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build.py
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build.py
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#!py3
# -*- coding: utf-8 -*-
# The MIT License
# Copyright (c) 2017 Oscar Peñas Pariente <[email protected]>
# Permission is hereby granted, free of charge, to any person obtaining a copy of
# this software and associated documentation files (the "Software"), to deal in
# the Software without restriction, including without limitation the rights to
# use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
# the Software, and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
# FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
# COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
# IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
# CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
import os, sys, subprocess, atexit, random, argparse, shutil
from collections import namedtuple
Platform = namedtuple('Platform', ['name', 'compiler', 'toolset', 'common_compiler_flags', 'libs', 'common_linker_flags'])
platform_win = Platform(
name = 'win',
compiler = 'cl.exe',
toolset = 'CL',
# TODO Add /GL to the compiler and /LTCG to the linker https://devblogs.microsoft.com/cppblog/quick-tips-on-using-whole-program-optimization/
common_compiler_flags = [
'-MTd', '-nologo', '-FC', '-Wall', '-WX', '-Oi', '-GR-', '-EHa-',
'-D_HAS_EXCEPTIONS=0', '-D_CRT_SECURE_NO_WARNINGS',
'-wd4061', # Unhandled enum case in switch
'-wd4062', # Unhandled enum case in switch
'-wd4100', # Unreferenced parameter
'-wd4101', # Unused local variable
'-wd4189', # Initialized but unreferenced local variable
'-wd4200', # Zero-sized array in struct
'-wd4201', # Nameless struct/union
'-wd4312', # Conversion from int to pointer
'-wd4426', # Optimizations changed
'-wd4505', # Unreferenced function
'-wd4514', # Unreferenced inline function removed
'-wd4623', # Default constructor implicitly deleted
'-wd4625', # Copy constructor implicitly deleted
'-wd4626', # Assignment operator implicitly deleted
'-wd4668', # Undefined preprocessor macro
'-wd4710', # Function not inlined
'-wd4711', # Function inlined
'-wd4820', # Padding added
'-wd5026', # Move constructor implicitly deleted
'-wd5027', # Move assignment implicitly deleted
'-wd5045' # Spectre mitigations
],
libs = ['user32.lib', 'gdi32.lib', 'winmm.lib', 'ole32.lib', 'opengl32.lib', 'shlwapi.lib'],
common_linker_flags = ['/opt:ref', '/incremental:no']
)
platform_win_clang = platform_win._replace(
name = 'win_clang',
compiler = 'clang-cl.exe',
common_compiler_flags = platform_win.common_compiler_flags + [
'-fdiagnostics-absolute-paths',
'-Wno-missing-braces',
'-Wno-unused-variable',
'-Wno-unused-function',
'-Wno-missing-field-initializers'
],
)
Config = namedtuple('Configuration', ['name', 'platform', 'cmdline_opts', 'compiler_flags', 'linker_flags'])
config_win_debug = Config(
name = 'Debug',
platform = platform_win,
cmdline_opts = ['d', 'dbg', 'debug'],
compiler_flags = ['-DDEBUG=1', '-Z7', '-Od'],
linker_flags = ['/debug:full'] # Required for debugging after hot reloading
)
# This config is a bit confusing and we need to clarify this:
# The choice of whether we have certain "development" features (like an editor mode) is a platform thing
# totally unrelated to build mode, and so it should be reflected in the platform - game interface.
# (for example, by adding keyboard/mouse info for the editor, which a PC would provide but a phone wouldn't)
# This build only makes sense as a faster non-release build to use during development when Debug is just
# too slow, for example one that artists could use as their everyday default. (also, it remains to be seen how useful all the debug information is in this context)
config_win_develop = Config(
name = 'Develop',
platform = platform_win,
cmdline_opts = ['dev', 'develop'],
compiler_flags = ['-DDEVELOP=1', '-Z7', '-O2',],
linker_flags = ['/debug:full']
)
config_win_release = Config(
name = 'Release',
platform = platform_win,
cmdline_opts = ['r', 'rel', 'release'],
compiler_flags = ['-DRELEASE=1', '-Z7', '-O2'],
linker_flags = ['/debug:full']
)
default_config = config_win_debug
# default_config = config_win_develop
default_platform = platform_win
class colors:
GRAY = '\033[1;30m'
END = '\033[0m'
# print '\033[1;30mGray like Ghost\033[1;m'
# print '\033[1;31mRed like Radish\033[1;m'
# print '\033[1;32mGreen like Grass\033[1;m'
# print '\033[1;33mYellow like Yolk\033[1;m'
# print '\033[1;34mBlue like Blood\033[1;m'
# print '\033[1;35mMagenta like Mimosa\033[1;m'
# print '\033[1;36mCyan like Caribbean\033[1;m'
# print '\033[1;37mWhite like Whipped Cream\033[1;m'
# print '\033[1;38mCrimson like Chianti\033[1;m'
# print '\033[1;41mHighlighted Red like Radish\033[1;m'
# print '\033[1;42mHighlighted Green like Grass\033[1;m'
# print '\033[1;43mHighlighted Brown like Bear\033[1;m'
# print '\033[1;44mHighlighted Blue like Blood\033[1;m'
# print '\033[1;45mHighlighted Magenta like Mimosa\033[1;m'
# print '\033[1;46mHighlighted Cyan like Caribbean\033[1;m'
# print '\033[1;47mHighlighted Gray like Ghost\033[1;m'
# print '\033[1;48mHighlighted Crimson like Chianti\033[1;m'
def print_color(text, color_string):
print(color_string, end='')
print(text, end='')
print(colors.END)
def begin_time():
subprocess.call(['ctime', '-begin', 'rr.time'])
def end_time():
