > 0 and node_count <= node_count_max):
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@ -513,7 +517,7 @@ class cache_progress:
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else:
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screen.write('\r[Initial build] ')
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screen.flush()
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# Prune if the number of nodes proccessed is 'node_pruning' or bigger
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# Prune if the number of nodes processed is 'node_pruning' or bigger
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self.pruning -= node_count_interval
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if self.pruning <= 0:
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self.pruning = node_pruning
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@ -522,6 +526,7 @@ class cache_progress:
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def delete(self, files):
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if len(files) == 0:
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return
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if env['verbose']:
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# Utter something
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screen.write('\rPurging %d %s from cache...\n' % (len(files), len(files) > 1 and 'files' or 'file'))
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map(os.remove, files)
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@ -557,22 +562,40 @@ class cache_progress:
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else:
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return [x[0] for x in file_stat[mark:]]
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def convert_size(self, size_bytes):
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if size_bytes == 0:
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return "0 bytes"
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size_name = ("bytes", "KB", "MB", "GB", "TB", "PB", "EB", "ZB", "YB")
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i = int(math.floor(math.log(size_bytes, 1024)))
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p = math.pow(1024, i)
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s = round(size_bytes / p, 2)
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return "%s %s" % (int(s) if i == 0 else s, size_name[i])
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def get_size(self, start_path = '.'):
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total_size = 0
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for dirpath, dirnames, filenames in os.walk(start_path):
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for f in filenames:
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fp = os.path.join(dirpath, f)
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total_size += os.path.getsize(fp)
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return total_size
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def progress_finish(target, source, env):
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global node_count
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global node_count, progressor
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with open(node_count_fname, 'w') as f:
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f.write('%d\n' % node_count)
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progressor.delete(progressor.file_list())
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if 'env' in locals() and env['progress']:
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try:
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try:
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with open(node_count_fname) as f:
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node_count_max = int(f.readline())
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except:
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except:
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pass
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cache_directory = os.environ.get("SCONS_CACHE")
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# Simple cache pruning, attached to SCons' progress callback. Trim the
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# cache directory to a size not larger than cache_limit.
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cache_limit = float(os.getenv("SCONS_CACHE_LIMIT", 1024)) * 1024 * 1024
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progress = cache_progress(cache_directory, cache_limit)
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Progress(progress, interval = node_count_interval)
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progress_finish_command = Command('progress_finish', [], progress_finish)
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AlwaysBuild(progress_finish_command)
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cache_directory = os.environ.get("SCONS_CACHE")
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# Simple cache pruning, attached to SCons' progress callback. Trim the
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# cache directory to a size not larger than cache_limit.
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cache_limit = float(os.getenv("SCONS_CACHE_LIMIT", 1024)) * 1024 * 1024
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progressor = cache_progress(cache_directory, cache_limit)
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Progress(progressor, interval = node_count_interval)
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progress_finish_command = Command('progress_finish', [], progress_finish)
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AlwaysBuild(progress_finish_command)
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@ -106,5 +106,6 @@ SConscript('helper/SCsub')
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# Build it all as a library
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lib = env.Library("core", env.core_sources)
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env.NoCache(lib)
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env.Prepend(LIBS=[lib])
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Export('env')
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1
drivers/SCsub
vendored
1
drivers/SCsub
vendored
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@ -46,4 +46,5 @@ if env.split_drivers:
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else:
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env.add_source_files(env.drivers_sources, "*.cpp")
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lib = env.Library("drivers", env.drivers_sources)
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env.NoCache(lib)
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env.Prepend(LIBS=[lib])
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@ -475,6 +475,7 @@ if env['tools']:
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SConscript('plugins/SCsub')
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lib = env.Library("editor", env.editor_sources)
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env.NoCache(lib)
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env.Prepend(LIBS=[lib])
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Export('env')
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@ -57,5 +57,5 @@ env.Command("#main/app_icon.gen.h", "#main/app_icon.png", make_app_icon)
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SConscript('tests/SCsub')
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lib = env.Library("main", env.main_sources)
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env.NoCache(lib)
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env.Prepend(LIBS=[lib])
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@ -10,5 +10,5 @@ Export('env')
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# SConscript('math/SCsub');
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lib = env.Library("tests", env.tests_sources)
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env.NoCache(lib)
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env.Prepend(LIBS=[lib])
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@ -1496,6 +1496,7 @@ def split_lib(self, libname):
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if base != cur_base and len(list) > max_src:
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if num > 0:
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lib = env.Library(libname + str(num), list)
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env.NoCache(lib)
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lib_list.append(lib)
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list = []
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num = num + 1
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list.append(f)
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lib = env.Library(libname + str(num), list)
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env.NoCache(lib)
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lib_list.append(lib)
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if len(lib_list) > 0:
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if os.name == 'posix' and sys.platform == 'msys':
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env.Replace(ARFLAGS=['rcsT'])
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lib = env.Library(libname + "_collated", lib_list)
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env.NoCache(lib)
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lib_list = [lib]
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lib_base = []
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env.add_source_files(lib_base, "*.cpp")
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lib_list.insert(0, env.Library(libname, lib_base))
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lib = env.Library(libname, lib_base)
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env.NoCache(lib)
