godot/core/SCsub
Viktor Ferenczi c5bd0c37ce Running builder (content generator) functions in subprocesses on Windows
- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function

There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.

Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.

Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.

Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
2018-07-27 21:37:55 +02:00

124 lines
3.7 KiB
Python

#!/usr/bin/env python
Import('env')
import core_builders
import make_binders
from platform_methods import run_in_subprocess
env.core_sources = []
# Generate global defaults
gd_call = ""
gd_inc = ""
for x in env.global_defaults:
env.core_sources.append("#platform/" + x + "/globals/global_defaults.cpp")
gd_inc += '#include "platform/' + x + '/globals/global_defaults.h"\n'
gd_call += "\tregister_" + x + "_global_defaults();\n"
gd_cpp = '#include "project_settings.h"\n'
gd_cpp += gd_inc
gd_cpp += "void ProjectSettings::register_global_defaults() {\n" + gd_call + "\n}\n"
with open("global_defaults.gen.cpp", "w") as f:
f.write(gd_cpp)
# Generate AES256 script encryption key
import os
txt = "0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0"
if ("SCRIPT_AES256_ENCRYPTION_KEY" in os.environ):
e = os.environ["SCRIPT_AES256_ENCRYPTION_KEY"]
txt = ""
ec_valid = True
if (len(e) != 64):
ec_valid = False
else:
for i in range(len(e) >> 1):
if (i > 0):
txt += ","
txts = "0x" + e[i * 2:i * 2 + 2]
try:
int(txts, 16)
except:
ec_valid = False
txt += txts
if (not ec_valid):
txt = "0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0"
print("Invalid AES256 encryption key, not 64 bits hex: " + e)
# NOTE: It is safe to generate this file here, since this is still executed serially
with open("script_encryption_key.gen.cpp", "w") as f:
f.write("#include \"project_settings.h\"\nuint8_t script_encryption_key[32]={" + txt + "};\n")
# Add required thirdparty code. Header paths are hardcoded, we don't need to append
# to the include path (saves a few chars on the compiler invocation for touchy MSVC...)
thirdparty_dir = "#thirdparty/misc/"
thirdparty_sources = [
# C sources
"base64.c",
"fastlz.c",
"sha256.c",
"smaz.c",
# C++ sources
"aes256.cpp",
"hq2x.cpp",
"md5.cpp",
"pcg.cpp",
"triangulator.cpp",
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
env.add_source_files(env.core_sources, thirdparty_sources)
# Minizip library, can be unbundled in theory
# However, our version has some custom modifications, so it won't compile with the system one
thirdparty_minizip_dir = "#thirdparty/minizip/"
thirdparty_minizip_sources = [
"ioapi.c",
"unzip.c",
"zip.c",
]
thirdparty_minizip_sources = [thirdparty_minizip_dir + file for file in thirdparty_minizip_sources]
env.add_source_files(env.core_sources, thirdparty_minizip_sources)
if 'builtin_zstd' in env and env['builtin_zstd']:
SConscript("#thirdparty/zstd/SCsub")
# Godot's own sources
env.add_source_files(env.core_sources, "*.cpp")
# Make binders
env.CommandNoCache(['method_bind.gen.inc', 'method_bind_ext.gen.inc'], 'make_binders.py', run_in_subprocess(make_binders.run))
# Authors
env.Depends('#core/authors.gen.h', "../AUTHORS.md")
env.CommandNoCache('#core/authors.gen.h', "../AUTHORS.md", run_in_subprocess(core_builders.make_authors_header))
# Donors
env.Depends('#core/donors.gen.h', "../DONORS.md")
env.CommandNoCache('#core/donors.gen.h', "../DONORS.md", run_in_subprocess(core_builders.make_donors_header))
# License
env.Depends('#core/license.gen.h', ["../COPYRIGHT.txt", "../LICENSE.txt"])
env.CommandNoCache('#core/license.gen.h', ["../COPYRIGHT.txt", "../LICENSE.txt"], run_in_subprocess(core_builders.make_license_header))
# Chain load SCsubs
SConscript('os/SCsub')
SConscript('math/SCsub')
SConscript('io/SCsub')
SConscript('bind/SCsub')
SConscript('helper/SCsub')
# Build it all as a library
lib = env.add_library("core", env.core_sources)
env.Prepend(LIBS=[lib])
Export('env')