Updated the project to use the pandemonium engine.

This commit is contained in:
Relintai 2022-12-08 11:28:52 +01:00
parent 01c25a91ea
commit 6863ac8261
21 changed files with 514 additions and 699 deletions

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# Commented out parameters are those with the same value as base LLVM style
# We can uncomment them if we want to change their value, or enforce the
# chosen value in case the base style changes (last sync: Clang 6.0.1).
---
### General config, applies to all languages ###
BasedOnStyle: LLVM
AccessModifierOffset: -4
AlignAfterOpenBracket: DontAlign
# AlignConsecutiveAssignments: false
# AlignConsecutiveDeclarations: false
# AlignEscapedNewlines: Right
# AlignOperands: true
AlignTrailingComments: false
AllowAllParametersOfDeclarationOnNextLine: false
# AllowShortBlocksOnASingleLine: false
AllowShortCaseLabelsOnASingleLine: true
AllowShortFunctionsOnASingleLine: Inline
AllowShortIfStatementsOnASingleLine: true
# AllowShortLoopsOnASingleLine: false
# AlwaysBreakAfterDefinitionReturnType: None
# AlwaysBreakAfterReturnType: None
# AlwaysBreakBeforeMultilineStrings: false
# AlwaysBreakTemplateDeclarations: false
# BinPackArguments: true
# BinPackParameters: true
# BraceWrapping:
# AfterClass: false
# AfterControlStatement: false
# AfterEnum: false
# AfterFunction: false
# AfterNamespace: false
# AfterObjCDeclaration: false
# AfterStruct: false
# AfterUnion: false
# AfterExternBlock: false
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# BeforeElse: false
# IndentBraces: false
# SplitEmptyFunction: true
# SplitEmptyRecord: true
# SplitEmptyNamespace: true
# BreakBeforeBinaryOperators: None
# BreakBeforeBraces: Attach
# BreakBeforeInheritanceComma: false
BreakBeforeTernaryOperators: false
# BreakConstructorInitializersBeforeComma: false
BreakConstructorInitializers: AfterColon
# BreakStringLiterals: true
ColumnLimit: 0
# CommentPragmas: '^ IWYU pragma:'
# CompactNamespaces: false
ConstructorInitializerAllOnOneLineOrOnePerLine: true
ConstructorInitializerIndentWidth: 8
ContinuationIndentWidth: 8
Cpp11BracedListStyle: false
# DerivePointerAlignment: false
# DisableFormat: false
# ExperimentalAutoDetectBinPacking: false
# FixNamespaceComments: true
# ForEachMacros:
# - foreach
# - Q_FOREACH
# - BOOST_FOREACH
# IncludeBlocks: Preserve
IncludeCategories:
- Regex: '".*"'
Priority: 1
- Regex: '^<.*\.h>'
Priority: 2
- Regex: '^<.*'
Priority: 3
# IncludeIsMainRegex: '(Test)?$'
IndentCaseLabels: true
# IndentPPDirectives: None
IndentWidth: 4
# IndentWrappedFunctionNames: false
# JavaScriptQuotes: Leave
# JavaScriptWrapImports: true
# KeepEmptyLinesAtTheStartOfBlocks: true
# MacroBlockBegin: ''
# MacroBlockEnd: ''
# MaxEmptyLinesToKeep: 1
# NamespaceIndentation: None
# PenaltyBreakAssignment: 2
# PenaltyBreakBeforeFirstCallParameter: 19
# PenaltyBreakComment: 300
# PenaltyBreakFirstLessLess: 120
# PenaltyBreakString: 1000
# PenaltyExcessCharacter: 1000000
# PenaltyReturnTypeOnItsOwnLine: 60
# PointerAlignment: Right
# RawStringFormats:
# - Delimiter: pb
# Language: TextProto
# BasedOnStyle: google
# ReflowComments: true
# SortIncludes: true
# SortUsingDeclarations: true
# SpaceAfterCStyleCast: false
# SpaceAfterTemplateKeyword: true
# SpaceBeforeAssignmentOperators: true
# SpaceBeforeParens: ControlStatements
# SpaceInEmptyParentheses: false
# SpacesBeforeTrailingComments: 1
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# SpacesInContainerLiterals: true
# SpacesInCStyleCastParentheses: false
# SpacesInParentheses: false
# SpacesInSquareBrackets: false
TabWidth: 4
UseTab: Always
---
### C++ specific config ###
Language: Cpp
Standard: Cpp03
---
### ObjC specific config ###
Language: ObjC
Standard: Cpp03
ObjCBlockIndentWidth: 4
# ObjCSpaceAfterProperty: false
# ObjCSpaceBeforeProtocolList: true
---
### Java specific config ###
Language: Java
# BreakAfterJavaFieldAnnotations: false
JavaImportGroups: ['org.godotengine', 'android', 'androidx', 'com.android', 'com.google', 'java', 'javax']
...

