564d93ff10
Godot core needs MD5/SHA256/AES/Base64 which used to be provided by separate libraries. Since we bundle mbedtls in most cases, and we can easily only include the needed sources if we so desire, let's use it. To simplify library changes in the future, and better isolate header dependencies all functions have been wrapped around inside a class in `core/math/crypto_base.h`. If the mbedtls module is disabled, we only bundle the needed source files independently of the `builtin_mbedtls` option. If the module is enabled, the `builtin_mbedtls` option works as usual. Also remove some unused headers from StreamPeerMbedTLS which were causing build issues.
168 lines
5.5 KiB
Python
168 lines
5.5 KiB
Python
#!/usr/bin/env python
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Import('env')
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import core_builders
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import make_binders
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from platform_methods import run_in_subprocess
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env.core_sources = []
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# Generate AES256 script encryption key
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import os
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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"
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if ("SCRIPT_AES256_ENCRYPTION_KEY" in os.environ):
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e = os.environ["SCRIPT_AES256_ENCRYPTION_KEY"]
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txt = ""
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ec_valid = True
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if (len(e) != 64):
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ec_valid = False
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else:
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for i in range(len(e) >> 1):
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if (i > 0):
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txt += ","
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txts = "0x" + e[i * 2:i * 2 + 2]
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try:
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int(txts, 16)
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except:
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ec_valid = False
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txt += txts
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if (not ec_valid):
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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"
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print("Invalid AES256 encryption key, not 64 bits hex: " + e)
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# NOTE: It is safe to generate this file here, since this is still executed serially
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with open("script_encryption_key.gen.cpp", "w") as f:
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f.write("#include \"core/project_settings.h\"\nuint8_t script_encryption_key[32]={" + txt + "};\n")
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# Add required thirdparty code.
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env_thirdparty = env.Clone()
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env_thirdparty.disable_warnings()
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# Misc thirdparty code: header paths are hardcoded, we don't need to append
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# to the include path (saves a few chars on the compiler invocation for touchy MSVC...)
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thirdparty_misc_dir = "#thirdparty/misc/"
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thirdparty_misc_sources = [
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# C sources
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"fastlz.c",
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"smaz.c",
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# C++ sources
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"hq2x.cpp",
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"pcg.cpp",
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"triangulator.cpp",
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"clipper.cpp",
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]
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thirdparty_misc_sources = [thirdparty_misc_dir + file for file in thirdparty_misc_sources]
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env_thirdparty.add_source_files(env.core_sources, thirdparty_misc_sources)
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# Zlib library, can be unbundled
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if env['builtin_zlib']:
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thirdparty_zlib_dir = "#thirdparty/zlib/"
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thirdparty_zlib_sources = [
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"adler32.c",
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"compress.c",
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"crc32.c",
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"deflate.c",
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"infback.c",
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"inffast.c",
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"inflate.c",
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"inftrees.c",
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"trees.c",
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"uncompr.c",
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"zutil.c",
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]
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thirdparty_zlib_sources = [thirdparty_zlib_dir + file for file in thirdparty_zlib_sources]
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env_thirdparty.Prepend(CPPPATH=[thirdparty_zlib_dir])
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# Needs to be available in main env too
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env.Prepend(CPPPATH=[thirdparty_zlib_dir])
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env_thirdparty.add_source_files(env.core_sources, thirdparty_zlib_sources)
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# Minizip library, could be unbundled in theory
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# However, our version has some custom modifications, so it won't compile with the system one
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thirdparty_minizip_dir = "#thirdparty/minizip/"
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thirdparty_minizip_sources = [
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"ioapi.c",
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"unzip.c",
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"zip.c",
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]
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thirdparty_minizip_sources = [thirdparty_minizip_dir + file for file in thirdparty_minizip_sources]
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env_thirdparty.add_source_files(env.core_sources, thirdparty_minizip_sources)
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# Zstd library, can be unbundled in theory
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# though we currently use some private symbols
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# https://github.com/godotengine/godot/issues/17374
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if env['builtin_zstd']:
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thirdparty_zstd_dir = "#thirdparty/zstd/"
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thirdparty_zstd_sources = [
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"common/debug.c",
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"common/entropy_common.c",
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"common/error_private.c",
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"common/fse_decompress.c",
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"common/pool.c",
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"common/threading.c",
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"common/xxhash.c",
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"common/zstd_common.c",
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"compress/fse_compress.c",
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"compress/hist.c",
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"compress/huf_compress.c",
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"compress/zstd_compress.c",
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"compress/zstd_double_fast.c",
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"compress/zstd_fast.c",
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"compress/zstd_lazy.c",
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"compress/zstd_ldm.c",
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"compress/zstd_opt.c",
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"compress/zstdmt_compress.c",
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"decompress/huf_decompress.c",
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"decompress/zstd_ddict.c",
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"decompress/zstd_decompress_block.c",
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"decompress/zstd_decompress.c",
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]
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thirdparty_zstd_sources = [thirdparty_zstd_dir + file for file in thirdparty_zstd_sources]
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env_thirdparty.Prepend(CPPPATH=[thirdparty_zstd_dir, thirdparty_zstd_dir + "common"])
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env_thirdparty.Append(CPPFLAGS="-DZSTD_STATIC_LINKING_ONLY")
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env.Prepend(CPPPATH=thirdparty_zstd_dir)
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# Also needed in main env includes will trigger warnings
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env.Append(CPPFLAGS="-DZSTD_STATIC_LINKING_ONLY")
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env_thirdparty.add_source_files(env.core_sources, thirdparty_zstd_sources)
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# Godot's own sources
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env.add_source_files(env.core_sources, "*.cpp")
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# Certificates
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env.Depends("#core/io/certs_compressed.gen.h", ["#thirdparty/certs/ca-certificates.crt", env.Value(env['builtin_certs']), env.Value(env['system_certs_path'])])
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env.CommandNoCache("#core/io/certs_compressed.gen.h", "#thirdparty/certs/ca-certificates.crt", run_in_subprocess(core_builders.make_certs_header))
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# Make binders
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env.CommandNoCache(['method_bind.gen.inc', 'method_bind_ext.gen.inc'], 'make_binders.py', run_in_subprocess(make_binders.run))
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# Authors
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env.Depends('#core/authors.gen.h', "../AUTHORS.md")
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env.CommandNoCache('#core/authors.gen.h', "../AUTHORS.md", run_in_subprocess(core_builders.make_authors_header))
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# Donors
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env.Depends('#core/donors.gen.h', "../DONORS.md")
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env.CommandNoCache('#core/donors.gen.h', "../DONORS.md", run_in_subprocess(core_builders.make_donors_header))
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# License
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env.Depends('#core/license.gen.h', ["../COPYRIGHT.txt", "../LICENSE.txt"])
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env.CommandNoCache('#core/license.gen.h', ["../COPYRIGHT.txt", "../LICENSE.txt"], run_in_subprocess(core_builders.make_license_header))
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# Chain load SCsubs
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SConscript('os/SCsub')
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SConscript('math/SCsub')
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SConscript('io/SCsub')
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SConscript('bind/SCsub')
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# Build it all as a library
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lib = env.add_library("core", env.core_sources)
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env.Prepend(LIBS=[lib])
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