home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2006 March
/
Gamestar_82_2006-03_dvd.iso
/
DVDStar
/
Editace
/
quake4_sdkv10.exe
/
source
/
SConstruct
< prev
Wrap
Text File
|
2005-11-14
|
19KB
|
628 lines
# -*- mode: python -*-
# Quake4 build script
# TTimo <ttimo@idsoftware.com>
# http://scons.sourceforge.net
import sys, os, time, commands, re, pickle, StringIO, popen2, commands, pdb, zipfile, string
import SCons
sys.path.append( 'sys/scons' )
import scons_utils
conf_filename='site.conf'
# choose configuration variables which should be saved between runs
# ( we handle all those as strings )
serialized=['CC', 'CXX', 'JOBS', 'BUILD', 'IDNET_HOST', 'GL_HARDLINK', 'DEDICATED',
'DEBUG_MEMORY', 'LIBC_MALLOC', 'ID_NOLANADDRESS', 'ID_MCHECK',
'TARGET_CORE', 'TARGET_GAME', 'TARGET_MONO', 'TARGET_DEMO', 'NOCURL',
'BUILD_ROOT', 'Q4TEST', 'TARGET_GAMEPAK', 'PATCHLEVEL' ]
# global build mode ------------------------------
g_sdk = not os.path.exists( 'sys/scons/SConscript.core' )
# ------------------------------------------------
# help -------------------------------------------
help_string = """
Usage: scons [OPTIONS] [TARGET] [CONFIG]
[OPTIONS] and [TARGET] are covered in command line options, use scons -H
[CONFIG]: KEY="VALUE" [...]
a number of configuration options saved between runs in the """ + conf_filename + """ file
erase """ + conf_filename + """ to start with default settings again
CC (default gcc)
CXX (default g++)
Specify C and C++ compilers (defaults gcc and g++)
ex: CC="gcc-3.3"
You can use ccache and distcc, for instance:
CC="ccache distcc gcc" CXX="ccache distcc g++"
JOBS (default 1)
Parallel build
BUILD (default debug)
Use debug-all/debug/release to select build settings
ex: BUILD="release"
debug-all: no optimisations, debugging symbols
debug: -O -g
release: all optimisations, including CPU target etc.
BUILD_ROOT (default 'build')
change the build root directory
NOCONF (default 0, not saved)
ignore site configuration and use defaults + command line only
"""
if ( not g_sdk ):
help_string += """
DEDICATED (default 0)
Control regular / dedicated type of build:
0 - client
1 - dedicated server
2 - both
TARGET_CORE (default 1)
Build the core
TARGET_GAME (default 1)
Build the game code
TARGET_MONO (default 0)
Build a monolithic binary
TARGET_DEMO (default 0)
Build demo client ( both a core and game, no mono )
NOTE: if you *only* want the demo client, set TARGET_CORE and TARGET_GAME to 0
IDNET_HOST (default to source hardcoded)
Override builtin IDNET_HOST with your own settings
GL_HARDLINK (default 0)
Instead of dynamically loading the OpenGL libraries, use implicit dependencies
NOTE: no GL logging capability and no r_glDriver with GL_HARDLINK 1
DEBUG_MEMORY (default 0)
Enables memory logging to file
LIBC_MALLOC (default 1)
Toggle idHeap memory / libc malloc usage
When libc malloc is on, memory size statistics are wrong ( no _msize )
ID_NOLANADDRESS (default 0)
Don't recognize any IP as LAN address. This is useful when debugging network
code where LAN / not LAN influences application behaviour
ID_MCHECK (default 2)
Perform heap consistency checking
0: on in Debug / off in Release
1 forces on, 2 forces off