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CompileFlags:
CompilationDatabase: ./engine/

65
.gitignore vendored
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engine
modules/*
logs/*
*.d
*.o
*.meta
game/.import/**
game/.prop_tool_temp/**
.sconsign.dblite
.DS_Store
export/**
release/**
.vs/*
.kdev4/*
.vscode/*
TestRWTextures
_build/*
_binaries/*
game/android/build/*
.cache/*
*.blend1
.dir-locals.el
build.config
database.sqlite
engine
pandemonium_engine
modules/*
logs/*
game/roms/*
*.d
*.o
*.meta
game/.import/**
game/.prop_tool_temp/**
.sconsign.dblite
.DS_Store
export/**
release/**
.vs/*
.kdev4/*
.vscode/*
TestRWTextures
_build/*
_binaries/*
game/android/build/*
*.blend1
.dir-locals.el
build.config
__pycache__/*

53
HEADS
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@ -1 +1,52 @@
{"engine": {"master": "9b78fb066e5c22c8b173609aaa0f06e50ab3fb3f"}}
{
"engine": {
"3.2": "94a0fc47f7b4e90f8973f9adbfd3312579ed2825",
"master": "8c73e813134001e575b6f59e3b0100471c007410",
"3.x": "c4864a0e5f73a375259503ea1485794a6aad6df7"
},
"world_generator": {
"master": "260c430f11b0b591eaf4714516419aa327d2842c"
},
"entity_spell_system": {
"master": "3536f01bacf5f54cefb32b768cd020a1f94d0ade"
},
"ui_extensions": {
"master": "80a3b96fc56991a0f88a1d441ed1e3cebaf3307a"
},
"voxelman": {
"master": "65485930a20f65844d496b4ba47dec5b6ed70b91"
},
"texture_packer": {
"master": "ae4d222fbaade063ed6f0bc9f3aaa53df68a7fed"
},
"fastnoise": {
"master": "46bb1f610bfb7171613b5c708d312bcf94e89356"
},
"mesh_data_resource": {
"master": "a062d871d49d954c5466b9de54b4075cb61cbef4"
},
"procedural_animations": {
"master": "f8aae42bf06b3936cc6bd24cb18e1c3ec9f78f4f"
},
"ess_data": {
"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"
},
"props": {
"master": "983090d21a08ebed30a5ce06681269819ab12e48"
},
"mesh_utils": {
"master": "b52a261c31f04fad624e5cfbcdcc4a45d61136da"
},
"broken_seals_module": {
"master": "52c5a81350db1c29d375c63d95010260911ec034"
},
"thread_pool": {
"master": "0917511d04bb1aa308385b63ec88d3c182990628"
},
"terraman": {
"master": "c72d8fc03295588fc18c5168ce351bd0c321ec5f"
},
"pandemonium_engine": {
"master": "47e2a193c4d1ef86028ea02cbe267d7e9fcac3bb"
}
}

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Copyright (c) 2021 Péter Magyar
Copyright (c) 2022 Péter Magyar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

