"""Functions used to generate scu build source files during build time """ import glob, os import math from pathlib import Path from os.path import normpath, basename base_folder_path = str(Path(__file__).parent) + "/" base_folder_only = os.path.basename(os.path.normpath(base_folder_path)) _verbose = False _is_release_build = False _scu_folders = set() def clear_out_existing_files(output_folder, extension): output_folder = os.path.abspath(output_folder) # print("clear_out_existing_files from folder: " + output_folder) if not os.path.isdir(output_folder): # folder does not exist or has not been created yet, # no files to clearout. (this is not an error) return os.chdir(output_folder) for file in glob.glob("*." + extension): # print("removed pre-existing file: " + file) os.remove(file) def folder_not_found(folder): abs_folder = base_folder_path + folder + "/" return not os.path.isdir(abs_folder) def find_files_in_folder(folder, sub_folder, include_list, extension, sought_exceptions, found_exceptions): abs_folder = base_folder_path + folder + "/" + sub_folder if not os.path.isdir(abs_folder): print("ERROR " + abs_folder + " not found.") return include_list, found_exceptions os.chdir(abs_folder) sub_folder_slashed = "" if sub_folder != "": sub_folder_slashed = sub_folder + "/" for file in glob.glob("*." + extension): simple_name = Path(file).stem if file.endswith(".gen.cpp"): continue li = '#include "' + folder + "/" + sub_folder_slashed + file + '"' if not simple_name in sought_exceptions: include_list.append(li) else: found_exceptions.append(li) return include_list, found_exceptions def write_output_file(file_count, include_list, start_line, end_line, output_folder, output_filename_prefix, extension): output_folder = os.path.abspath(output_folder) if not os.path.isdir(output_folder): # create os.mkdir(output_folder) if not os.path.isdir(output_folder): print("ERROR " + output_folder + " could not be created.") return print("CREATING folder " + output_folder) file_text = "" for l in range(start_line, end_line): if l < len(include_list): line = include_list[l] li = line + "\n" file_text += li num_string = "" if file_count > 0: num_string = "_" + str(file_count) short_filename = output_filename_prefix + num_string + ".gen." + extension output_filename = output_folder + "/" + short_filename if _verbose: print("generating: " + short_filename) output_path = Path(output_filename) output_path.write_text(file_text, encoding="utf8") def write_exception_output_file(file_count, exception_string, output_folder, output_filename_prefix, extension): output_folder = os.path.abspath(output_folder) if not os.path.isdir(output_folder): print("ERROR " + output_folder + " does not exist.") return file_text = exception_string + "\n" num_string = "" if file_count > 0: num_string = "_" + str(file_count) short_filename = output_filename_prefix + "_exception" + num_string + ".gen." + extension output_filename = output_folder + "/" + short_filename if _verbose: print("generating: " + short_filename) output_path = Path(output_filename) output_path.write_text(file_text, encoding="utf8") def find_section_name(sub_folder): # Construct a useful name for the section from the path for debug logging section_path = os.path.abspath(base_folder_path + sub_folder) + "/" folders = [] folder = "" for i in range(8): folder = os.path.dirname(section_path) folder = os.path.basename(folder) if folder == base_folder_only: break folders.append(folder) section_path += "../" section_path = os.path.abspath(section_path) + "/" section_name = "" for n in range(len(folders)): section_name += folders[len(folders) - n - 1] if n != (len(folders) - 1): section_name += "_" return section_name # "folders" is a list of folders to add all the files from to add to the SCU # "section (like a module)". The name of the scu file will be derived from the first folder # (thus e.g. scene/3d becomes scu_scene_3d.gen.cpp) # "includes_per_scu" limits the number of includes in a single scu file. # This allows the module to be built in several translation units instead of just 1. # This will usually be slower to compile but will use less memory per compiler instance, which # is most relevant in release builds. # "sought_exceptions" are a list of files (without extension) that contain # e.g. naming conflicts, and are therefore not suitable for the scu build. # These will automatically be placed in their own separate scu file, # which is slow like a normal build, but prevents the naming conflicts. # Ideally in these situations, the source code should be changed to prevent naming conflicts. # "extension" will usually be cpp, but can also be set to c (for e.g. third party libraries that use