note that idlib has it's own block allocator/checking
this should not be considered a replacement, but an additional tool
note: this is the same as MALLOC_CHECK_, but different from mtrace
SETUP_TAGGED (default 0, not saved)
build tagged binaries distribution implies release, excludes other setups
SETUP_DEDICATED (default 0, not saved)
build dedicated server setup. implies release
SETUP_DEMO (default 0, not saved)
build demo setup. implies release
SETUP_FULL (default 0, not saved)
build full setup. implies release
PATCHLEVEL (default 0)
setup a patchlevel for si_version and installer name since I work Linux releases from a vendor tree and don't modify AutoVersion.h build numbers
TARGET_GAMEPAK (default 0, not saved)
build a game pak pk4
if no setup is scheduled, from whatever game is being compiled ( current configuration )
if setups are scheduled, controls gamepak building during setup ( might wanna use a reference one for pure-compatible updates )
SDK (default 0, not saved)
build an SDK release
NOCURL (default 0)
set to 1 to disable usage of libcurl and http/ftp downloads feature
FIX_INCLUDE (default 0, not saved)
fix include paths while compiling
wraps around the compiler call to catch and fix include path errors
note that since this process modifies files on the fly, it's not a good idea to use it with several jobs
FIX_SUPER (default 0, not saved)
fix usage of __super msvc-ism
wraps around gcc to do a search and fix pass
Q4TEST (default 0)
q4test build
MP-only gamecode, enables binary tagging
ASSETS (optional, not saved)
point to the setup assets directory
"""
Help( help_string )
# end help ---------------------------------------
# sanity -----------------------------------------
EnsureSConsVersion( 0, 96 )
# end sanity -------------------------------------
# system detection -------------------------------
# OS and CPU
OS = commands.getoutput( 'uname -s' )
if ( OS == 'Linux' ):
cpu = commands.getoutput( 'uname -m' )
if ( cpu == 'i686' ):
cpu = 'x86'
else:
cpu = 'cpu'
elif ( OS == 'Darwin' ):
cpu = commands.getoutput( 'uname -m' )
if ( cpu == 'Power Macintosh' ):
cpu = 'ppc'
else:
cpu = 'cpu'
# end system detection ---------------------------
# default settings -------------------------------
CC = 'gcc'
CXX = 'g++'
JOBS = '1'
BUILD = 'debug'
DEDICATED = '0'
TARGET_CORE = '1'
TARGET_GAME = '1'
TARGET_GAMEPAK = '0'
TARGET_MONO = '0'
TARGET_DEMO = '0'
IDNET_HOST = ''
GL_HARDLINK = '0'
if ( OS == 'Darwin' ):
GL_HARDLINK = '1'
DEBUG_MEMORY = '0'
LIBC_MALLOC = '1'
ID_NOLANADDRESS = '0'
ID_MCHECK = '2'
BUILD_ROOT = 'build'
SETUP_TAGGED = '0'
SETUP_DEDICATED = '0'
SETUP_DEMO = '0'
SETUP_FULL = '0'
SETUP = '0' # no cmdline control, will be set to 1 if any form of setup is requested
SDK = '0'
NOCONF = '0'
# TMP - off till patch 1
NOCURL = '1'
FIX_INCLUDES = '0'
FIX_SUPER = '0'
Q4TEST = '0'
ASSETS = ''
PATCHLEVEL = '0'
# end default settings ---------------------------
# site settings ----------------------------------
if ( not ARGUMENTS.has_key( 'NOCONF' ) or ARGUMENTS['NOCONF'] != '1' ):
site_dict = {}
if (os.path.exists(conf_filename)):
site_file = open(conf_filename, 'r')
p = pickle.Unpickler(site_file)