253
Readme.md
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# MemeR
# MemR
A very likely dump app, that I plan to use to implement the rendering and window management for (rcpp_framework)[https://github.com/Relintai/rcpp_framework].
Small cross platform utility to help you organize images into folders.
It will make a folder of images / videos easily searchable locally on lots of platforms.
The project itself resides in the game folder. Open that with the proper version of the pandemonium engine.
Note: this readme has been taken from an another project of mine, it will be updated later.
For now you can see the required engine commit hash in the [engine's master entry in this file](https://github.com/Relintai/pandemonium_cms/blob/master/HEADS),
which you can use to get an executable from the engine's [github actions tab](https://github.com/Relintai/pandemonium_engine/actions), or you can
[compile](#compiling) it yourself.
## Compilation
## Project overview
Will only work on linux! Works on the rasberry pi.
The project's workflow has been set up so you can easily compile the proper version of the engine for yourself if you want to.
### Dependencies
See the [Compiling](#compiling) section if you want to know how to do this.
Arch/Manjaro:
## Compiling
```
pacman -S --needed scons pkgconf gcc yasm
```
First make sure, that you have everything installed to be able to compile the engine.
See the [official docs for compiling Godot](https://docs.godotengine.org/en/3.4/development/compiling/index.html) for more info
(the pandemonium engine is a godot fork, the same instructions will work).
Debian/Raspian:
My setup/compile script uses the same tools, so you don't need to install anything else.
```
sudo apt-get install build-essential scons pkg-config libudev-dev yasm
```
Even though the project doesn't use godot anymore, their docs are still sufficient.
Optionally if you install MariaDB/MySQL and/or PostgreSQL the compile system should pick it up. Make sure to get a version
whoch contains the development headers (A bunch of .h files).
Now let's clone this repository:
### Initial setup
``` git clone https://github.com/Relintai/pandemonium_cms ```
clone this repo, then call `scons`, it will clone rcpp cms into a new engine directory. Run this every time you update the project.
You don't have to run it before / between builds.
cd into the new folder:
```
# git clone git@github.com:Relintai/MemeR.git Memer
# cd crystal_cms
# scons
```
``` cd pandemonium_cms ```
Now you can build the project like: `scons bl`. ([b]uild [l]inux)
Now let's run the project's setup script, by calling scons without arguments.
Adding -jX to the build command will run the build on that many threads. Like: `scons bl -j4`.
``` scons ```
```
# scons bl -j4
- or -
# ./build.sh
```
Now you can run it.
This will clone and setup the engine, and all of the required modules into a new `engine` folder inside the project, using http.
First run migrations, this will create the necessary database tables:
(If you want to use the github's ssh links append `repository_type=ssh` like ``` scons repository_type=ssh ```)
```
# ./engine/bin/server m
- or -
# ./migrate.sh
```
Once it is done you can compile the engine.
Now you can start the server:
To build the editor on windows with 4 threads run the following command:
```
# ./engine/bin/server
- or -
# ./run.sh
```
``` scons bew -j4 ```
Make sure to run it from the project's directory, as it needs data files.
To build the editor on linux with 4 threads run the following command:
Now just open http://127.0.0.1:8080
``` scons bel -j4 ```
You can push floats to the "a/b" MQTT topics, and the new values will be save in the `database.sqlite` file, and will appear
in your browser.
I call this feature of the setup script build words. [See](#build-words).
## Structure
Once the build finishes you can find the editor executable inside the `./engine/bin/` folder.
For convenience there is a provided `editor.sh`, or `editor.bat` for running it from the project's folder.
These will create a copy, so you can even compile while the editor is running.
Alternatively if you don't want to use build words, you can also just go into the engine folder:
``` cd engine ```
And compile godot as per the [official docs](https://docs.godotengine.org/en/latest/development/compiling/index.html).
### Build words
The project's setup script contains support for "build words". These can be used from the root of this project.
For example to build the editor for windows with 4 threads you can use:
``` scons bew -j4 ```
The first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters)
The rest of the arguments will be passed directly to godot's scons script.
#### Editor
Append `e` to build with `tools=yes` a.k.a. the editor.
``` scons bew -j4 ```
if you omit `e`, the system will build the export template for you. For example:
``` scons bw -j4 ```
This will be the `release_debug` windows export template.
#### Platform abbreviations
`l`: linux \
`w`: windows \
`a`: android \
`j`: Javascript \
`i`: iphone (Not yet finished, use `build_ios.sh`, and `build_ios_release.sh`) \
Mac OSX: Not yet finished, use `build_osx.sh`
#### Target abbreviations
By default the system builds in release_debug.
Append `d` for debug, or `r` for release.
``` scons bewd -j4 ```
build editor windows debug
``` scons bwr -j4 ```
build windows release (this will build the windows release export template)
#### Shared modules
Note: This only works on linux!
append `s` to the build string.
Optionally you can also make the build system only build a target module, by appending one of these:
`E`: Entity Spell System \
`T`: Texture Packer \
`V`: Voxelman \
`W`: World Generator \
`P`: Procedural Animations
Example:
``` scons belsE -j4 ```
build editor linux shared (Entity Spell System) with 4 threads
Note: to easily run the editor you can use the `editor.sh` or `editor.bat` in the root of the project.
#### Other
Append `v` to pass the `vsproj=yes` parameter to the build script. This will generate Visual Studio project files.\
Append `c` to pass the `compiledb=yes` parameter to the build script. This is a new feature in 3.x to have this disabled by default to lessen compile times.
#### Postfixes
There are a few postfixes for the build words. These are more complex options. You have to append them to your build word with an underscore.
You can use as many as you want.
For example:
``` scons bel_slim_latomic -j4 ```
##### slim
With this postfix you can build a slimmed down version of the engine. This disables quite a few unneeded modules.
``` scons bel_slim -j4 ```
##### latomic
If you get linker errors while building the game/editor about undefined referenced with atomic related functions you can use this postfix.
It will add the ` -latomic ` command line switch to the linker flags.
I ran into this issue while building on a raspberry pi 4 with the x11 platform. It might be related to the recent reworks to threading.
``` scons bel_latomic -j4 ```
##### strip
Appends `debug_symbols=no` to the build command, which will strip the resulting binary from debug symbols.
``` scons bel_strip -j4 ```
##### threads
Appends `threads_enabled=yes` to the build command. Useful for building the editor for html.
``` scons bej_threads -j4 ```
#### Scons cache, and sdk locations
In order to use scons cache and to tell the build system where some of the required sdks are located you usually
have to use environment variables. Most of the time you might just want to add them globally,
howewer this is sometimes unfeasible (e.g. you don't have administrator access, or you just want to have
multiple sdk versions installed).
In order to solve this a build config file was added.
If you want to use the config simply rename the provided `build.config.example` to `build.config`, and customize
the settings inside.
### Manual Setup
If you you don't want to use the setup script (or just want to know what it actually does),
this section will explain how to set everything up manually.
First clone the engine:
``` git clone https://github.com/Relintai/pandemonium_engine ```
Now if you look at the [HEADS file](https://github.com/Relintai/pandemonium_cms/blob/master/HEADS).
It contains the commit hashes for that particular revision for every module and the engine.
The engine now contains all the modules, so at the moment only worry about the engine's commit hash.
You need to go and checkout the proper commit for it.
Now you can go ahead and compile the engine normally.
## Pulling upstream changes
First pull the changes by calling
``` git pull orgin master ```
Then just run `scons`, to will update the modules.
## Upgrading the modules
Note: this is how to update the HEADS file. Normally you don't need to do this.
If you want to update the modules, and the engine to the latest, you can use (`action=update`):
``` scons a=u ```
You can also update different targets: `all`, `engine`, `modules`, `all_addons`, `addons`, `third_party_addons`
For example to update the engine to the latest: ``` scons a=u target=engine ```
The main Application implementation is `app/ic_application.h`.
The `main.cpp` contains the initialization code for the framework.
The `content/www` folder is the wwwroot.

