Documentation for Sconscript by Doxin

This commit is contained in:
jacob1
2013-05-29 21:37:57 -04:00
parent d6d20defde
commit 3929bdaf54
6 changed files with 1325 additions and 30 deletions

View File

@@ -1,7 +1,38 @@
import os, sys, subprocess, time
# ============
# SCons script
# ============
# the purpose of this script is to run a build of tpt from start to finish, including dependency checks.
# .. contents :: Table of Contents
# ============
# requirements
# ============
# stdlib
# ======
import os
import sys
import subprocess
import time
# 3rd party
# =========
# nothing besides scons.
# =================
# long commandlines
# =================
# .. : Fix for long command line - http://scons.org/wiki/LongCmdLinesOnWin32
# because of an implementation detail commandlines are limited to 10000 characters on windows using mingw. the following fix was copied from
# http://scons.org/wiki/LongCmdLinesOnWin32 and circumvents this issue.
##Fix for long command line - http://scons.org/wiki/LongCmdLinesOnWin32
class ourSpawn:
def ourspawn(self, sh, escape, cmd, args, env):
newargs = ' '.join(args[1:])
@@ -24,11 +55,15 @@ def SetupSpawn( env ):
buf.ourenv = env
env['SPAWN'] = buf.ourspawn
# ===================
# commandline options
# ===================
# the following defines all optional commandlines
AddOption('--opengl',dest="opengl",action='store_true',default=False,help="Build with OpenGL interface support.")
AddOption('--opengl-renderer',dest="opengl-renderer",action='store_true',default=False,help="Build with OpenGL renderer support. (requires --opengl)")
AddOption('--renderer',dest="renderer",action='store_true',default=False,help="Save renderer")
AddOption('--win',dest="win",action='store_true',default=False,help="Windows platform target.")
AddOption('--lin',dest="lin",action='store_true',default=False,help="Linux platform target")
AddOption('--macosx',dest="macosx",action='store_true',default=False,help="Mac OS X platform target")
AddOption('--rpi',dest="rpi",action='store_true',default=False,help="Raspbain platform target")
AddOption('--64bit',dest="_64bit",action='store_true',default=False,help="64-bit platform target")
@@ -56,14 +91,32 @@ AddOption('--snapshot-id',dest="snapshot-id",default=False,help="Snapshot build
AddOption('--stable',dest="stable",default=True,help="Non snapshot build")
AddOption('--aao', dest="everythingAtOnce", action='store_true', default=False, help="Compile the whole game without generating intermediate objects (very slow), enable this when using compilers like clang or mscc that don't support -fkeep-inline-functions")
# using either of these commandline options is compulsory
AddOption('--win',dest="win",action='store_true',default=False,help="Windows platform target.")
AddOption('--lin',dest="lin",action='store_true',default=False,help="Linux platform target")
# ============
# main program
# ============
# the gist of the compiling rules are defined here
# platform selection
# ==================
# generic platform settings
# +++++++++++++++++++++++++
# check if a platform is specified.
# .. : TODO: make it suggest commandline options if it isn't
if((not GetOption('lin')) and (not GetOption('win')) and (not GetOption('rpi')) and (not GetOption('macosx'))):
print "You must specify a platform to target"
raise SystemExit(1)
if(GetOption('win')):
env = Environment(tools = ['mingw'], ENV = os.environ)
else:
env = Environment(tools = ['default'], ENV = os.environ)
# check if a tool prefix is set, and if it is select the propper tools for building.
# .. : TODO someone explain wtf this actually does
if GetOption("toolprefix"):
env['CC'] = GetOption("toolprefix")+env['CC']
@@ -71,9 +124,26 @@ if GetOption("toolprefix"):
if GetOption('win'):
env['RC'] = GetOption("toolprefix")+env['RC']
#Check for headers and libraries
# windows specific platform settings
# ++++++++++++++++++++++++++++++++++
# if the platform is windows switch to a mingw toolset, use the default otherwise
if(GetOption('win')):
env = Environment(tools = ['mingw'], ENV = os.environ)
else:
env = Environment(tools = ['default'], ENV = os.environ)
# macosx specific platform settings
# +++++++++++++++++++++++++++++++++
# if we're not on MACOSX check for headers etc
if not GetOption("macosx"):
conf = Configure(env)
# if sdl-dir is set check if we can find the sdl header there, if we can't just pass the header path to the compiler.
if(GetOption("sdl-dir")):
if not conf.CheckCHeader(GetOption("sdl-dir") + '/SDL.h'):
print "sdl headers not found or not installed"
@@ -81,6 +151,9 @@ if not GetOption("macosx"):
else:
env.Append(CPPPATH=[GetOption("sdl-dir")])
else:
# otherwise try to parse the pkg config for sdl and grab the correct flags from there.
try:
env.ParseConfig('sdl-config --cflags')
env.ParseConfig('sdl-config --libs')
@@ -90,7 +163,9 @@ if not GetOption("macosx"):
raise SystemExit(1)