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lib_list.insert(0, lib)
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env.Prepend(LIBS=lib_list)
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@ -18,5 +18,6 @@ for x in env.module_list:
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SConscript(x + "/SCsub")
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lib = env_modules.Library("modules", env.modules_sources)
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env_modules.NoCache(lib)
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env.Prepend(LIBS=[lib])
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@ -69,6 +69,7 @@ if env['builtin_freetype']:
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env.Append(CPPPATH=["#thirdparty/libpng"])
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lib = env.Library("freetype_builtin", thirdparty_sources)
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env.NoCache(lib)
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# Needs to be appended to arrive after libscene in the linker call,
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# but we don't want it to arrive *after* system libs, so manual hack
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# LIBS contains first SCons Library objects ("SCons.Node.FS.File object")
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@ -248,4 +248,5 @@ if ARGUMENTS.get('gdnative_wrapper', False):
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if not env.msvc:
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gd_wrapper_env.Append(CCFLAGS=['-fPIC'])
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gd_wrapper_env.Library("#bin/gdnative_wrapper_code", [gensource])
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lib = gd_wrapper_env.Library("#bin/gdnative_wrapper_code", [gensource])
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gd_wrapper_env.NoCache(lib)
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@ -25,6 +25,7 @@ if env['builtin_recast']:
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env.Append(CPPPATH=[thirdparty_dir, thirdparty_dir + "/Include"])
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lib = env.Library("recast_builtin", thirdparty_sources)
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env.NoCache(lib)
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env.Append(LIBS=[lib])
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# Godot source files
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@ -13,6 +13,8 @@ thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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# env.add_source_files(env.modules_sources, thirdparty_sources)
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lib = env.Library("svg_builtin", thirdparty_sources)
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env.NoCache(lib)
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# Needs to be appended to arrive after libscene in the linker call,
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# but we don't want it to arrive *after* system libs, so manual hack
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# LIBS contains first SCons Library objects ("SCons.Node.FS.File object")
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@ -25,6 +25,8 @@ f.write(unreg_apis)
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f.close()
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platform_sources.append('register_platform_apis.gen.cpp')
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env.Prepend(LIBS=env.Library('platform', platform_sources))
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lib = env.Library('platform', platform_sources)
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env.NoCache(lib)
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env.Prepend(LIBS=lib)
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Export('env')
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@ -144,8 +144,8 @@ manifest = manifest.replace("$$ADD_APPATTRIBUTE_CHUNKS$$", env.android_appattrib
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pp_baseout.write(manifest)
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env_android.SharedLibrary("#bin/libgodot", [android_objects], SHLIBSUFFIX=env["SHLIBSUFFIX"])
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lib = env_android.SharedLibrary("#bin/libgodot", [android_objects], SHLIBSUFFIX=env["SHLIBSUFFIX"])
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env_android.NoCache(lib)
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lib_arch_dir = ''
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if env['android_arch'] == 'armv6':
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@ -18,6 +18,7 @@ iphone_lib = [
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env_ios = env.Clone()
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ios_lib = env_ios.Library('iphone', iphone_lib)
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env_ios.NoCache(ios_lib)
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def combine_libs(target=None, source=None, env=None):
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lib_path = target[0].srcnode().abspath
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@ -16,7 +16,9 @@ files = [
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'power_osx.cpp',
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]
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binary = env.Program('#bin/godot', files)
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if env["debug_symbols"] == "full" or env["debug_symbols"] == "yes":
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env.AddPostAction(binary, make_debug)
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prog = env.Program('#bin/godot', files)
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env.NoCache(prog)
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if env["debug_symbols"] == "full" or env["debug_symbols"] == "yes":
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env.AddPostAction(prog, make_debug)
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@ -7,4 +7,5 @@ common_server = [\
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"os_server.cpp",\
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]
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env.Program('#bin/godot_server', ['godot_server.cpp'] + common_server)
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prog = env.Program('#bin/godot_server', ['godot_server.cpp'] + common_server)
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env.NoCache(prog)
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@ -20,6 +20,7 @@ if "build_angle" in env and env["build_angle"]:
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cmd = env.AlwaysBuild(env.ANGLE('libANGLE.lib', None))
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prog = env.Program('#bin/godot', files)
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env.NoCache(prog)
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if "build_angle" in env and env["build_angle"]:
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env.Depends(prog, [cmd])
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@ -28,7 +28,8 @@ obj = env.RES(restarget, 'godot_res.rc')
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common_win.append(obj)
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binary = env.Program('#bin/godot', ['godot_win.cpp'] + common_win, PROGSUFFIX=env["PROGSUFFIX"])
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prog = env.Program('#bin/godot', ['godot_win.cpp'] + common_win, PROGSUFFIX=env["PROGSUFFIX"])
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env.NoCache(prog)
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# Microsoft Visual Studio Project Generation
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if env['vsproj']:
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@ -38,4 +39,4 @@ if env['vsproj']:
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if not os.getenv("VCINSTALLDIR"):
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if env["debug_symbols"] == "full" or env["debug_symbols"] == "yes":
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env.AddPostAction(binary, make_debug_mingw)
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env.AddPostAction(prog, make_debug_mingw)
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@ -17,6 +17,8 @@ common_x11 = [
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"power_x11.cpp",
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]
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binary = env.Program('#bin/godot', ['godot_x11.cpp'] + common_x11)
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prog = env.Program('#bin/godot', ['godot_x11.cpp'] + common_x11)
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env.NoCache(prog)
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if env["debug_symbols"] == "full" or env["debug_symbols"] == "yes":
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env.AddPostAction(binary, make_debug)
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env.AddPostAction(prog, make_debug)
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@ -31,6 +31,7 @@ SConscript('resources/SCsub')
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# Build it all as a library
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lib = env.Library("scene", env.scene_sources)
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env.NoCache(lib)
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env.Prepend(LIBS=[lib])
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Export('env')
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@ -14,5 +14,6 @@ SConscript('visual/SCsub')
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SConscript('audio/SCsub')
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lib = env.Library("servers", env.servers_sources)
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env.NoCache(lib)
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env.Prepend(LIBS=[lib])
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