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#!/usr/bin/env python
# -*- coding: utf-8 -*-
# Copyright (c) 2019-2021 Péter Magyar
# Copyright (c) 2019-2022 Péter Magyar
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
@ -21,94 +21,49 @@
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
EnsureSConsVersion(0, 98, 1)
import sys
import os
import subprocess
import json
import shutil
import traceback
import sys
folders = [
#'app',
]
module_folders = [
'../custom_modules',
]
databases=True
main_file = 'main.cpp'
import module_config
repository_index = 0
module_clone_path = '/modules/'
clone_command = 'git clone {0} {1}'
visual_studio_call_vcvarsall = False
visual_studio_vcvarsall_path = 'C:\\Program Files (x86)\\Microsoft Visual Studio\\2019\\Community\\VC\\Auxiliary\\Build\\vcvarsall.bat'
visual_studio_arch = 'amd64'
exports = {
'global': [],
'linux': [],
'windows': [],
'android': [],
'javascript': [],
}
engine_repository = [ ['https://github.com/Relintai/rcpp_cms.git', 'git@github.com:Relintai/rcpp_cms.git'], 'engine', '' ]
module_repositories = [
]
addon_repositories = [
]
third_party_addon_repositories = [
]
target_commits = {}
engine_branch = 'master'
def setup_repository(data, clone_path, branch = 'master'):
cwd = os.getcwd()
def onerror(func, path, exc_info):
"""
https://stackoverflow.com/questions/2656322/shutil-rmtree-fails-on-windows-with-access-is-denied
full_path = cwd + clone_path + data[1] + '/'
if not os.path.isdir(full_path):
os.chdir(cwd + clone_path)
Because Windows.
subprocess.call(clone_command.format(data[0][repository_index], data[1]), shell=True)
Error handler for ``shutil.rmtree``.
os.chdir(full_path)
If the error is due to an access error (read only file)
it attempts to add write permission and then retries.
subprocess.call('git reset', shell=True)
subprocess.call('git reset --hard', shell=True)
subprocess.call('git clean -f -d', shell=True)
subprocess.call('git checkout -B ' + branch + ' origin/' + branch, shell=True)
subprocess.call('git pull origin ' + branch, shell=True)
subprocess.call('git reset', shell=True)
subprocess.call('git reset --hard', shell=True)
If the error is for another reason it re-raises the error.
target = ""
Usage : ``shutil.rmtree(path, onerror=onerror)``
"""
import stat
if not os.access(path, os.W_OK):
# Is the error an access error ?
os.chmod(path, stat.S_IWUSR)
func(path)
else:
raise
if data[1] in target_commits:
target = target_commits[data[1]][branch]
def load_target_commits_array():
global target_commits
subprocess.call('git checkout -B ' + branch + ' ' + target, shell=True)
subprocess.call('git clean -f -d', shell=True)
subprocess.call('git reset', shell=True)
subprocess.call('git reset --hard', shell=True)
if os.path.isfile('./HEADS'):
with open('./HEADS', 'r') as infile:
target_commits = json.load(infile)
else:
target_commits = {}
os.chdir(cwd)
def save_target_commits_array():
with open('./HEADS', 'w') as outfile:
json.dump(target_commits, outfile)
def update_repository(data, clone_path, branch = 'master'):
cwd = os.getcwd()
@ -141,361 +96,78 @@ def update_repository(data, clone_path, branch = 'master'):
os.chdir(cwd)
def setup_repository(data, clone_path, branch = 'master'):
cwd = os.getcwd()
def validate_repository_origin(data, clone_path, branch = 'master'):
full_path = os.path.abspath(clone_path)
full_path = cwd + clone_path + data[1] + '/'
if not os.path.isdir(full_path):
os.chdir(cwd + clone_path)
subprocess.call(clone_command.format(data[0][repository_index], data[1]), shell=True)
return
cwd = os.getcwd()
os.chdir(full_path)
subprocess.call('git reset', shell=True)
subprocess.call('git reset --hard', shell=True)
subprocess.call('git clean -f -d', shell=True)
subprocess.call('git checkout -B ' + branch + ' origin/' + branch, shell=True)
subprocess.call('git pull origin ' + branch, shell=True)
subprocess.call('git reset', shell=True)
subprocess.call('git reset --hard', shell=True)
res = subprocess.run('git remote -v', shell=True, capture_output=True)
if data[1] in target_commits:
target = target_commits[data[1]][branch]
resstr = res.stdout.decode('ascii')
resarr = resstr.split("\n")
res_orig = []
subprocess.call('git checkout -B ' + branch + ' ' + target, shell=True)
subprocess.call('git clean -f -d', shell=True)
subprocess.call('git reset', shell=True)
subprocess.call('git reset --hard', shell=True)
for l in resarr:
if "origin" in l:
res_orig.append(l)
if len(res_orig) == 0:
print("The repository " + clone_path + " does not seem to have an origin remote. Adding it.")
subprocess.call('git remote add origin ' + data[0][repository_index], shell=True)
