godot/core/SCsub
Ferenc Arn f177c15347 Add zstd compression support.
zstd has much better compression speed and ratio, and better decompression speed than currently available methods.
Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
2017-06-08 23:48:14 -05:00

128 lines
3.4 KiB
Python

#!/usr/bin/env python
Import('env')
env.core_sources = []
# Generate global defaults
gd_call = ""
gd_inc = ""
for x in env.global_defaults:
env.core_sources.append("#platform/" + x + "/globals/global_defaults.cpp")
gd_inc += '#include "platform/' + x + '/globals/global_defaults.h"\n'
gd_call += "\tregister_" + x + "_global_defaults();\n"
gd_cpp = '#include "global_config.h"\n'
gd_cpp += gd_inc
gd_cpp += "void GlobalConfig::register_global_defaults() {\n" + gd_call + "\n}\n"
f = open("global_defaults.cpp", "wb")
f.write(gd_cpp)
f.close()
# 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)
f = open("script_encryption_key.cpp", "wb")
f.write("#include \"global_config.h\"\nuint8_t script_encryption_key[32]={" + txt + "};\n")
f.close()
# Add required 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_dir = "#thirdparty/misc/"
thirdparty_sources = [
# C sources
"base64.c",
"fastlz.c",
"sha256.c",
"smaz.c",
# C++ sources
"aes256.cpp",
"hq2x.cpp",
"md5.cpp",
"pcg.cpp",
"triangulator.cpp",
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
env.add_source_files(env.core_sources, thirdparty_sources)
# Minizip library, can 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.add_source_files(env.core_sources, thirdparty_minizip_sources)
thirdparty_zstd_dir = "#thirdparty/zstd/"
thirdparty_zstd_sources = [
"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/huf_compress.c",
"compress/zstd_compress.c",
"compress/zstdmt_compress.c",
"decompress/huf_decompress.c",
"decompress/zstd_decompress.c",
]
thirdparty_zstd_sources = [thirdparty_zstd_dir + file for file in thirdparty_zstd_sources]
env.add_source_files(env.core_sources, thirdparty_zstd_sources)
# Godot's own sources
env.add_source_files(env.core_sources, "*.cpp")
# Make binders
import make_binders
env.Command(['method_bind.inc', 'method_bind_ext.inc'], 'make_binders.py', make_binders.run)
# Chain load SCsubs
SConscript('os/SCsub')
SConscript('math/SCsub')
SConscript('io/SCsub')
SConscript('bind/SCsub')
SConscript('helper/SCsub')
# Build it all as a library
lib = env.Library("core", env.core_sources)
env.Prepend(LIBS=[lib])
env.Append(CPPPATH=["#thirdparty/zstd", "#thirdparty/zstd/common"])
Export('env')