#Find correct lua include dir
# if lua is enabled try to parse the lua pgk-config, if that fails try the lua-dir option
# .. : TODO: make this look the same as the SDL check, maybe make a function for it. keep it DRY.
if not GetOption("nolua"):
try:
env.ParseConfig('pkg-config --cflags lua5.1')
@@ -102,12 +177,16 @@ if not GetOption("macosx"):
else:
env.Append(CPPPATH=[GetOption("lua-dir")])
# if fft is enabled try to parse its config, fail otherwise.
if not GetOption('nofft'):
#Check for FFT lib
# Check for FFT lib
if not conf.CheckLib('fftw3f') and not conf.CheckLib('fftw3f-3'):
print "libfftw3f not found or not installed"
raise SystemExit(1)
# try to autodetect some libraries, fail otherwise
#Check for Bzip lib
if not conf.CheckLib('bz2'):
print "libbz2 not found or not installed"
@@ -123,43 +202,88 @@ if not GetOption("macosx"):
raise SystemExit(1)
#Check for Lua lib
if not GetOption("macosx") and not GetOption("nolua"):
if not GetOption("nolua"):
if not conf.CheckLib('lua5.1') and not conf.CheckLib('lua-5.1') and not conf.CheckLib('lua51') and not conf.CheckLib('lua'):
print "liblua not found or not installed"
raise SystemExit(1)
# finish the configuration
env = conf.Finish();
else:
# if we ARE on macosx add the libraries to LIBS
# .. : seems like we're terrible at mac support? what gives?
env.Append(LIBS=['z', 'bz2'])
if not GetOption('nofft'):
env.Append(LIBS=['fftw3f'])
# enviroment setup
# ================
# add the correct compiler flags.
# generic enviroment settings
# +++++++++++++++++++++++++++
# make sure the compiler can find the source data and generated files. enable warnings, set C++ flavor, and keep inline functions
env.Append(CPPPATH=['src/', 'data/', 'generated/'])
env.Append(CCFLAGS=['-w', '-std=c++98', '-fkeep-inline-functions'])
env.Append(LIBS=['pthread', 'm'])
env.Append(CPPDEFINES=["_GNU_SOURCE", "USE_STDINT", "_POSIX_C_SOURCE=200112L"])
# check all enabled libs, and add a define if they are enabled.
if not GetOption('nofft'):
env.Append(CPPDEFINES=["GRAVFFT"])
if not GetOption('nolua'):
env.Append(CPPDEFINES=["LUACONSOLE"])
# check if we need to use PTW32_STATIC_LIB for pthreadw32 headers, won't compile statically without this
if GetOption("ptw32-static"):
env.Append(CPPDEFINES=['PTW32_STATIC_LIB']);
# check if we need to do static linking.
if(GetOption('static')):
env.Append(LINKFLAGS=['-static-libgcc'])
# check if we need to compile the save renderer. add a define accordingly. compile the game by default.
if(GetOption('renderer')):
env.Append(CPPDEFINES=['RENDERER'])
else:
env.Append(CPPDEFINES=["USE_SDL"])
# apply optimisations if it's a release build
if(GetOption('release')):
if GetOption('macosx'):
env.Append(CCFLAGS=['-O3', '-ftree-vectorize', '-funsafe-math-optimizations', '-ffast-math', '-fomit-frame-pointer'])
else:
env.Append(CCFLAGS=['-O3', '-ftree-vectorize', '-funsafe-math-optimizations', '-ffast-math', '-fomit-frame-pointer', '-funsafe-loop-optimizations', '-Wunsafe-loop-optimizations'])
# rpi specific enviroment settings
# ++++++++++++++++++++++++++++++++
# check if we're compiling for raspberry pi, if we are include rpi specific libraries and defines.
if(GetOption('rpi')):
if(GetOption('opengl')):
env.ParseConfig('pkg-config --libs glew gl glu')
openGLLibs = ['GL']
env.Append(LIBS=['X11', 'rt'])
env.Append(CPPDEFINES=["LIN"])
# windows specific enviroment settings
# ++++++++++++++++++++++++++++++++++++
# check if we're compiling for windows, if we are include windows specific libraries and defines.
if(GetOption('win')):
openGLLibs = ['opengl32', 'glew32']
env.Prepend(LIBS=['mingw32', 'ws2_32', 'SDLmain', 'regex'])
@@ -170,6 +294,12 @@ if(GetOption('win')):
if(GetOption('_64bit')):
env.Append(CPPDEFINES=['__CRT__NO_INLINE'])
env.Append(LINKFLAGS=['-Wl,--stack=16777216'])
# linux specific enviroment settings
# ++++++++++++++++++++++++++++++++++++
# check if we're compiling for linux, if we are include linux specific libraries and defines.
if(GetOption('lin')):
if(GetOption('opengl')):
env.ParseConfig('pkg-config --libs glew gl glu')
@@ -182,6 +312,12 @@ if(GetOption('lin')):
else:
env.Append(LINKFLAGS=['-m32'])
env.Append(CCFLAGS=['-m32'])
