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SConstruct.sdk
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SConstruct.sdk
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# -*- mode: python -*-
# ET build script
# TTimo <ttimo@idsoftware.com>
# http://scons.sourceforge.net
import sys, os, time, commands, re, pickle, StringIO, popen2, commands, pdb, zipfile, string, tempfile
import SCons
import scons_utils
conf_filename='site.conf'
# choose configuration variables which should be saved between runs
# ( we handle all those as strings )
serialized=[ 'CC', 'CXX', 'JOBS', 'BUILD', 'BUILD_ROOT', 'TARGET_CGAME', 'TARGET_GAME', 'TARGET_UI', 'GAMERANGER' ]
# help -------------------------------------------
Help("""
Usage: scons [OPTIONS] [TARGET] [CONFIG]
[OPTIONS] and [TARGET] are covered in command line options, use scons -H
[CONFIG]: KEY="VALUE" [...]
a number of configuration options saved between runs in the """ + conf_filename + """ file
erase """ + conf_filename + """ to start with default settings again
CC (default gcc)
CXX (default g++)
Specify C and C++ compilers (defaults gcc and g++)
ex: CC="gcc-3.3"
You can use ccache and distcc, for instance:
CC="ccache distcc gcc" CXX="ccache distcc g++"
JOBS (default 1)
Parallel build
BUILD (default debug)
Use debug-all/debug/release to select build settings
ex: BUILD="release"
debug-all: no optimisations, debugging symbols
debug: -O -g
release: all optimisations, including CPU target etc.
DEDICATED (default 2)
Control regular / dedicated type of build:
0 - client
1 - dedicated server
2 - both
TARGET_GAME (default 1)
Build game module
TARGET_CGAME (default 1)
Build cgame module
TARGET_UI (default 1)
Build ui module
BUILD_ROOT (default 'build')
change the build root directory
NOCONF (default 0, not saved)
ignore site configuration and use defaults + command line only
COPYBINS (default 0, not saved)
copy the binaries in a ready-to-release format
BUILDMPBIN (default 0, not saved)
build mp_bin.pk3 using bin/ directories and game binaries for all platforms
BUILDBUNDLE (default 0, not saved)
create mac bundle files
"""
)
# end help ---------------------------------------
# sanity -----------------------------------------
EnsureSConsVersion( 0, 96 )
# end sanity -------------------------------------
# system detection -------------------------------
# CPU type
cpu = commands.getoutput('uname -m')
dll_cpu = '???' # grmbl, alternative naming for .so
exp = re.compile('.*i?86.*')
if exp.match(cpu):
cpu = 'x86'
dll_cpu = 'i386'
else:
cpu = commands.getoutput('uname -p')
if ( cpu == 'powerpc' ):
cpu = 'ppc'
dll_cpu = cpu
else:
cpu = 'cpu'
dll_cpu = cpu
OS = commands.getoutput( 'uname -s' )
print 'cpu: ' + cpu
# end system detection ---------------------------
# default settings -------------------------------
CC = 'gcc'
CXX = 'g++'
JOBS = '1'
BUILD = 'debug'
DEDICATED = '2'
TARGET_GAME = '1'
TARGET_CGAME = '1'
TARGET_UI = '1'
GAMERANGER = '0'
BUILD_ROOT = 'build'
NOCONF = '0'
COPYBINS = '0'
BUILDMPBIN = '0'
BUILDBUNDLE = '0'
# end default settings ---------------------------
# arch detection ---------------------------------
def gcc_major():
major = os.popen( CC + ' -dumpversion' ).read().strip()
print 'dumpversion: %s' % major
major = re.sub('^([^.]+)\\..*$', '\\1', major)
print 'gcc major: %s' % major
return major
gcc3 = (gcc_major() != '2')
def gcc_is_mingw():
mingw = os.popen( CC + ' -dumpmachine' ).read()
return re.search('mingw', mingw) != None
if gcc_is_mingw():
g_os = 'win32'
elif cpu == 'ppc':
g_os = 'Darwin'
else:
g_os = 'Linux'
print 'os: %s' % g_os
# end arch detection -----------------------------
# site settings ----------------------------------
if ( not ARGUMENTS.has_key( 'NOCONF' ) or ARGUMENTS['NOCONF'] != '1' ):