os.chdir(cwd)
return
for l in data[0]:
for ll in res_orig:
if l in ll:
os.chdir(cwd)
return
rind = 0
if 'git@' in res_orig[0]:
rind = 1
subprocess.call('git remote remove origin', shell=True)
subprocess.call('git remote add origin ' + data[0][rind], shell=True)
subprocess.call('git pull origin', shell=True)
subprocess.call('git checkout origin/' + branch, shell=True)
print('Updated git remote origin in ' + clone_path)
os.chdir(cwd)
def copy_repository(data, target_folder, clone_path):
copytree(os.path.abspath(clone_path + data[1] + '/' + data[2]), os.path.abspath(target_folder + data[1]))
def copytree(src, dst):
for item in os.listdir(src):
sp = os.path.join(src, item)
dp = os.path.join(dst, item)
if os.path.isdir(sp):
if os.path.isdir(dp):
shutil.rmtree(dp, onerror=onerror)
shutil.copytree(sp, dp)
else:
if not os.path.isdir(dst):
os.makedirs(dst)
shutil.copy2(sp, dp)
def update_engine():
update_repository(engine_repository, '/', engine_branch)
validate_repository_origin(module_config.engine_repository, './pandemonium_engine/', module_config.pandemonium_branch)
update_repository(module_config.engine_repository, '/', module_config.pandemonium_branch)
def update_modules():
for rep in module_repositories:
update_repository(rep, module_clone_path)
copy_repository(rep, './engine/modules/', '.' + module_clone_path)
def update_addons():
for rep in addon_repositories:
update_repository(rep, module_clone_path)
copy_repository(rep, './game/addons/', '.' + module_clone_path)
def update_addons_third_party_addons():
for rep in third_party_addon_repositories:
update_repository(rep, module_clone_path)
copy_repository(rep, './game/addons/', '.' + module_clone_path)
def update_all():
update_engine()
update_modules()
update_addons()
update_addons_third_party_addons()
save_target_commits_array()
def setup_engine():
setup_repository(engine_repository, '/', engine_branch)
def setup_modules():
for rep in module_repositories:
setup_repository(rep, module_clone_path)
copy_repository(rep, './engine/modules/', '.' + module_clone_path)
def setup_addons():
for rep in addon_repositories:
setup_repository(rep, module_clone_path)
copy_repository(rep, './game/addons/', '.' + module_clone_path)
def setup_addons_third_party_addons():
for rep in third_party_addon_repositories:
setup_repository(rep, module_clone_path)
copy_repository(rep, './game/addons/', '.' + module_clone_path)
def setup_all():
setup_engine()
setup_modules()
setup_addons()
setup_addons_third_party_addons()
def format_path(path):
if 'win' in sys.platform:
path = path.replace('/', '\\')
path = path.replace('~', '%userprofile%')
return path
def get_exports_for(platform):
export_command = 'export '
command_separator = ';'
if 'win' in sys.platform:
command_separator = '&'
export_command = 'set '
command = ''
for p in exports[platform]:
command += export_command + p + command_separator
return command
def parse_config():
global visual_studio_vcvarsall_path
global visual_studio_arch
global visual_studio_call_vcvarsall
global exports
if not os.path.isfile('build.config'):
return
with open('build.config', 'r') as f:
for line in f:
ls = line.strip()
if ls == '' or ls.startswith('#'):
continue
words = line.split()
if (len(words) < 2):
print('This build.config line is malformed, and got ignored: ' + ls)
continue
if words[0] == 'visual_studio_vcvarsall_path':
visual_studio_vcvarsall_path = format_path(ls[29:])
elif words[0] == 'visual_studio_arch':
visual_studio_arch = format_path(ls[19:])
elif words[0] == 'visual_studio_call_vcvarsall':
visual_studio_call_vcvarsall = words[1].lower() in [ 'true', '1', 't', 'y', 'yes' ]
elif words[0] == 'export':
if (len(words) < 3) or not words[1] in exports:
print('This build.config line is malformed, and got ignored: ' + ls)
continue
export_path = format_path(ls[8 + len(words[1]):])
exports[words[1]].append(export_path)
parse_config()
env = Environment()
if len(sys.argv) > 1:
arg = sys.argv[1]
arg_split = arg.split('_')
arg = arg_split[0]
arg_split = arg_split[1:]
if arg[0] == 'b':
build_string = get_exports_for('global') + 'scons '
build_string += 'target='
if 'r' in arg:
build_string += 'release'
elif 'd' in arg:
build_string += 'debug'
else:
build_string += 'release_debug'
build_string += ' '
if 'm' in arg:
build_string += 'use_mingw=yes'
else:
if 'win' in sys.platform and visual_studio_call_vcvarsall:
build_string = 'call "{0}" {1}&'.format(visual_studio_vcvarsall_path, visual_studio_arch) + build_string
if 'o' in arg:
build_string += 'use_llvm=yes'
if 'v' in arg:
build_string += 'vsproj=yes'
if databases:
