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bam.lua
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bam.lua
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CheckVersion("0.5")
Import("configure.lua")
Import("other/sdl/sdl.lua")
Import("other/freetype/freetype.lua")
--- Setup Config -------
config = NewConfig()
config:Add(OptCCompiler("compiler"))
config:Add(OptTestCompileC("stackprotector", "int main(){return 0;}", "-fstack-protector -fstack-protector-all"))
config:Add(OptTestCompileC("minmacosxsdk", "int main(){return 0;}", "-mmacosx-version-min=10.6 -isysroot /Developer/SDKs/MacOSX10.6.sdk"))
config:Add(OptLibrary("zlib", "zlib.h", false))
config:Add(SDL.OptFind("sdl", true))
config:Add(FreeType.OptFind("freetype", true))
config:Finalize("config.lua")
generated_src_dir = "build/src"
generated_icon_dir = "build/icons"
builddir = "build/%(arch)s/%(conf)s"
content_src_dir = "datasrc/"
-- data compiler
function Python(name)
if family == "windows" then
-- Python is usually registered for .py files in Windows
return str_replace(name, "/", "\\")
end
return "python " .. name
end
function CHash(output, ...)
local inputs = TableFlatten({...})
output = PathJoin(generated_src_dir, Path(output))
-- compile all the files
local cmd = Python("scripts/cmd5.py") .. " "
for index, inname in ipairs(inputs) do
cmd = cmd .. Path(inname) .. " "
end
cmd = cmd .. " > " .. output
AddJob(output, "cmd5 " .. output, cmd)
for index, inname in ipairs(inputs) do
AddDependency(output, inname)
end
AddDependency(output, "scripts/cmd5.py")
return output
end
function ResCompile(scriptfile, compiler)
scriptfile = Path(scriptfile)
local output = nil
if compiler == "cl" then
output = PathJoin(generated_icon_dir, PathBase(PathFilename(scriptfile)) .. ".res")
AddJob(output, "rc " .. scriptfile, "rc /fo " .. output .. " " .. scriptfile)
elseif compiler == "gcc" or compiler == "clang" then
output = PathJoin(generated_icon_dir, PathBase(PathFilename(scriptfile)) .. ".coff")
AddJob(output, "windres " .. scriptfile, "windres -i " .. scriptfile .. " -o " .. output)
end
AddDependency(output, scriptfile)
return output
end
function ContentCompile(action, output)
output = PathJoin(generated_src_dir, Path(output))
AddJob(
output,
action .. " > " .. output,
Python("datasrc/compile.py") .. " " .. action .. " > " .. output
)
AddDependency(output, "datasrc/compile.py")
AddDependency("datasrc/compile.py", "datasrc/content.py", "datasrc/network.py", "datasrc/datatypes.py")
return output
end
function GenerateCommonSettings(settings, conf, arch, compiler)
if compiler == "gcc" or compiler == "clang" then
settings.cc.flags:Add("-Wall", "-fno-exceptions")
end
-- Compile zlib if needed
local zlib = nil
if config.zlib.value == 1 then
settings.link.libs:Add("z")
if config.zlib.include_path then
settings.cc.includes:Add(config.zlib.include_path)
end
else
settings.cc.includes:Add("src/engine/external/zlib")
zlib = Compile(settings, Collect("src/engine/external/zlib/*.c"))
end
local md5 = Compile(settings, Collect("src/engine/external/md5/*.c"))
local wavpack = Compile(settings, Collect("src/engine/external/wavpack/*.c"))
local png = Compile(settings, Collect("src/engine/external/pnglite/*.c"))
local json = Compile(settings, Collect("src/engine/external/json-parser/*.c"))
-- globally available libs
libs = {zlib=zlib, wavpack=wavpack, png=png, md5=md5, json=json}
end
function GenerateMacOSXSettings(settings, conf, arch, compiler)
if arch == "x86" then
settings.cc.flags:Add("-arch i386")
settings.link.flags:Add("-arch i386")
elseif arch == "x86_64" then
settings.cc.flags:Add("-arch x86_64")
settings.link.flags:Add("-arch x86_64")
elseif arch == "ppc" then
settings.cc.flags:Add("-arch ppc")
settings.link.flags:Add("-arch ppc")
elseif arch == "ppc64" then
settings.cc.flags:Add("-arch ppc64")
settings.link.flags:Add("-arch ppc64")
else
print("Unknown Architecture '" .. arch .. "'. Supported: x86, x86_64, ppc, ppc64")
os.exit(1)
end
settings.cc.flags:Add("-mmacosx-version-min=10.6")
settings.link.flags:Add("-mmacosx-version-min=10.6")
if config.minmacosxsdk.value == 1 then
settings.cc.flags:Add("-isysroot /Developer/SDKs/MacOSX10.6.sdk")
