pandemonium_engine_minimal/scu_builders.py

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2023-12-14 21:54:22 +01:00
"""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