build_string += " databases=yes "
build_string += 'folders="'
for f in folders:
build_string += '../' + f
build_string += ';'
build_string += '" '
build_string += 'main_file="../' + main_file + '" '
for i in range(2, len(sys.argv)):
build_string += ' ' + sys.argv[i] + ' '
cwd = os.getcwd()
full_path = cwd + '/engine/'
if not os.path.isdir(full_path):
print('engine directory doesnt exists.')
exit()
os.chdir(full_path)
if 'l' in arg:
build_string += 'platform=x11'
build_string = get_exports_for('linux') + build_string
print('Running command: ' + build_string)
subprocess.call(build_string, shell=True)
elif 'w' in arg:
build_string += 'platform=windows'
build_string = get_exports_for('windows') + build_string
print('Running command: ' + build_string)
subprocess.call(build_string, shell=True)
elif 'a' in arg:
build_string += 'platform=android'
build_string = get_exports_for('android') + build_string
print('Running command: ' + build_string + ' android_arch=armv7')
subprocess.call(build_string + ' android_arch=armv7', shell=True)
print('Running command: ' + build_string + ' android_arch=arm64v8')
subprocess.call(build_string + ' android_arch=arm64v8', shell=True)
print('Running command: ' + build_string + ' android_arch=x86')
subprocess.call(build_string + ' android_arch=x86', shell=True)
os.chdir(full_path + 'platform/android/java/')
print('Running command: ' + get_exports_for('global') + get_exports_for('android') + './gradlew generateGodotTemplates')
subprocess.call(get_exports_for('global') + get_exports_for('android') + './gradlew generateGodotTemplates', shell=True)
elif 'j' in arg:
build_string += 'platform=javascript'
build_string = get_exports_for('javascript') + build_string
print('Running command: ' + build_string)
subprocess.call(build_string, shell=True)
else:
print('No platform specified')
exit()
exit()
elif arg[0] == 'p':
if arg == 'p':
#print("Applies a patch. Append c for the compilation database patch. For example: pc")
print("Applies a patch. No Patches right now.")
exit()
cwd = os.getcwd()
full_path = cwd + '/engine/'
if not os.path.isdir(full_path):
print('engine directory doesnt exists.')
exit()
os.chdir(full_path)
#apply the patch to just the working directory, without creating a commit
#if 'c' in arg:
# subprocess.call('git apply --index ../patches/compilation_db.patch', shell=True)
#unstage all files
subprocess.call('git reset', shell=True)
engine_abspath = os.path.abspath(module_config.engine_repository[1])
if not os.path.isdir(engine_abspath):
if not os.path.isfile('./HEADS'):
print("Error! HEADS file doesn't exists! Exiting.")
exit()
opts = Variables(args=ARGUMENTS)
with open('./HEADS', 'r') as infile:
target_commits = json.load(infile)
opts.Add('a', 'What to do', '')
opts.Add(EnumVariable('action', 'What to do', 'setup', ('setup', 'update')))
opts.Add('t', 'Action target', '')
opts.Add(EnumVariable('target', 'Action target', 'all', ('all', 'engine', 'modules', 'all_addons', 'addons', 'third_party_addons')))
opts.Add(EnumVariable('repository_type', 'Type of repositories to clone from first', 'http', ('http', 'ssh')))
if 'repository_type=ssh' in sys.argv:
repository_index = 1
opts.Update(env)
Help(opts.GenerateHelpText(env))
load_target_commits_array()
rt = env['repository_type']
if rt == 'ssh':
repository_index = 1
action = env['action']
target = env['target']
if env['a']:
action = env['a']
if env['t']:
target = env['t']
if not os.path.isdir('./modules'):
os.mkdir('./modules')
if 'm' in action:
godot_branch = 'master'
if 'setup' in action or action[0] == 's':
if target == 'all':
setup_all()
elif target == 'engine':
setup_engine()
elif target == 'modules':
setup_modules()
elif target == 'all_addons':
setup_addons()
setup_addons_third_party_addons()
elif target == 'addons':
setup_addons()
elif target == 'third_party_addons':
setup_addons_third_party_addons()
elif 'update' in action or action[0] == 'u':
if target == 'all':
update_all()
elif target == 'engine':
setup_repository(module_config.engine_repository, '/', module_config.pandemonium_branch)
else:
if not os.path.isfile('pandemonium_engine/misc/scripts_app/SConstruct'):
update_engine()
save_target_commits_array()
elif target == 'modules':
update_modules()
save_target_commits_array()
elif target == 'all_addons':
update_addons()
update_addons_third_party_addons()
save_target_commits_array()
elif target == 'addons':
update_addons()
save_target_commits_array()
elif target == 'third_party_addons':
update_addons_third_party_addons()
save_target_commits_array()
SConscript("pandemonium_engine/misc/scripts_app/SConstruct")