# TODO Check this picks up failures etc.
subprocess.call(['ctime', '-end', 'rr.time'])
if __name__ == '__main__':
srcdir = 'src'
bindir = 'bin'
parser = argparse.ArgumentParser()
config_group = parser.add_mutually_exclusive_group()
config_group.add_argument('-d', '--debug', help='Create Debug build', action='store_true')
config_group.add_argument('--dev', help='Create Develop build', action='store_true')
config_group.add_argument('-r', '--release', help='Create Release build', action='store_true')
parser.add_argument('-c', '--clean', help='Delete contents of the bin folder before building', action='store_true')
parser.add_argument('-v', '--verbose', help='Increase verbosity', action='store_true')
in_args = parser.parse_args()
atexit.register(end_time)
begin_time()
cwd = os.path.dirname(os.path.abspath(__file__))
srcpath = os.path.join(cwd, srcdir)
binpath = os.path.join(cwd, bindir)
if not os.path.exists(binpath):
os.mkdir(binpath)
else:
for file in os.listdir(binpath):
filelow = file.lower()
if filelow.startswith('robotrider') and filelow.endswith('.pdb'):
try:
pdbpath = os.path.join(binpath, file)
os.remove(pdbpath)
except WindowsError:
# print('Couldn\'t remove {} (probably in use)'.format(pdbpath))
pass
if in_args.clean:
print(f'Removing contents of \'{binpath}\'..')
for f in os.listdir(binpath):
path = os.path.join(binpath, f)
try:
if os.path.isfile(path) or os.path.islink(path):
os.unlink(path)
elif os.path.isdir(path):
shutil.rmtree(path)
except Exception as e:
print(f'Couldn\'t delete \'{path}\' ({e})')
# TODO Determine platform/config
platform = default_platform
config = default_config
if in_args.debug:
config = config_win_debug
elif in_args.dev:
config = config_win_develop
elif in_args.release:
config = config_win_release
with open(os.path.join(binpath, 'config'), 'w') as cfg_file:
print(f'-> Config \'{config.name}\'')
cfg_file.write(f'Config: {config.name}\n')
cfg_file.write(f'Platform: {platform.name}\n\n')
if platform.toolset == 'CL':
# TODO Do the renaming of pdbs etc. so that reloading can work inside VS (?)
# Build game library
out_args = [platform.compiler]
out_args.extend(platform.common_compiler_flags)
out_args.extend(config.compiler_flags)
out_args.append(os.path.join(srcpath, 'robotrider.cpp'))
out_args.append('-LD')
out_args.append('/link')
out_args.extend(platform.common_linker_flags)
out_args.extend(config.linker_flags)
# FIXME Generating a different PDB each time breaks debugging in VS when hot reloading (?)
out_args.append('/PDB:robotrider_{}.pdb'.format(random.randint(0, 100000)))
if in_args.verbose:
print('\nBuilding game library...')
print_color(out_args, colors.GRAY)
cfg_file.write(f'Game lib args:\n{out_args}\n\n')
# Create a lock file so the platform doesn't try to load the dll too soon
lockfilepath = os.path.join(binpath, 'dll.lock')
os.close(os.open(lockfilepath, os.O_CREAT))
ret = subprocess.call(out_args, cwd=binpath)
os.remove(lockfilepath)
# Build platform executable
out_args = [platform.compiler]
out_args.extend(platform.common_compiler_flags)
out_args.extend(config.compiler_flags)
out_args.append(os.path.join(srcpath, 'win32_platform.cpp'))
out_args.append('-Felauncher.exe')
out_args.append('/link')
out_args.extend(platform.common_linker_flags)
out_args.extend(config.linker_flags)
out_args.append('-subsystem:console,5.2')
out_args.extend(platform.libs)
if in_args.verbose:
print('\nBuilding platform executable...')
print_color(out_args, colors.GRAY)
cfg_file.write(f'Platform exe args:\n{out_args}\n\n')
ret |= subprocess.call(out_args, cwd=binpath)
# Build test suite
out_args = [platform.compiler]
out_args.extend(platform.common_compiler_flags)
out_args.extend(config.compiler_flags)
out_args.append(os.path.join(srcpath, 'testsuite.cpp'))
out_args.append('/link')
out_args.extend(platform.common_linker_flags)
out_args.extend(config.linker_flags)
out_args.append('-subsystem:console,5.2')
# out_args.extend(platform.libs)
if in_args.verbose:
print('\nBuilding test suite...')
print_color(out_args, colors.GRAY)
cfg_file.write(f'Test suite args:\n{out_args}\n\n')
ret |= subprocess.call(out_args, cwd=binpath)
else:
sys.exit('Unsupported toolset')
sys.exit(ret)