site_dict = {}
if (os.path.exists(conf_filename)):
site_file = open(conf_filename, 'r')
p = pickle.Unpickler(site_file)
site_dict = p.load()
print 'Loading build configuration from ' + conf_filename + ':'
for k, v in site_dict.items():
exec_cmd = k + '=\'' + v + '\''
print ' ' + exec_cmd
exec(exec_cmd)
else:
print 'Site settings ignored'
# end site settings ------------------------------
# command line settings --------------------------
for k in ARGUMENTS.keys():
exec_cmd = k + '=\'' + ARGUMENTS[k] + '\''
print 'Command line: ' + exec_cmd
exec( exec_cmd )
# end command line settings ----------------------
# save site configuration ----------------------
if ( not ARGUMENTS.has_key( 'NOCONF' ) or ARGUMENTS['NOCONF'] != '1' ):
for k in serialized:
exec_cmd = 'site_dict[\'' + k + '\'] = ' + k
exec(exec_cmd)
site_file = open(conf_filename, 'w')
p = pickle.Pickler(site_file)
p.dump(site_dict)
site_file.close()
# end save site configuration ------------------
# arch detection ---------------------------------
def gcc_major():
major = os.popen( CC + ' -dumpversion' ).read().strip()
major = re.sub('^([^.]+)\\..*$', '\\1', major)
print 'gcc major: %s' % major
return major
gcc3 = (gcc_major() != '2')
def gcc_is_mingw():
mingw = os.popen( CC + ' -dumpmachine' ).read()
return re.search('mingw', mingw) != None
win32_build = gcc_is_mingw()
# end arch detection -----------------------------
# general configuration, target selection --------
g_build = BUILD_ROOT + '/' + BUILD
SConsignFile( 'scons.signatures' )
SetOption('num_jobs', JOBS)
if ( OS == 'Linux' ):
LINK = CC
else:
LINK = CXX
# common flags
# BASE + GAME + OPT for game
BASECPPFLAGS = [ ]
CORECPPPATH = [ ]
CORELIBPATH = [ ]
CORECPPFLAGS = [ ]
GAMECPPFLAGS = [ ]
BASELINKFLAGS = [ ]
CORELINKFLAGS = [ ]
# for release build, further optimisations that may not work on all files
OPTCPPFLAGS = [ ]
if ( OS == 'Darwin' ):
# taken from xcode's default project settings
BASECPPFLAGS += [ '-D__MACOS__', '-Wno-long-double', '-arch', 'ppc', '-fasm-blocks', '-fpascal-strings', '-faltivec', '-mcpu=G4', '-mtune=G4', '-Wno-unknown-pragmas' ]
BASECPPFLAGS.append( '-pipe' )
# warn all
BASECPPFLAGS.append( '-Wall' )
# don't wrap gcc messages
BASECPPFLAGS.append( '-fmessage-length=0' )
if ( BUILD == 'debug-all' ):
BASECPPFLAGS.append( '-g' )
BASECPPFLAGS.append( '-D_DEBUG' )
elif ( BUILD == 'debug' ):
BASECPPFLAGS.append( '-g' )
BASECPPFLAGS.append( '-O1' )
BASECPPFLAGS.append( '-D_DEBUG' )
elif ( BUILD == 'release' ):
BASECPPFLAGS.append( '-DNDEBUG' )
if ( OS == 'Linux' ):
# -fomit-frame-pointer: gcc manual indicates -O sets this implicitely,
# only if that doesn't affect debugging
# on Linux, this affects backtrace capability, so I'm assuming this is needed
# -finline-functions: implicit at -O3
# -fschedule-insns2: implicit at -O3
# -funroll-loops ?
# -mfpmath=sse -msse ?
OPTCPPFLAGS = [ '-O3', '-march=i686', '-Winline', '-ffast-math', '-fomit-frame-pointer', '-finline-functions', '-fschedule-insns2' ]
elif ( OS == 'Darwin' ):
OPTCPPFLAGS = [ '-O3', '-falign-functions=16', '-falign-loops=16', '-finline' ]
else:
print 'Unknown build configuration ' + BUILD
sys.exit(0)
# create the build environments
g_base_env = Environment( ENV = os.environ, CC = CC, CXX = CXX, LINK = LINK, CPPFLAGS = BASECPPFLAGS, LINKFLAGS = BASELINKFLAGS, CPPPATH = CORECPPPATH, LIBPATH = CORELIBPATH )
scons_utils.SetupUtils( g_base_env )
g_env = g_base_env.Clone()
g_env['CPPFLAGS'] += OPTCPPFLAGS
g_env['CPPFLAGS'] += CORECPPFLAGS
g_env['LINKFLAGS'] += CORELINKFLAGS
if ( OS == 'Darwin' ):
# configure for dynamic bundle
g_env['SHLINKFLAGS'] = '$LINKFLAGS -bundle -flat_namespace -undefined suppress'
g_env['SHLIBSUFFIX'] = '.so'