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@ -1,4 +1,4 @@
# Copyright (c) 2019-2020 Péter Magyar
# Copyright (c) 2019-2022 Péter Magyar
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
@ -32,13 +32,15 @@ visual_studio_call_vcvarsall True
visual_studio_vcvarsall_path C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Auxiliary/Build/vcvarsall.bat
visual_studio_arch amd64
# export related setup
# available export targets: global, linux, windows, android, javascript
# You can export variables with the export keyword
# You can run commands with the run keywords
# <export/run> <target platform> <exported variable/command>
# available export/run targets: global, linux, windows, android, javascript
export global SCONS_CACHE=~/.scons_cache
export global SCONS_CACHE_LIMIT=5000
export android ANDROID_NDK_ROOT=~/SDKs/Android/NDK/android-ndk-r20b
export android ANDROID_NDK_HOME=~/SDKs/Android/NDK/android-ndk-r20b
export android ANDROID_HOME=~/SDKs/Android/SDK
export android ANDROID_SDK_ROOT=~/SDKs/Android/SDK
run javascript source ~/SDKs/emsdk/emsdk_env.sh

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@ -1 +0,0 @@
scons bl -j4

6
editor.bat Normal file
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@ -0,0 +1,6 @@
copy "pandemonium_engine\bin\pandemonium.windows.opt.tools.64.exe" "pandemonium_engine\bin\run_pandemonium.windows.opt.tools.64.exe" /y
copy "pandemonium_engine\bin\pandemonium.windows.opt.tools.64.pdb" "pandemonium_engine\bin\run_pandemonium.windows.opt.tools.64.pdb" /y
copy "pandemonium_engine\bin\pandemonium.windows.opt.tools.64.exp" "pandemonium_engine\bin\run_pandemonium.windows.opt.tools.64.exp" /y
cmd /c pandemonium_engine\bin\run_pandemonium.windows.opt.tools.64.exe

6
editor.sh Executable file
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@ -0,0 +1,6 @@
#!/bin/bash
cp -u ./pandemonium_engine/bin/pandemonium.x11.opt.tools.64 ./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64
export LD_LIBRARY_PATH=`pwd`/pandemonium_engine/bin/
./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64 -v

4
export_all.sh Executable file
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@ -0,0 +1,4 @@
#!/bin/bash
./pandemonium_engine/misc/scripts_app/export_all.sh memr mr $1

6
ged.sh Executable file
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@ -0,0 +1,6 @@
#!/bin/bash
cp -u ./pandemonium_engine/bin/pandemonium.x11.opt.tools.64 ./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64
export LD_LIBRARY_PATH=`pwd`/pandemonium_engine/bin/
./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64 -e --path ./game/

6
leditor.sh Executable file
View File

@ -0,0 +1,6 @@
#!/bin/bash
cp -u ./pandemonium_engine/bin/pandemonium.x11.opt.tools.64.llvm ./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64.llvm
export LD_LIBRARY_PATH=`pwd`/pandemonium_engine/bin/
./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64.llvm

6
lged.sh Executable file
View File

@ -0,0 +1,6 @@
#!/bin/bash
cp -u ./pandemonium_engine/bin/pandemonium.x11.opt.tools.64.llvm ./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64.llvm
export LD_LIBRARY_PATH=`pwd`/pandemonium_engine/bin/
./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64.llvm -e --path ./game/

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@ -1,63 +0,0 @@
#include <string.h>
#include <iostream>
#include <string>
#include "core/bry_http/http_server.h"
#include "core/file_cache.h"
#include "core/http/web_application.h"
#include "database/db_init.h"
#include "core/settings.h"
#include "core/http/session_manager.h"
//Backends
#include "backends/hash_hashlib/setup.h"
#include "core/os/platform.h"
#include "platform/platform_initializer.h"
#include "core/database/database_manager.h"
void initialize_backends() {
initialize_database_backends();
backend_hash_hashlib_install_providers();
}
void create_databases() {
DatabaseManager *dbm = DatabaseManager::get_singleton();
uint32_t index = dbm->create_database("sqlite");
Database *db = dbm->databases[index];
db->connect("database.sqlite");
}
int main(int argc, char **argv, char **envp) {
PlatformInitializer::allocate_all();
PlatformInitializer::arg_setup(argc, argv, envp);
initialize_backends();
::SessionManager *session_manager = new ::SessionManager();
Settings *settings = new Settings(true);
//settings->parse_file("settings.json");
FileCache *file_cache = new FileCache(true);
file_cache->wwwroot = "./www";
file_cache->wwwroot_refresh_cache();
DatabaseManager *dbm = new DatabaseManager();
create_databases();
delete dbm;
delete file_cache;
delete settings;
delete session_manager;
PlatformInitializer::free_all();
return 0;
}

4
make_release.sh Executable file
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@ -0,0 +1,4 @@
#!/bin/bash
./pandemonium_engine/misc/scripts_app/make_release.sh memr mr $1

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@ -1 +0,0 @@
./engine/bin/server m