settings.link.flags:Add("-isysroot /Developer/SDKs/MacOSX10.6.sdk")
end
settings.link.frameworks:Add("Carbon")
settings.link.frameworks:Add("AppKit")
GenerateCommonSettings(settings, conf, arch, compiler)
-- Build server launcher before adding game stuff
local serverlaunch = Link(settings, "serverlaunch", Compile(settings, "src/osxlaunch/server.m"))
-- Master server, version server and tools
BuildEngineCommon(settings)
BuildMasterserver(settings)
BuildVersionserver(settings)
BuildTools(settings)
-- Add requirements for Server & Client
BuildGameCommon(settings)
-- Server
settings.link.frameworks:Add("Cocoa")
local server_exe = BuildServer(settings)
AddDependency(server_exe, serverlaunch)
-- Client
settings.link.frameworks:Add("OpenGL")
settings.link.frameworks:Add("AGL")
-- FIXME: the SDL config is applied in BuildClient too but is needed here before so the launcher will compile
config.sdl:Apply(settings)
BuildClient(settings)
-- Content
BuildContent(settings)
end
function GenerateLinuxSettings(settings, conf, arch, compiler)
if arch == "x86" then
settings.cc.flags:Add("-m32")
settings.link.flags:Add("-m32")
elseif arch == "x86_64" then
settings.cc.flags:Add("-m64")
settings.link.flags:Add("-m64")
elseif arch == "armv7l" then
-- arm 32 bit
else
print("Unknown Architecture '" .. arch .. "'. Supported: x86, x86_64")
os.exit(1)
end
settings.link.libs:Add("pthread")
GenerateCommonSettings(settings, conf, arch, compiler)
-- Master server, version server and tools
BuildEngineCommon(settings)
BuildTools(settings)
BuildMasterserver(settings)
BuildVersionserver(settings)
-- Add requirements for Server & Client
BuildGameCommon(settings)
-- Server
BuildServer(settings)
-- Client
settings.link.libs:Add("X11")
settings.link.libs:Add("GL")
settings.link.libs:Add("GLU")
BuildClient(settings)
-- Content
BuildContent(settings)
end
function GenerateSolarisSettings(settings, conf, arch, compiler)
settings.link.libs:Add("socket")
settings.link.libs:Add("nsl")
GenerateLinuxSettings(settings, conf, arch, compiler)
end
function GenerateWindowsSettings(settings, conf, target_arch, compiler)
if compiler == "cl" then
if (target_arch == "x86" and arch ~= "ia32") or
(target_arch == "x86_64" and arch ~= "x64" and arch ~= "x86_64") then
print("Cross compiling is unsupported on Windows.")
os.exit(1)
end
settings.cc.flags:Add("/wd4244", "/wd4577")
elseif compiler == "gcc" or config.compiler.driver == "clang" then
if target_arch ~= "x86" and target_arch ~= "x86_64" then
print("Unknown Architecture '" .. arch .. "'. Supported: x86, x86_64")
os.exit(1)
end
-- disable visibility attribute support for gcc on windows
settings.cc.defines:Add("NO_VIZ")
settings.cc.defines:Add("_WIN32_WINNT=0x0501")
end
local icons = SharedIcons(compiler)
-- Required libs
settings.link.libs:Add("gdi32")
settings.link.libs:Add("user32")
settings.link.libs:Add("ws2_32")
settings.link.libs:Add("ole32")
settings.link.libs:Add("shell32")
settings.link.libs:Add("advapi32")
GenerateCommonSettings(settings, conf, target_arch, compiler)
-- Master server, version server and tools
BuildEngineCommon(settings)
BuildMasterserver(settings)
BuildVersionserver(settings)
BuildTools(settings)
-- Add requirements for Server & Client
BuildGameCommon(settings)
-- Server
local server_settings = settings:Copy()
server_settings.link.extrafiles:Add(icons.server)
BuildServer(server_settings)
-- Client
settings.link.extrafiles:Add(icons.client)
settings.link.libs:Add("opengl32")
settings.link.libs:Add("glu32")
settings.link.libs:Add("winmm")
BuildClient(settings)
-- Content
BuildContent(settings)
end
function SharedCommonFiles()
-- Shared game files, generate only once
if not shared_common_files then
local network_source = ContentCompile("network_source", "generated/protocol.cpp")
local network_header = ContentCompile("network_header", "generated/protocol.h")
AddDependency(network_source, network_header)
local nethash = CHash("generated/nethash.cpp", "src/engine/shared/protocol.h", "src/game/tuning.h", "src/game/gamecore.cpp", network_header)
shared_common_files = {network_source, nethash}
end
return shared_common_files
end
function SharedServerFiles()
-- Shared server files, generate only once
