virtualx-engine/core/SCsub
Rémi Verschelde e94161dada
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.

(cherry picked from commit c7b53c03ae)
2021-04-29 16:57:00 +02:00

197 lines
6.1 KiB
Python

#!/usr/bin/env python
Import("env")
import core_builders
import make_binders
from platform_methods import run_in_subprocess
env.core_sources = []
# Generate AES256 script encryption key
import os
txt = "0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0"
if "SCRIPT_AES256_ENCRYPTION_KEY" in os.environ:
e = os.environ["SCRIPT_AES256_ENCRYPTION_KEY"]
txt = ""
ec_valid = True
if len(e) != 64:
ec_valid = False
else:
for i in range(len(e) >> 1):
if i > 0:
txt += ","
txts = "0x" + e[i * 2 : i * 2 + 2]
try:
int(txts, 16)
except Exception:
ec_valid = False
txt += txts
if not ec_valid:
txt = "0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0"
print("Invalid AES256 encryption key, not 64 bits hex: " + e)
# NOTE: It is safe to generate this file here, since this is still executed serially
with open("script_encryption_key.gen.cpp", "w") as f:
f.write('#include "core/project_settings.h"\nuint8_t script_encryption_key[32]={' + txt + "};\n")
# Add required thirdparty code.
thirdparty_obj = []
env_thirdparty = env.Clone()
env_thirdparty.disable_warnings()
# Misc thirdparty code: header paths are hardcoded, we don't need to append
# to the include path (saves a few chars on the compiler invocation for touchy MSVC...)
thirdparty_misc_dir = "#thirdparty/misc/"
thirdparty_misc_sources = [
# C sources
"fastlz.c",
"smaz.c",
# C++ sources
"hq2x.cpp",
"pcg.cpp",
"triangulator.cpp",
"clipper.cpp",
]
thirdparty_misc_sources = [thirdparty_misc_dir + file for file in thirdparty_misc_sources]
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_misc_sources)
# Zlib library, can be unbundled
if env["builtin_zlib"]:
thirdparty_zlib_dir = "#thirdparty/zlib/"
thirdparty_zlib_sources = [
"adler32.c",
"compress.c",
"crc32.c",
"deflate.c",
"infback.c",
"inffast.c",
"inflate.c",
"inftrees.c",
"trees.c",
"uncompr.c",
"zutil.c",
]
thirdparty_zlib_sources = [thirdparty_zlib_dir + file for file in thirdparty_zlib_sources]
env_thirdparty.Prepend(CPPPATH=[thirdparty_zlib_dir])
# Needs to be available in main env too
env.Prepend(CPPPATH=[thirdparty_zlib_dir])
if env["target"] == "debug":
env_thirdparty.Append(CPPDEFINES=["ZLIB_DEBUG"])
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zlib_sources)
# Minizip library, could be unbundled in theory
# However, our version has some custom modifications, so it won't compile with the system one
thirdparty_minizip_dir = "#thirdparty/minizip/"
thirdparty_minizip_sources = [
"ioapi.c",
"unzip.c",
"zip.c",
]
thirdparty_minizip_sources = [thirdparty_minizip_dir + file for file in thirdparty_minizip_sources]
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_minizip_sources)
# Zstd library, can be unbundled in theory
# though we currently use some private symbols
# https://github.com/godotengine/godot/issues/17374
if env["builtin_zstd"]:
thirdparty_zstd_dir = "#thirdparty/zstd/"
thirdparty_zstd_sources = [
"common/debug.c",
"common/entropy_common.c",
"common/error_private.c",
"common/fse_decompress.c",
"common/pool.c",
"common/threading.c",
"common/xxhash.c",
"common/zstd_common.c",
"compress/fse_compress.c",
"compress/hist.c",
"compress/huf_compress.c",
"compress/zstd_compress.c",
"compress/zstd_double_fast.c",
"compress/zstd_fast.c",
"compress/zstd_lazy.c",
"compress/zstd_ldm.c",
"compress/zstd_opt.c",
"compress/zstdmt_compress.c",
"compress/zstd_compress_literals.c",
"compress/zstd_compress_sequences.c",
"compress/zstd_compress_superblock.c",
"decompress/huf_decompress.c",
"decompress/zstd_ddict.c",
"decompress/zstd_decompress_block.c",
"decompress/zstd_decompress.c",
]
thirdparty_zstd_sources = [thirdparty_zstd_dir + file for file in thirdparty_zstd_sources]
env_thirdparty.Prepend(CPPPATH=[thirdparty_zstd_dir, thirdparty_zstd_dir + "common"])
env_thirdparty.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
env.Prepend(CPPPATH=thirdparty_zstd_dir)
# Also needed in main env includes will trigger warnings
env.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zstd_sources)
env.core_sources += thirdparty_obj
# Godot source files
env.add_source_files(env.core_sources, "*.cpp")
# Certificates
env.Depends(
"#core/io/certs_compressed.gen.h",
["#thirdparty/certs/ca-certificates.crt", env.Value(env["builtin_certs"]), env.Value(env["system_certs_path"])],
)
env.CommandNoCache(
"#core/io/certs_compressed.gen.h",
"#thirdparty/certs/ca-certificates.crt",
run_in_subprocess(core_builders.make_certs_header),
)
# Make binders
env.CommandNoCache(
["method_bind.gen.inc", "method_bind_ext.gen.inc", "method_bind_free_func.gen.inc"],
"make_binders.py",
run_in_subprocess(make_binders.run),
)
# Authors
env.Depends("#core/authors.gen.h", "../AUTHORS.md")
env.CommandNoCache("#core/authors.gen.h", "../AUTHORS.md", run_in_subprocess(core_builders.make_authors_header))
# Donors
env.Depends("#core/donors.gen.h", "../DONORS.md")
env.CommandNoCache("#core/donors.gen.h", "../DONORS.md", run_in_subprocess(core_builders.make_donors_header))
# License
env.Depends("#core/license.gen.h", ["../COPYRIGHT.txt", "../LICENSE.txt"])
env.CommandNoCache(
"#core/license.gen.h", ["../COPYRIGHT.txt", "../LICENSE.txt"], run_in_subprocess(core_builders.make_license_header)
)
# Chain load SCsubs
SConscript("os/SCsub")
SConscript("math/SCsub")
SConscript("crypto/SCsub")
SConscript("io/SCsub")
SConscript("bind/SCsub")
# Build it all as a library
lib = env.add_library("core", env.core_sources)
env.Prepend(LIBS=[lib])
# Needed to force rebuilding the core files when the thirdparty code is updated.
env.Depends(lib, thirdparty_obj)