c) def process_folder(folders, sought_exceptions=[], includes_per_scu=0, extension="cpp"): if len(folders) == 0: return # Construct the filename prefix from the FIRST folder name # e.g. "scene_3d" out_filename = find_section_name(folders[0]) found_includes = [] found_exceptions = [] main_folder = folders[0] abs_main_folder = base_folder_path + main_folder # Keep a record of all folders that have been processed for SCU, # this enables deciding what to do when we call "add_source_files()" global _scu_folders _scu_folders.add(main_folder) # main folder (first) found_includes, found_exceptions = find_files_in_folder( main_folder, "", found_includes, extension, sought_exceptions, found_exceptions ) # sub folders for d in range(1, len(folders)): found_includes, found_exceptions = find_files_in_folder( main_folder, folders[d], found_includes, extension, sought_exceptions, found_exceptions ) found_includes = sorted(found_includes) # calculate how many lines to write in each file total_lines = len(found_includes) # adjust number of output files according to whether DEV or release num_output_files = 1 if _is_release_build: # always have a maximum in release includes_per_scu = 8 num_output_files = max(math.ceil(total_lines / includes_per_scu), 1) else: if includes_per_scu > 0: num_output_files = max(math.ceil(total_lines / includes_per_scu), 1) # error condition if total_lines == 0: return lines_per_file = math.ceil(total_lines / num_output_files) lines_per_file = max(lines_per_file, 1) start_line = 0 file_number = 0 # These do not vary throughout the loop output_folder = abs_main_folder + "/.scu/" output_filename_prefix = "scu_" + out_filename # Clear out any existing files (usually we will be overwriting, # but we want to remove any that are pre-existing that will not be # overwritten, so as to not compile anything stale) clear_out_existing_files(output_folder, extension) for file_count in range(0, num_output_files): end_line = start_line + lines_per_file # special case to cover rounding error in final file if file_count == (num_output_files - 1): end_line = len(found_includes) write_output_file( file_count, found_includes, start_line, end_line, output_folder, output_filename_prefix, extension ) start_line = end_line # Write the exceptions each in their own scu gen file, # so they can effectively compile in "old style / normal build". for exception_count in range(len(found_exceptions)): write_exception_output_file( exception_count, found_exceptions[exception_count], output_folder, output_filename_prefix, extension ) def generate_scu_files(verbose, is_release_build): print("=============================") print("Single Compilation Unit Build") print("=============================") print("Generating SCU build files") global _verbose _verbose = verbose global _is_release_build _is_release_build = is_release_build curr_folder = os.path.abspath("./") # check we are running from the correct folder if folder_not_found("core") or folder_not_found("platform") or folder_not_found("scene"): raise RuntimeError("scu_builders.py must be run from the godot folder.") return process_folder(["core"]) process_folder(["core/bind"]) process_folder(["core/config"]) process_folder(["core/containers"]) process_folder(["core/error"]) process_folder(["core/input"]) process_folder(["core/log"]) process_folder(["core/math"]) process_folder(["core/object"]) process_folder(["core/os"]) process_folder(["core/string"]) process_folder(["core/variant"]) process_folder(["core/io"]) process_folder(["core/crypto"]) process_folder(["drivers/gles2"]) process_folder(["drivers/unix"]) process_folder(["drivers/png"]) process_folder(["editor"]) process_folder(["editor/import"]) process_folder(["editor/plugins"]) process_folder(["main"]) process_folder(["main/tests"]) process_folder( [ "platform", "android/export", "iphone/export", "javascript/export", "osx/export", #"uwp/export", "windows/export", "x11/export", ] ) #TODO These should be moved to module conpig.py s process_folder(["modules/broken_seals_module"]) process_folder(["modules/cscript"]) process_folder(["modules/csg"]) process_folder(["modules/database"]) process_folder(["modules/database_sqlite"]) process_folder(["modules/entity_spell_system", "data/atlases", "data/auras", "data/items", "data/loot", "data/species", "data/spells", "database", "drag_and_drop", "editor", "entities", "entities/ai", "entities/auras", "entities/data", "entities/resources", "entities/skills", "entities/stats", "formations", "infos", "inventory", "material_cache", "pipelines", "profiles", "profiles/actionbar", "profiles/input", "projectiles/3d", "props", "singletons", "skeleton", "spawners", "utility", ]) process_folder(["modules