# macosx specific enviroment settings
# ++++++++++++++++++++++++++++++++++++
# check if we're compiling for macosx, if we are include macosx specific libraries and defines.
if(GetOption('macosx')):
env.Append(CPPDEFINES=["MACOSX"])
env.Append(CCFLAGS=['-I/Library/Frameworks/SDL.framework/Headers'])
@@ -204,13 +340,17 @@ if(GetOption('macosx')):
env.Append(LINKFLAGS=['-m32'])
env.Append(CCFLAGS=['-m32'])
# defines
# =======
# A lot of commandline flags translate directly into defines. those flags follow:
if GetOption('_64bit'):
env.Append(CPPDEFINES=["_64BIT"])
if(GetOption('beta')):
env.Append(CPPDEFINES='BETA')
if(not GetOption('snapshot') and not GetOption('beta') and not GetOption('release') and not GetOption('stable')):
env.Append(CPPDEFINES='SNAPSHOT_ID=0')
env.Append(CPPDEFINES='SNAPSHOT')
@@ -261,11 +401,18 @@ elif(GetOption('opengl-renderer')):
print "opengl-renderer requires opengl"
raise SystemExit(1)
# compiling
# =========
# sources
# +++++++
# find all source files
# generic sources
# ---------------
sources=Glob("src/*.cpp")
if(GetOption('macosx')):
sources +=["SDLMain.m"]
if(GetOption('win')):
sources += env.RES('resources/powder-res.rc')
sources+=Glob("src/*/*.cpp")
sources+=Glob("src/gui/*/*.cpp")
sources+=Glob("src/simulation/elements/*.cpp")
@@ -274,15 +421,32 @@ sources+=Glob("src/client/requestbroker/*.cpp")
if not GetOption('nolua'):
sources+=Glob("src/socket/*.c")
#for source in sources:
# print str(source)
# windows specific sources
# ------------------------
if(GetOption('win')):
sources = filter(lambda source: not 'src\\simulation\\Gravity.cpp' in str(source), sources)
sources = filter(lambda source: not 'src/simulation/Gravity.cpp' in str(source), sources)
sources += env.RES('resources/powder-res.rc')
sources = filter(lambda source: not 'src\\simulation\\Gravity.cpp' in str(source), sources)
sources = filter(lambda source: not 'src/simulation/Gravity.cpp' in str(source), sources)
# macosx specific sources
# -----------------------
if(GetOption('macosx')):
sources +=["SDLMain.m"]
# apply `long commandlines`_ fix
# ==============================
# apply the commandline fix
SetupSpawn(env)
# find proper executable name
# ===========================
# use some settings to detect what name to use for the executable
programName = "powder"
if(GetOption('renderer')):
@@ -306,12 +470,11 @@ if(GetOption('macosx')):
if(GetOption('win')):
programName += ".exe"
if(GetOption('release')):
if GetOption('macosx'):
env.Append(CCFLAGS=['-O3', '-ftree-vectorize', '-funsafe-math-optimizations', '-ffast-math', '-fomit-frame-pointer'])
else:
env.Append(CCFLAGS=['-O3', '-ftree-vectorize', '-funsafe-math-optimizations', '-ffast-math', '-fomit-frame-pointer', '-funsafe-loop-optimizations', '-Wunsafe-loop-optimizations'])
# detect python executable name
# =============================
# detect the executable name for python so we can run some generator scripts
if(GetOption('pythonver')):
pythonVer = GetOption('pythonver')
@@ -320,10 +483,16 @@ elif(GetOption('lin')):
else:
pythonVer = "python"
# Extra compiler flag to fix stack alignment
# When Windows creates the gravity calculation thread, it has 4 byte stack alignment
# But we need 16 byte alignment so that SSE instructions in FFTW work without crashing
if(GetOption('win')):
envCopy = env.Clone()
envCopy.Append(CCFLAGS=['-mincoming-stack-boundary=2'])
sources+=envCopy.Object('src/simulation/Gravity.cpp')
envCopy = env.Clone()
envCopy.Append(CCFLAGS=['-mincoming-stack-boundary=2'])
sources+=envCopy.Object('src/simulation/Gravity.cpp')
# run generator commands
# ======================
env.Command(['generated/ElementClasses.cpp', 'generated/ElementClasses.h'], Glob('src/simulation/elements/*.cpp'), pythonVer + " generator.py elements $TARGETS $SOURCES")
sources+=Glob("generated/ElementClasses.cpp")
@@ -331,6 +500,14 @@ sources+=Glob("generated/ElementClasses.cpp")
env.Command(['generated/ToolClasses.cpp', 'generated/ToolClasses.h'], Glob('src/simulation/tools/*.cpp'), pythonVer + " generator.py tools $TARGETS $SOURCES")
sources+=Glob("generated/ToolClasses.cpp")
# final settings
# ==============
# make a MD5 checksum decide wether or not a file changed. we had some problems with using the modification date for this purpose.
env.Decider('MD5')
# set a defaukt target
t=env.Program(target=programName, source=sources)
Default(t)