mirror of
https://github.com/godotengine/godot.git
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174 lines
5.7 KiB
Python
174 lines
5.7 KiB
Python
#!/usr/bin/env python
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Import('env')
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import core_builders
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import make_binders
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from platform_methods import run_in_subprocess
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env.core_sources = []
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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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# NOTE: It is safe to generate this file here, since this is still executed serially
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with open("script_encryption_key.gen.cpp", "w") as f:
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f.write("#include \"core/project_settings.h\"\nuint8_t script_encryption_key[32]={" + txt + "};\n")
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# Add required thirdparty code.
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env_thirdparty = env.Clone()
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env_thirdparty.disable_warnings()
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# Misc 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_misc_dir = "#thirdparty/misc/"
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thirdparty_misc_sources = [
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# C sources
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"fastlz.c",
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"smaz.c",
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# C++ sources
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"hq2x.cpp",
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"pcg.cpp",
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"triangulator.cpp",
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"clipper.cpp",
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]
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thirdparty_misc_sources = [thirdparty_misc_dir + file for file in thirdparty_misc_sources]
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env_thirdparty.add_source_files(env.core_sources, thirdparty_misc_sources)
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# Zlib library, can be unbundled
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if env['builtin_zlib']:
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thirdparty_zlib_dir = "#thirdparty/zlib/"
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thirdparty_zlib_sources = [
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"adler32.c",
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"compress.c",
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"crc32.c",
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"deflate.c",
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"infback.c",
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"inffast.c",
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"inflate.c",
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"inftrees.c",
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"trees.c",
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"uncompr.c",
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"zutil.c",
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]
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thirdparty_zlib_sources = [thirdparty_zlib_dir + file for file in thirdparty_zlib_sources]
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env_thirdparty.Prepend(CPPPATH=[thirdparty_zlib_dir])
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# Needs to be available in main env too
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env.Prepend(CPPPATH=[thirdparty_zlib_dir])
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if (env['target'] == 'debug'):
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env_thirdparty.Append(CPPDEFINES=['ZLIB_DEBUG'])
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env_thirdparty.add_source_files(env.core_sources, thirdparty_zlib_sources)
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# Minizip library, could 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_thirdparty.add_source_files(env.core_sources, thirdparty_minizip_sources)
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# Zstd library, can be unbundled in theory
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# though we currently use some private symbols
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# https://github.com/godotengine/godot/issues/17374
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if env['builtin_zstd']:
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thirdparty_zstd_dir = "#thirdparty/zstd/"
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thirdparty_zstd_sources = [
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"common/debug.c",
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"common/entropy_common.c",
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"common/error_private.c",
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"common/fse_decompress.c",
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"common/pool.c",
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"common/threading.c",
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"common/xxhash.c",
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"common/zstd_common.c",
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"compress/fse_compress.c",
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"compress/hist.c",
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"compress/huf_compress.c",
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"compress/zstd_compress.c",
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"compress/zstd_double_fast.c",
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"compress/zstd_fast.c",
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"compress/zstd_lazy.c",
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"compress/zstd_ldm.c",
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"compress/zstd_opt.c",
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"compress/zstdmt_compress.c",
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"compress/zstd_compress_literals.c",
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"compress/zstd_compress_sequences.c",
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"decompress/huf_decompress.c",
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"decompress/zstd_ddict.c",
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"decompress/zstd_decompress_block.c",
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"decompress/zstd_decompress.c",
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]
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thirdparty_zstd_sources = [thirdparty_zstd_dir + file for file in thirdparty_zstd_sources]
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env_thirdparty.Prepend(CPPPATH=[thirdparty_zstd_dir, thirdparty_zstd_dir + "common"])
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env_thirdparty.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
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env.Prepend(CPPPATH=thirdparty_zstd_dir)
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# Also needed in main env includes will trigger warnings
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env.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
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env_thirdparty.add_source_files(env.core_sources, thirdparty_zstd_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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# Certificates
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env.Depends("#core/io/certs_compressed.gen.h", ["#thirdparty/certs/ca-certificates.crt", env.Value(env['builtin_certs']), env.Value(env['system_certs_path'])])
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env.CommandNoCache("#core/io/certs_compressed.gen.h", "#thirdparty/certs/ca-certificates.crt", run_in_subprocess(core_builders.make_certs_header))
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# Make binders
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env.CommandNoCache(['method_bind.gen.inc', 'method_bind_ext.gen.inc', 'method_bind_free_func.gen.inc'], 'make_binders.py', run_in_subprocess(make_binders.run))
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# Authors
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env.Depends('#core/authors.gen.h', "../AUTHORS.md")
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env.CommandNoCache('#core/authors.gen.h', "../AUTHORS.md", run_in_subprocess(core_builders.make_authors_header))
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# Donors
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env.Depends('#core/donors.gen.h', "../DONORS.md")
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env.CommandNoCache('#core/donors.gen.h', "../DONORS.md", run_in_subprocess(core_builders.make_donors_header))
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# License
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env.Depends('#core/license.gen.h', ["../COPYRIGHT.txt", "../LICENSE.txt"])
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env.CommandNoCache('#core/license.gen.h', ["../COPYRIGHT.txt", "../LICENSE.txt"], run_in_subprocess(core_builders.make_license_header))
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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('crypto/SCsub')
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SConscript('io/SCsub')
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SConscript('bind/SCsub')
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# Build it all as a library
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lib = env.add_library("core", env.core_sources)
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env.Prepend(LIBS=[lib])
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