/fastnoise"]) process_folder(["modules/gdnative", "gdnative", "nativescript", #"arvr", "pluginscript", "net", ]) process_folder(["modules/gdscript"]) #process_folder(["modules/gdscript/language_server"]) process_folder(["modules/gridmap"]) process_folder(["modules/gridmap/geometry_parser"]) process_folder(["modules/http_server_simple"]) process_folder(["modules/lz4"]) process_folder(["modules/material_maker", "algos", "editor", "editor/widgets/color_picker_popup", "editor/widgets/curve_edit", "editor/widgets/file_dialog", "editor/widgets/float_edit", "editor/widgets/gradient_editor", "editor/widgets/image_picker_button", "editor/widgets/mm_dnd_color_picker_button", "editor/widgets/polygon_edit", "editor/widgets/tones_editor", "nodes", "nodes/bases", "nodes/filter", "nodes/gradient", "nodes/noise", "nodes/other", "nodes/pattern", "nodes/sdf2d", "nodes/sdf3d", "nodes/simple", "nodes/transform", "nodes/uniform", ]) process_folder(["modules/mbedtls"]) process_folder(["modules/mesh_data_resource", "editor", "editor/utilities", "editor/uv_editor", "nodes", "plugin", "plugin_gltf", "props", "props_2d", ]) process_folder(["modules/mesh_utils"]) process_folder(["modules/navigation"]) process_folder(["modules/navigation_dummy"]) process_folder(["modules/navigation_geometry_parsers", "geometry_parser_2d", "geometry_parser_3d", ]) process_folder(["modules/navigation_mesh_generator"]) process_folder(["modules/navigation_mesh_generator/editor"]) process_folder(["modules/network_synchronizer"]) process_folder(["modules/paint", "actions", "editor", "nodes", "ui", "ui/property_inspectors", ]) process_folder(["modules/props", "clutter", "editor", "jobs", "lights", "material_cache", "props", "singleton", "tiled_wall", ]) process_folder(["modules/props_2d", "clutter", "editor", "jobs", "lights", "material_cache", "props", "singleton", "tiled_wall", ]) process_folder(["modules/skeleton_2d", "editor", "nodes", "resources", ]) process_folder(["modules/skeleton_3d", "editor", "nodes", "resources", ]) process_folder(["modules/steering_ai", "agents", "behaviors", "proximities", ]) process_folder(["modules/terraman", "areas", "data", "level_generator", "library", "meshers", "meshers/blocky", "meshers/default", "nodes", "world", "world/blocky", "world/default", "world/jobs", ]) process_folder(["modules/terraman_2d", "areas", "data", "level_generator", "library", "meshers", "meshers/default", "meshers/isometric", "meshers/simple", "nodes", "world", "world/default", "world/isometric", "world/jobs", "world/simple", ]) process_folder(["modules/texture_packer", "layers", "rectpack2D", "texture_resource", ]) process_folder(["modules/tile_map", "geometry_parser", ]) process_folder(["modules/ui_extensions"]) process_folder(["modules/unit_test"]) process_folder(["modules/users", "managers", "singleton", "users", "web/middleware", "web/web_nodes", ]) process_folder(["modules/voxelman", "areas", "data", "level_generator", "library", "meshers", "meshers/blocky", "meshers/cubic", "meshers/default", "meshers/marching_cubes", "nodes", "world", "world/blocky", "world/cubic", "world/default", "world/jobs", "world/marching_cubes", ]) process_folder(["modules/web", "database", "editor", "html", "http", "nodes/admin_panel", "nodes/folder_serve_nodes", "nodes/list_page", "nodes/message_page", "nodes/paged_article", "nodes/redirect", "nodes/static_pages", ]) process_folder(["modules/websocket"]) process_folder(["modules/wfc"]) #Editor Modules process_folder(["editor_modules/editor_code_editor"]) process_folder(["editor_modules/gltf"]) process_folder(["editor_modules/gltf/structures"]) process_folder(["editor_modules/gltf/extensions"]) process_folder(["editor_modules/gltf/extensions/physics"]) process_folder(["editor_modules/plugin_refresher"]) process_folder(["editor_modules/shader_editor"]) process_folder(["editor_modules/text_editor"]) #process_folder(["modules/fbx"]) #process_folder(["modules/fbx/tools"]) #process_folder(["modules/fbx/data"]) #process_folder(["modules/fbx/fbx_parser"]) process_folder(["scene"]) process_folder(["scene/audio"]) process_folder(["scene/debugger"]) process_folder(["scene/2d"]) process_folder(["scene/3d"]) process_folder(["scene/animation"]) process_folder(["scene/gui"]) process_folder(["scene/main"]) process_folder(["scene/resources"]) process_folder(["servers"]) process_folder(["servers/rendering"]) process_folder(["servers/rendering/portals"]) process_folder(["servers/physics_2d"]) process_folder(["servers/physics"]) process_folder(["servers/physics/joints"]) process_folder(["servers/audio"]) process_folder(["servers/audio/effects"]) # Finally change back the path to the calling folder os.chdir(curr_folder) return _scu_folders