site_dict = p.load()
print 'Loading build configuration from ' + conf_filename + ':'
for k, v in site_dict.items():
exec_cmd = k + '=\'' + v + '\''
print ' ' + exec_cmd
exec(exec_cmd)
else:
print 'Site settings ignored'
# end site settings ------------------------------
# command line settings --------------------------
for k in ARGUMENTS.keys():
exec_cmd = k + '=\'' + ARGUMENTS[k] + '\''
print 'Command line: ' + exec_cmd
exec( exec_cmd )
# end command line settings ----------------------
# save site configuration ----------------------
if ( not ARGUMENTS.has_key( 'NOCONF' ) or ARGUMENTS['NOCONF'] != '1' ):
for k in serialized:
exec_cmd = 'site_dict[\'' + k + '\'] = ' + k
exec(exec_cmd)
site_file = open(conf_filename, 'w')
p = pickle.Pickler(site_file)
p.dump(site_dict)
site_file.close()
# end save site configuration ------------------
# configuration rules --------------------------
if ( TARGET_GAMEPAK == '1' ):
TARGET_GAME = '1'
if ( SETUP_TAGGED != '0' or SETUP_DEDICATED != '0' or SETUP_DEMO != '0' or SETUP_FULL != '0' ):
DEDICATED = '2'
BUILD = 'release'
SETUP = '1'
TARGET_GAME = '1'
TARGET_CORE = '1'
TARGET_GAMEPAK = '1'
if ( SETUP != '0' ):
if ( SETUP_TAGGED != '0' ):
SETUP_DEDICATED = '0'
SETUP_DEMO = '0'
SETUP_FULL = '0'
Q4TEST = '1'
else:
Q4TEST = '0'
if ( g_sdk or SDK != '0' ):
TARGET_CORE = '0'
TARGET_GAME = '1'
TARGET_MONO = '0'
TARGET_DEMO = '0'
# end configuration rules ----------------------
# general configuration, target selection --------
g_build = BUILD_ROOT + '/' + BUILD
SConsignFile( 'scons.signatures' )
if ( GL_HARDLINK != '0' ):
g_build += '-hardlink'
if ( DEBUG_MEMORY != '0' ):
g_build += '-debugmem'
if ( LIBC_MALLOC != '1' ):
g_build += '-nolibcmalloc'
if ( Q4TEST != '0' ):
g_build += '-q4test'
SetOption('num_jobs', JOBS)
LINK = CXX
# common flags
# BASE + CORE + OPT for engine
# BASE + GAME + OPT for game
# _noopt versions of the environements are built without the OPT
BASECPPFLAGS = [ ]
CORECPPPATH = [ ]
CORELIBPATH = [ ]
CORECPPFLAGS = [ ]
GAMECPPFLAGS = [ ]
BASELINKFLAGS = [ ]
CORELINKFLAGS = [ ]
# for release build, further optimisations that may not work on all files
OPTCPPFLAGS = [ ]
BASECPPFLAGS.append( '-pipe' )
# warn all
BASECPPFLAGS.append( '-Wall' )
# don't wrap gcc messages
BASECPPFLAGS.append( '-fmessage-length=0' )
if ( g_sdk or SDK != '0' ):
BASECPPFLAGS.append( '-DQ4SDK' )
if ( Q4TEST == '1' ):
# _MPBETA implie ID_TAGGED_BUILD but also disables some single player functionality
#BASECPPFLAGS.append( '-D_MPBETA' )
BASECPPFLAGS.append( '-DID_TAGGED_BUILD' )
if ( OS == 'Darwin' ):
# a few more common defines
BASECPPFLAGS += [ '-Wno-long-double', '-arch', 'ppc', '-fasm-blocks', '-fpascal-strings', '-faltivec', '-mcpu=G5', '-mtune=G5' ]
BASECPPFLAGS += [ '-DMACOS_X' ]
BASECPPFLAGS += [ '-Wno-unknown-pragmas' ]
if ( BUILD == 'debug-all' ):
BASECPPFLAGS.append( '-g' )
BASECPPFLAGS.append( '-D_DEBUG' )
if ( ID_MCHECK == '0' ):
ID_MCHECK = '1'
elif ( BUILD == 'debug' ):
BASECPPFLAGS.append( '-g' )
BASECPPFLAGS.append( '-O1' )
BASECPPFLAGS.append( '-D_DEBUG' )
if ( ID_MCHECK == '0' ):
ID_MCHECK = '1'
elif ( BUILD == 'release' ):
BASECPPFLAGS.append( '-D_FINAL' )
if ( OS == 'Linux' ):
