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39facb35a0
Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
128 lines
4.3 KiB
Python
128 lines
4.3 KiB
Python
import os, json
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from SCons.Util import WhereIs
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def run_closure_compiler(target, source, env, for_signature):
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closure_bin = os.path.join(os.path.dirname(WhereIs("emcc")), "node_modules", ".bin", "google-closure-compiler")
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cmd = [WhereIs("node"), closure_bin]
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cmd.extend(["--compilation_level", "ADVANCED_OPTIMIZATIONS"])
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for f in env["JSEXTERNS"]:
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cmd.extend(["--externs", f.get_abspath()])
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for f in source:
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cmd.extend(["--js", f.get_abspath()])
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cmd.extend(["--js_output_file", target[0].get_abspath()])
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return " ".join(cmd)
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def get_build_version():
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import version
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name = "custom_build"
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if os.getenv("BUILD_NAME") != None:
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name = os.getenv("BUILD_NAME")
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v = "%d.%d" % (version.major, version.minor)
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if version.patch > 0:
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v += ".%d" % version.patch
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status = version.status
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if os.getenv("GODOT_VERSION_STATUS") != None:
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status = str(os.getenv("GODOT_VERSION_STATUS"))
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v += ".%s.%s" % (status, name)
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return v
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def create_engine_file(env, target, source, externs):
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if env["use_closure_compiler"]:
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return env.BuildJS(target, source, JSEXTERNS=externs)
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return env.Textfile(target, [env.File(s) for s in source])
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def create_template_zip(env, js, wasm, worker, side):
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binary_name = "godot.editor" if env.editor_build else "godot"
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zip_dir = env.Dir("#bin/.web_zip")
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in_files = [
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js,
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wasm,
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worker,
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"#platform/web/js/libs/audio.worklet.js",
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]
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out_files = [
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zip_dir.File(binary_name + ".js"),
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zip_dir.File(binary_name + ".wasm"),
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zip_dir.File(binary_name + ".worker.js"),
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zip_dir.File(binary_name + ".audio.worklet.js"),
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]
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# Dynamic linking (extensions) specific.
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if env["dlink_enabled"]:
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in_files.append(side) # Side wasm (contains the actual Godot code).
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out_files.append(zip_dir.File(binary_name + ".side.wasm"))
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service_worker = "#misc/dist/html/service-worker.js"
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if env.editor_build:
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# HTML
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html = "#misc/dist/html/editor.html"
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cache = [
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"godot.editor.html",
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"offline.html",
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"godot.editor.js",
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"godot.editor.worker.js",
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"godot.editor.audio.worklet.js",
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"logo.svg",
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"favicon.png",
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]
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opt_cache = ["godot.editor.wasm"]
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subst_dict = {
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"@GODOT_VERSION@": get_build_version(),
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"@GODOT_NAME@": "GodotEngine",
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"@GODOT_CACHE@": json.dumps(cache),
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"@GODOT_OPT_CACHE@": json.dumps(opt_cache),
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"@GODOT_OFFLINE_PAGE@": "offline.html",
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}
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html = env.Substfile(target="#bin/godot${PROGSUFFIX}.html", source=html, SUBST_DICT=subst_dict)
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in_files.append(html)
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out_files.append(zip_dir.File(binary_name + ".html"))
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# And logo/favicon
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in_files.append("#misc/dist/html/logo.svg")
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out_files.append(zip_dir.File("logo.svg"))
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in_files.append("#icon.png")
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out_files.append(zip_dir.File("favicon.png"))
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# PWA
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service_worker = env.Substfile(
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target="#bin/godot${PROGSUFFIX}.service.worker.js", source=service_worker, SUBST_DICT=subst_dict
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)
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in_files.append(service_worker)
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out_files.append(zip_dir.File("service.worker.js"))
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in_files.append("#misc/dist/html/manifest.json")
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out_files.append(zip_dir.File("manifest.json"))
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in_files.append("#misc/dist/html/offline.html")
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out_files.append(zip_dir.File("offline.html"))
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else:
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# HTML
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in_files.append("#misc/dist/html/full-size.html")
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out_files.append(zip_dir.File(binary_name + ".html"))
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in_files.append(service_worker)
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out_files.append(zip_dir.File(binary_name + ".service.worker.js"))
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in_files.append("#misc/dist/html/offline-export.html")
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out_files.append(zip_dir.File("godot.offline.html"))
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zip_files = env.InstallAs(out_files, in_files)
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env.Zip(
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"#bin/godot",
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zip_files,
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ZIPROOT=zip_dir,
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ZIPSUFFIX="${PROGSUFFIX}${ZIPSUFFIX}",
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ZIPCOMSTR="Archiving $SOURCES as $TARGET",
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)
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def add_js_libraries(env, libraries):
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env.Append(JS_LIBS=env.File(libraries))
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def add_js_pre(env, js_pre):
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env.Append(JS_PRE=env.File(js_pre))
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def add_js_externs(env, externs):
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env.Append(JS_EXTERNS=env.File(externs))
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