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