# -fomit-frame-pointer: gcc manual indicates -O sets this implicitely,
# only if that doesn't affect debugging
# on Linux, this affects backtrace capability, so I'm assuming this is needed
# -finline-functions: implicit at -O3
# -fschedule-insns2: implicit at -O3
# -funroll-loops ?
# -mfpmath=sse -msse ?
# -march=pentium3 ? ( -march=i686 == pentiumpro )
OPTCPPFLAGS = [ '-O3', '-march=i686', '-Winline', '-ffast-math', '-fomit-frame-pointer', '-finline-functions', '-fschedule-insns2' ]
if ( ID_MCHECK == '0' ):
ID_MCHECK = '2'
elif ( OS == 'Darwin' ):
OPTCPPFLAGS = [ '-O3', '-falign-functions=16', '-falign-loops=16', '-finline' ]
else:
print 'Unknown build configuration ' + BUILD
sys.exit(0)
if ( GL_HARDLINK != '0' ):
CORECPPFLAGS.append( '-DID_GL_HARDLINK' )
if ( DEBUG_MEMORY != '0' ):
BASECPPFLAGS += [ '-DID_DEBUG_MEMORY', '-DID_REDIRECT_NEWDELETE' ]
if ( LIBC_MALLOC != '1' ):
BASECPPFLAGS.append( '-DUSE_LIBC_MALLOC=0' )
if ( len( IDNET_HOST ) ):
CORECPPFLAGS.append( '-DIDNET_HOST=\\"%s\\"' % IDNET_HOST )
if ( ID_NOLANADDRESS != '0' ):
CORECPPFLAGS.append( '-DID_NOLANADDRESS' )
if ( ID_MCHECK == '1' ):
BASECPPFLAGS.append( '-DID_MCHECK' )
CORECPPFLAGS.append( '-DID_PATCHLEVEL=\\".%s\\"' % PATCHLEVEL )
# create the build environements
if ( FIX_INCLUDES == '1' ):
CC = './sys/scons/fixincludes.py \'' + CC + '\''
CXX = './sys/scons/fixincludes.py \'' + CXX + '\''
if ( FIX_SUPER == '1' ):
CC = './sys/scons/fixsuper.py \'' + CC + '\''
CXX = './sys/scons/fixsuper.py \'' + CXX + '\''
# NOTE: you need a patched scons to support building of ObjC and ObjC++ files
g_base_env = Environment( ENV = os.environ, CC = CC, CXX = CXX, LINK = LINK, CPPFLAGS = BASECPPFLAGS, LINKFLAGS = BASELINKFLAGS, CPPPATH = CORECPPPATH, LIBPATH = CORELIBPATH, OS = OS )
scons_utils.SetupUtils( g_base_env )
if ( OS == 'Darwin' ):
g_base_env.Append( CXXFLAGS = [ '-Wno-invalid-offsetof' ] )
g_env = g_base_env.Copy()
g_env['CPPFLAGS'] += OPTCPPFLAGS
g_env['CPPFLAGS'] += CORECPPFLAGS
g_env['LINKFLAGS'] += CORELINKFLAGS
if ( BUILD != 'release' ):
g_env_noopt = g_env.Copy()
else:
g_env_noopt = g_base_env.Copy()
g_env_noopt['CPPFLAGS'] += CORECPPFLAGS
g_env_noopt.Append( CPPFLAGS = '-O1' )
g_env_noopt['LINKFLAGS'] += CORELINKFLAGS
g_game_env = g_base_env.Copy()
g_game_env['CPPFLAGS'] += OPTCPPFLAGS
g_game_env['CPPFLAGS'] += GAMECPPFLAGS
# maintain this dangerous optimization off at all times
g_env.Append( CPPFLAGS = '-fno-strict-aliasing' )
g_env_noopt.Append( CPPFLAGS = '-fno-strict-aliasing' )
g_game_env.Append( CPPFLAGS = '-fno-strict-aliasing' )
if ( int(JOBS) > 1 ):
print 'Using buffered process output'
scons_utils.SetupBufferedOutput( g_env )
scons_utils.SetupBufferedOutput( g_game_env )
# mark the globals
local_dedicated = 0
# 0 for monolithic build
local_gamedll = 1
# carry around rather than using .a, avoids binutils bugs
idlib_objects = []
game_objects = []
local_demo = 0
# curl usage. there is a global toggle flag
local_curl = 0