94
module_config.py Normal file
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@ -0,0 +1,94 @@
pandemonium_branch = 'master'
engine_repository = [ ['https://github.com/Relintai/pandemonium_engine.git', 'git@github.com:Relintai/pandemonium_engine.git'], 'pandemonium_engine', '' ]
# Relative to this script's directory
module_install_folder = './pandemonium_engine/custom_modules/'
module_repositories = [
#[ ['https://github.com/Relintai/entity_spell_system.git', 'git@github.com:Relintai/entity_spell_system.git'], 'entity_spell_system', '' ],
#[ ['https://github.com/Relintai/ui_extensions.git', 'git@github.com:Relintai/ui_extensions.git'], 'ui_extensions', '' ],
#[ ['https://github.com/Relintai/texture_packer.git', 'git@github.com:Relintai/texture_packer.git'], 'texture_packer', '' ],
#[ ['https://github.com/Relintai/godot_fastnoise.git', 'git@github.com:Relintai/godot_fastnoise.git'], 'fastnoise', '' ],
#[ ['https://github.com/Relintai/mesh_data_resource.git', 'git@github.com:Relintai/mesh_data_resource.git'], 'mesh_data_resource', '' ],
#[ ['https://github.com/Relintai/props.git', 'git@github.com:Relintai/props.git'], 'props', '' ],
#[ ['https://github.com/Relintai/mesh_utils.git', 'git@github.com:Relintai/mesh_utils.git'], 'mesh_utils', '' ],
#[ ['https://github.com/Relintai/broken_seals_module.git', 'git@github.com:Relintai/broken_seals_module.git'], 'broken_seals_module', '' ],
#[ ['https://github.com/Relintai/thread_pool.git', 'git@github.com:Relintai/thread_pool.git'], 'thread_pool', '' ],
#[ ['https://github.com/Relintai/terraman.git', 'git@github.com:Relintai/terraman.git'], 'terraman', '' ],
]
removed_modules = [
#[ ['https://github.com/Relintai/voxelman.git', 'git@github.com:Relintai/voxelman.git'], 'voxelman', '' ],
#[ ['https://github.com/Relintai/procedural_animations.git', 'git@github.com:Relintai/procedural_animations.git'], 'procedural_animations', '' ],
#[ ['https://github.com/Relintai/world_generator.git', 'git@github.com:Relintai/world_generator.git'], 'world_generator', '' ],
]
addon_repositories = [
]
third_party_addon_repositories = [
]
# Relative to the engine directory
custom_module_folders = 'custom_modules'
slim_args = ''
slim_args += 'module_bmp_enabled=no '
slim_args += 'module_broken_seals_module_enabled=no '
slim_args += 'module_cscript_enabled=no '
slim_args += 'module_cvtt_enabled=no '
slim_args += 'module_database_enabled=no '
slim_args += 'module_database_sqlite_enabled=no '
slim_args += 'module_dds_enabled=no '
slim_args += 'module_enet_enabled=no '
slim_args += 'module_entity_spell_system_enabled=no '
slim_args += 'module_fastnoise_enabled=no '
#slim_args += 'module_freetype_enabled=no '
#slim_args += 'module_gdscript_enabled=no '
slim_args += 'module_gridmap_enabled=no '
slim_args += 'module_hdr_enabled=no '
slim_args += 'module_http_server_simple_enabled=no '
slim_args += 'module_jpg_enabled=no '
slim_args += 'module_material_maker_enabled=no '
#slim_args += 'module_mbedtls_enabled=no '
slim_args += 'module_mesh_data_resource_enabled=no '
slim_args += 'module_mesh_utils_enabled=no '
slim_args += 'module_minimp3_enabled=no '
#slim_args += 'module_navigation_enabled=no '
slim_args += 'module_network_synchronizer_enabled=no '
slim_args += 'module_ogg_enabled=no '
slim_args += 'module_opensimplex_enabled=no '
slim_args += 'module_opus_enabled=no '
#slim_args += 'module_paint_enabled=no '
slim_args += 'module_props_enabled=no '
slim_args += 'module_props_2d_enabled=no '
slim_args += 'module_pvr_enabled=no '
#slim_args += 'module_regex_enabled=no '
slim_args += 'module_skeleton_2d_enabled=no '
slim_args += 'module_skeleton_3d_enabled=no '
slim_args += 'module_squish_enabled=no '
slim_args += 'module_stb_vorbis_enabled=no '
#slim_args += 'module_svg_enabled=no '
slim_args += 'module_terraman_enabled=no '
slim_args += 'module_terraman_2d_enabled=no '
slim_args += 'module_texture_packer_enabled=no '
slim_args += 'module_tga_enabled=no '
slim_args += 'module_theora_enabled=no '
slim_args += 'module_tile_map_enabled=no '
slim_args += 'module_ui_extensions_enabled=no '
slim_args += 'module_upnp_enabled=no '
slim_args += 'module_users_enabled=no '
slim_args += 'module_vhacd_enabled=no '
slim_args += 'module_vorbis_enabled=no '
slim_args += 'module_voxelman_enabled=no '
slim_args += 'module_web_enabled=no '
slim_args += 'module_websocket_enabled=no '
slim_args += 'module_wfc_enabled=no '
#slim_args += 'module_etc_enabled=no '
slim_args += 'module_gltf_enabled=no '
#slim_args += 'module_plugin_refresher_enabled=no '
#slim_args += 'module_text_editor_enabled=no '
slim_args += 'module_tinyexr_enabled=no '
slim_args += 'module_lz4_enabled=no '

6
play.sh Executable file
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@ -0,0 +1,6 @@
#!/bin/bash
cp -u ./pandemonium_engine/bin/pandemonium.x11.opt.tools.64 ./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64
export LD_LIBRARY_PATH=`pwd`/pandemonium_engine/bin/
./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64 -v --path ./game/

1
run.sh
View File

@ -1 +0,0 @@
./engine/bin/server