godot/core/SCsub
Rémi Verschelde d52b70fb5e SCons: Always use env.Prepend for CPPPATH
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
2019-04-30 13:12:06 +02:00

172 lines
5.6 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:
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.
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
"base64.c",
"fastlz.c",
"sha256.c",
"smaz.c",
# C++ sources
"aes256.cpp",
"hq2x.cpp",
"md5.cpp",
"pcg.cpp",
"triangulator.cpp",
]
thirdparty_misc_sources = [thirdparty_misc_dir + file for file in thirdparty_misc_sources]
env_thirdparty.add_source_files(env.core_sources, 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])
env_thirdparty.add_source_files(env.core_sources, 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(env.core_sources, 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",
"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(CPPFLAGS="-DZSTD_STATIC_LINKING_ONLY")
env.Prepend(CPPPATH=thirdparty_zstd_dir)
# Also needed in main env includes will trigger warnings
env.Append(CPPFLAGS="-DZSTD_STATIC_LINKING_ONLY")
env_thirdparty.add_source_files(env.core_sources, thirdparty_zstd_sources)
# Godot's own sources
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'], '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('io/SCsub')
SConscript('bind/SCsub')
# Build it all as a library
lib = env.add_library("core", env.core_sources)
env.Prepend(LIBS=[lib])