curl_lib = []
# if idlib should produce PIC objects ( depending on core or game inclusion )
local_idlibpic = 0
eventdefs = None
GLOBALS = 'g_env g_env_noopt g_game_env OS ID_MCHECK idlib_objects game_objects local_dedicated local_gamedll local_demo local_idlibpic curl_lib local_curl eventdefs GL_HARDLINK NOCURL Q4TEST'
# end general configuration ----------------------
# targets ----------------------------------------
Export( 'GLOBALS ' + GLOBALS )
quake4 = None
q4ded = None
game = None
q4_mon = None
Default( None )
# build curl if needed
if ( NOCURL == '0' and ( TARGET_CORE == '1' or TARGET_MONO == '1' ) ):
# 1: debug, 2: release
if ( BUILD == 'release' ):
local_curl = 2
else:
local_curl = 1
Export( 'GLOBALS ' + GLOBALS )
curl_lib = SConscript( 'sys/scons/SConscript.curl' )
if ( TARGET_CORE == '1' ):
local_gamedll = 1
local_demo = 0
local_idlibpic = 0
if ( DEDICATED == '0' or DEDICATED == '2' ):
local_dedicated = 0
Export( 'GLOBALS ' + GLOBALS )
BuildDir( g_build + '/core/glimp', '.', duplicate = 1 )
SConscript( g_build + '/core/glimp/sys/scons/SConscript.gl' )
BuildDir( g_build + '/core', '.', duplicate = 0 )
idlib_objects = SConscript( g_build + '/core/sys/scons/SConscript.idlib' )
Export( 'GLOBALS ' + GLOBALS ) # update idlib_objects
quake4 = SConscript( g_build + '/core/sys/scons/SConscript.core' )
if ( OS == 'Linux' ):
Default( InstallAs( '#quake4.%s' % cpu, quake4 ) )
if ( DEDICATED == '1' or DEDICATED == '2' ):
local_dedicated = 1
Export( 'GLOBALS ' + GLOBALS )
BuildDir( g_build + '/dedicated/glimp', '.', duplicate = 1 )
SConscript( g_build + '/dedicated/glimp/sys/scons/SConscript.gl' )
BuildDir( g_build + '/dedicated', '.', duplicate = 0 )
idlib_objects = SConscript( g_build + '/dedicated/sys/scons/SConscript.idlib' )
Export( 'GLOBALS ' + GLOBALS )
q4ded = SConscript( g_build + '/dedicated/sys/scons/SConscript.core' )
if ( OS == 'Linux' ):
Default( InstallAs( '#q4ded.%s' % cpu, q4ded ) )
if ( TARGET_GAME == '1' ):
local_gamedll = 1
local_demo = 0
local_dedicated = 0
local_idlibpic = 1
Export( 'GLOBALS ' + GLOBALS )
dupe = 0
if ( SDK == '1' ):
# building an SDK, use scons for dependencies walking
# clear the build directory to be safe
g_env.PreBuildSDK( g_build + '/game', PATCHLEVEL )
dupe = 1
BuildDir( g_build + '/game', '.', duplicate = dupe )
idlib_objects = SConscript( g_build + '/game/sys/scons/SConscript.idlib' )
Export( 'GLOBALS ' + GLOBALS )
game = SConscript( g_build + '/game/sys/scons/SConscript.game' )
Default( InstallAs( '#game%s.so' % cpu, game ) )
if ( TARGET_MONO == '1' ):
# the game in a single piece
local_gamedll = 0
local_dedicated = 0
local_demo = 0
local_idlibpic = 0
if ( DEDICATED == '0' or DEDICATED == '2' ):
Export( 'GLOBALS ' + GLOBALS )
BuildDir( g_build + '/mono/glimp', '.', duplicate = 1 )
SConscript( g_build + '/mono/glimp/sys/scons/SConscript.gl' )
BuildDir( g_build + '/mono', '.', duplicate = 0 )
idlib_objects = SConscript( g_build + '/mono/sys/scons/SConscript.idlib' )
