#!/usr/bin/env python Import("env") import core_builders 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: key = os.environ["SCRIPT_AES256_ENCRYPTION_KEY"] ec_valid = True if len(key) != 64: ec_valid = False else: txt = "" for i in range(len(key) >> 1): if i > 0: txt += "," txts = "0x" + key[i * 2 : i * 2 + 2] try: int(txts, 16) except Exception: ec_valid = False txt += txts if not ec_valid: print("Error: Invalid AES256 encryption key, not 64 hexadecimal characters: '" + key + "'.") print( "Unset 'SCRIPT_AES256_ENCRYPTION_KEY' in your environment " "or make sure that it contains exactly 64 hexadecimal characters." ) Exit(255) # 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/config/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", "r128.c", "smaz.c", # C++ sources "pcg.cpp", "polypartition.cpp", "clipper.cpp", "smolv.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") env.add_source_files(env.core_sources, "script_encryption_key.gen.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", env.Run(core_builders.make_certs_header, "Building ca-certificates header."), ) # Authors env.Depends("#core/authors.gen.h", "../AUTHORS.md") env.CommandNoCache( "#core/authors.gen.h", "../AUTHORS.md", env.Run(core_builders.make_authors_header, "Generating authors header.") ) # Donors env.Depends("#core/donors.gen.h", "../DONORS.md") env.CommandNoCache( "#core/donors.gen.h", "../DONORS.md", env.Run(core_builders.make_donors_header, "Generating donors header.") ) # License env.Depends("#core/license.gen.h", ["../COPYRIGHT.txt", "../LICENSE.txt"]) env.CommandNoCache( "#core/license.gen.h", ["../COPYRIGHT.txt", "../LICENSE.txt"], env.Run(core_builders.make_license_header, "Generating license header."), ) # Chain load SCsubs SConscript("os/SCsub") SConscript("math/SCsub") SConscript("crypto/SCsub") SConscript("io/SCsub") SConscript("multiplayer/SCsub") SConscript("debugger/SCsub") SConscript("input/SCsub") SConscript("variant/SCsub") SConscript("extension/SCsub") SConscript("object/SCsub") SConscript("templates/SCsub") SConscript("string/SCsub") SConscript("config/SCsub") SConscript("error/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)