# maintain this dangerous optimization off at all times
g_env.Append( CPPFLAGS = '-fno-strict-aliasing' )
if ( int(JOBS) > 1 ):
print 'Using buffered process output'
scons_utils.SetupBufferedOutput( g_env )
# mark the globals
GLOBALS = 'g_env OS g_os BUILD gcc3 cpu GAMERANGER'
# end general configuration ----------------------
# win32 cross compilation ----------------------
if g_os == 'win32' and os.name != 'nt':
# mingw doesn't define the cpu type, but our only target is x86
g_env.Append(CPPDEFINES = '_M_IX86=400')
g_env.Append(LINKFLAGS = '-static-libgcc')
# scons doesn't support cross-compiling, so set these up manually
g_env['STATIC_AND_SHARED_OBJECTS_ARE_THE_SAME'] = 1
g_env['WIN32DEFSUFFIX'] = '.def'
g_env['PROGSUFFIX'] = '.exe'
g_env['SHLIBSUFFIX'] = '.dll'
g_env['SHCCFLAGS'] = '$CCFLAGS'
# end win32 cross compilation ------------------
# targets ----------------------------------------
toplevel_targets = []
if ( TARGET_GAME == '1' ):
Export( 'GLOBALS ' + GLOBALS )
BuildDir( g_build + '/game', '.', duplicate = 0 )
game = SConscript( g_build + '/game/SConscript.game' )
toplevel_targets.append( InstallAs( '#qagame.mp.%s.so' % dll_cpu, game ) )
if ( TARGET_CGAME == '1' ):
Export( 'GLOBALS ' + GLOBALS )
BuildDir( g_build + '/cgame', '.', duplicate = 0 )
cgame = SConscript( g_build + '/cgame/SConscript.cgame' )
toplevel_targets.append( InstallAs( '#cgame.mp.%s.so' % dll_cpu, cgame ) )
if ( TARGET_UI == '1' ):
Export( 'GLOBALS ' + GLOBALS )
BuildDir( g_build + '/ui', '.', duplicate = 0 )
ui = SConscript( g_build + '/ui/SConscript.ui' )
toplevel_targets.append( InstallAs( '#ui.mp.%s.so' % dll_cpu, ui ) )
class CopyBins(scons_utils.idSetupBase):
def copy_bins( self, target, source, env ):
for i in source:
j = os.path.normpath( os.path.join( os.path.dirname( i.abspath ), '../bin', os.path.basename( i.abspath ) ) )
self.SimpleCommand( 'cp ' + i.abspath + ' ' + j )
if ( OS == 'Linux' ):
self.SimpleCommand( 'strip ' + j )
else:
# see strip and otool man pages on mac
self.SimpleCommand( 'strip -ur ' + j )
copybins_target = []
if ( COPYBINS != '0' ):
copy = CopyBins()
copybins_target.append( Command( 'copybins', toplevel_targets, Action( copy.copy_bins ) ) )
class MpBin(scons_utils.idSetupBase):
def mp_bin( self, target, source, env ):
temp_dir = tempfile.mkdtemp( prefix = 'mp_bin' )
self.SimpleCommand( 'cp ../bin/ui* ' + temp_dir )
self.SimpleCommand( 'cp ../bin/cgame* ' + temp_dir )
# zip the mac bundles
mac_bundle_dir = tempfile.mkdtemp( prefix = 'mp_mac' )
self.SimpleCommand( 'cp -R "../bin/Wolfenstein ET.app/Contents/Resources/ui_mac.bundle" ' + mac_bundle_dir )
self.SimpleCommand( 'cp -R "../bin/Wolfenstein ET.app/Contents/Resources/cgame_mac.bundle" ' + mac_bundle_dir )
self.SimpleCommand( 'find %s -name \.svn | xargs rm -rf' % mac_bundle_dir )
self.SimpleCommand( 'cd %s ; zip -r -D %s/ui_mac.zip ui_mac.bundle ; mv %s/ui_mac.zip %s/ui_mac' % ( mac_bundle_dir, temp_dir, temp_dir, temp_dir ) )
self.SimpleCommand( 'cd %s ; zip -r -D %s/cgame_mac.zip cgame_mac.bundle ; mv %s/cgame_mac.zip %s/cgame_mac' % ( mac_bundle_dir, temp_dir, temp_dir, temp_dir ) )
mp_bin_path = os.path.abspath( os.path.join ( os.getcwd(), '../etmain/mp_bin.pk3' ) )
self.SimpleCommand( 'cd %s ; zip -r -D %s *' % ( temp_dir, mp_bin_path ) )
if ( BUILDMPBIN != '0' ):
mp_bin = MpBin()
mpbin_target = Command( 'mp_bin', toplevel_targets + copybins_target, Action( mp_bin.mp_bin ) )
class BuildBundle(scons_utils.idSetupBase):
def make_bundle( self, target, source, env ):
for i in source:
self.SimpleCommand( './makebundle.sh %s' % i )
if ( BUILDBUNDLE != '0' ):
build_bundle = BuildBundle()
bundle_target = Command( 'build_bundle', toplevel_targets, Action( build_bundle.make_bundle ) )
# end targets ------------------------------------