game_objects = SConscript( g_build + '/mono/sys/scons/SConscript.game' )
Export( 'GLOBALS ' + GLOBALS )
q4_mono = SConscript( g_build + '/mono/sys/scons/SConscript.core' )
if ( OS == 'Linux' ):
Default( InstallAs( '#q4mono.%s' % cpu, q4_mono ) )
if ( DEDICATED == '1' or DEDICATED == '2' ):
local_dedicated = 1
Export( 'GLOBALS ' + GLOBALS )
BuildDir( g_build + '/monoded/glimp', '.', duplicate = 1 )
SConscript( g_build + '/monoded/glimp/sys/scons/SConscript.gl' )
BuildDir( g_build + '/monoded', '.', duplicate = 0 )
idlib_objects = SConscript( g_build + '/monoded/sys/scons/SConscript.idlib' )
game_objects = SConscript( g_build + '/monoded/sys/scons/SConscript.game' )
Export( 'GLOBALS ' + GLOBALS )
q4_monoded = SConscript( g_build + '/monoded/sys/scons/SConscript.core' )
if ( OS == 'Linux' ):
Default( InstallAs( '#q4monoded.%s' % cpu, q4_monoded ) )
if ( OS == 'Darwin' ):
src = []
if ( TARGET_CORE == '1' ):
if ( DEDICATED == '0' or DEDICATED == '2' ):
src.append( quake4 )
if ( DEDICATED == '1' or DEDICATED == '2' ):
src.append( q4ded )
if ( TARGET_MONO == '1' ):
if ( DEDICATED == '0' or DEDICATED == '2' ):
src.append( q4_mono )
if ( DEDICATED == '1' or DEDICATED == '2' ):
src.append( q4_monoded )
if ( len( src ) ):
q4mac = Command( 'q4mac', src, Action( g_env.BuildBundle ) )
Default( q4mac )
if ( SETUP == '1' ):
brandelf = Program( 'brandelf', 'sys/linux/setup/brandelf.c' )
setup_source = [ brandelf, quake4, q4ded, game ]
do_gamepak = ( TARGET_GAMEPAK != '0' )
setups = []
if ( SETUP_TAGGED == '1' ):
g_env_tagged = g_env.Copy()
g_env_tagged.Prepare( do_gamepak, ASSETS, PATCHLEVEL )
setup_tagged = Command( 'setup_tagged', setup_source, Action( g_env_tagged.BuildSetup ) )
Default( setup_tagged )
setups.append( setup_tagged )
if ( SETUP_DEMO == '1' ):
g_env_demo = g_env.Copy()
g_env_demo.Prepare( do_gamepak, ASSETS, PATCHLEVEL )
setup_demo = Command( 'setup_demo', setup_source, Action( g_env_demo.BuildSetup ) )
Default( setup_demo )
setups.append( setup_demo )
if ( SETUP_DEDICATED == '1' ):
g_env_ded = g_env.Copy()
g_env_ded.Prepare( do_gamepak, ASSETS, PATCHLEVEL )
setup_ded = Command( 'setup_ded', setup_source, Action( g_env_ded.BuildSetup ) )
Default( setup_ded )
setups.append( setup_ded )
if ( SETUP_FULL == '1' ):
g_env_full = g_env.Copy()
g_env_full.Prepare( do_gamepak, ASSETS, PATCHLEVEL )
setup_full = Command( 'setup_full', setup_source, Action( g_env_full.BuildSetup ) )
Default( setup_full )
setups.append( setup_full )
# setup dependencies so they are built sequentially
i = 1
while ( i < len( setups ) ):
Depends( setups[ i ], setups[ i - 1 ] )
i += 1
else:
if ( TARGET_GAMEPAK == '1' ):
game_pak = Command( 'gamepak', game, Action( g_env.BuildGamePak ) )
Default( game_pak )
if ( SDK != '0' ):
setup_sdk = Command( 'sdk', [ ], Action( g_env.BuildSDK ) )
Default( setup_sdk )
g_env.Depends( setup_sdk, game )
# end targets ------------------------------------