- Cherry picked #10662 and fixed merge conflicts. - Manualy merged the change from #11904. - Did not merge #12236 since I'm not sure whether the issue affects Godot 2.1 and I don't have VS2013 to test. - Did not merge #11843 since it doesn't seem relevant (the code is only needed for creating DONORS.md, etc.). - Did not merge #10727 and #11752 since they seem to be already included in #11742. - The Windows and Linux builds have been tested with Scons 3.0 using Python 3. - OSX and iOS should hopefully work but are not tested since I don't have a Mac. - Builds using SCons 2.5 and Python 2 should not be impacted.
107 lines
2.8 KiB
Python
107 lines
2.8 KiB
Python
#!/usr/bin/env python
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Import('env')
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env.core_sources = []
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# Generate global defaults
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gd_call = ""
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gd_inc = ""
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for x in env.global_defaults:
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env.core_sources.append("#platform/" + x + "/globals/global_defaults.cpp")
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gd_inc += '#include "platform/' + x + '/globals/global_defaults.h"\n'
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gd_call += "\tregister_" + x + "_global_defaults();\n"
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gd_cpp = '#include "globals.h"\n'
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gd_cpp += gd_inc
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gd_cpp += "void Globals::register_global_defaults() {\n" + gd_call + "\n}\n"
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f = open("global_defaults.gen.cpp", "w")
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f.write(gd_cpp)
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f.close()
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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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f = open("script_encryption_key.gen.cpp", "w")
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f.write("#include \"globals.h\"\nuint8_t script_encryption_key[32]={" + txt + "};\n")
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f.close()
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# Add required 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_dir = "#thirdparty/misc/"
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thirdparty_sources = [
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# C sources
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"base64.c",
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"fastlz.c",
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"sha256.c",
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"smaz.c",
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# C++ sources
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"aes256.cpp",
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"hq2x.cpp",
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"md5.cpp",
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"triangulator.cpp",
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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env.add_source_files(env.core_sources, thirdparty_sources)
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# Minizip library, can 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.add_source_files(env.core_sources, thirdparty_minizip_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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# Make binders
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import make_binders
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env.Command(['method_bind.gen.inc', 'method_bind_ext.gen.inc'], 'make_binders.py', make_binders.run)
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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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SConscript('helper/SCsub')
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# Build it all as a library
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lib = env.Library("core", env.core_sources)
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env.Prepend(LIBS=[lib])
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Export('env')
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