if not shared_server_files then
local server_content_source = ContentCompile("server_content_source", "generated/server_data.cpp")
local server_content_header = ContentCompile("server_content_header", "generated/server_data.h")
AddDependency(server_content_source, server_content_header)
shared_server_files = {server_content_source}
end
return shared_server_files
end
function SharedClientFiles()
-- Shared client files, generate only once
if not shared_client_files then
local client_content_source = ContentCompile("client_content_source", "generated/client_data.cpp")
local client_content_header = ContentCompile("client_content_header", "generated/client_data.h")
AddDependency(client_content_source, client_content_header)
shared_client_files = {client_content_source}
end
return shared_client_files
end
shared_icons = {}
function SharedIcons(compiler)
if not shared_icons[compiler] then
local server_icon = ResCompile("other/icons/teeworlds_srv_" .. compiler .. ".rc", compiler)
local client_icon = ResCompile("other/icons/teeworlds_" .. compiler .. ".rc", compiler)
shared_icons[compiler] = {server=server_icon, client=client_icon}
end
return shared_icons[compiler]
end
function BuildEngineCommon(settings)
settings.link.extrafiles:Merge(Compile(settings, Collect("src/engine/shared/*.cpp", "src/base/*.c")))
end
function BuildGameCommon(settings)
settings.link.extrafiles:Merge(Compile(settings, Collect("src/game/*.cpp"), SharedCommonFiles()))
end
function BuildClient(settings, family, platform)
config.sdl:Apply(settings)
config.freetype:Apply(settings)
local client = Compile(settings, Collect("src/engine/client/*.cpp"))
local game_client = Compile(settings, CollectRecursive("src/game/client/*.cpp"), SharedClientFiles())
local game_editor = Compile(settings, Collect("src/game/editor/*.cpp"))
Link(settings, "teeworlds", libs["zlib"], libs["md5"], libs["wavpack"], libs["png"], libs["json"], client, game_client, game_editor)
end
function BuildServer(settings, family, platform)
local server = Compile(settings, Collect("src/engine/server/*.cpp"))
local game_server = Compile(settings, CollectRecursive("src/game/server/*.cpp"), SharedServerFiles())
return Link(settings, "teeworlds_srv", libs["zlib"], libs["md5"], server, game_server)
end
function BuildTools(settings)
local tools = {}
for i,v in ipairs(Collect("src/tools/*.cpp", "src/tools/*.c")) do
local toolname = PathFilename(PathBase(v))
tools[i] = Link(settings, toolname, Compile(settings, v), libs["zlib"], libs["md5"], libs["wavpack"], libs["png"])
end
PseudoTarget(settings.link.Output(settings, "pseudo_tools") .. settings.link.extension, tools)
end
function BuildMasterserver(settings)
return Link(settings, "mastersrv", Compile(settings, Collect("src/mastersrv/*.cpp")), libs["zlib"], libs["md5"])
end
function BuildVersionserver(settings)
return Link(settings, "versionsrv", Compile(settings, Collect("src/versionsrv/*.cpp")), libs["zlib"], libs["md5"])
end
function BuildContent(settings)
local content = {}
table.insert(content, CopyToDir(settings.link.Output(settings, "data"), CollectRecursive(content_src_dir .. "*.png", content_src_dir .. "*.wv", content_src_dir .. "*.ttf", content_src_dir .. "*.txt", content_src_dir .. "*.map", content_src_dir .. "*.rules", content_src_dir .. "*.json")))
PseudoTarget(settings.link.Output(settings, "content") .. settings.link.extension, content)
end
-- create all targets for specified configuration & architecture
function GenerateSettings(conf, arch, builddir, compiler)
local settings = NewSettings()
-- Set compiler if explicitly requested
if compiler == "gcc" then
SetDriversGCC(settings)
elseif compiler == "clang" then
SetDriversClang(settings)
elseif compiler == "cl" then
SetDriversCL(settings)
else
-- apply compiler settings
config.compiler:Apply(settings)
compiler = config.compiler.driver
end
if conf == "debug" then
settings.debug = 1
settings.optimize = 0
settings.cc.defines:Add("CONF_DEBUG")
else
settings.debug = 0
settings.optimize = 1
settings.cc.defines:Add("CONF_RELEASE")
end
-- Generate object files in {builddir}/objs/
settings.cc.Output = function (settings_, input)
-- strip
input = input:gsub("^src/", "")
input = input:gsub("^" .. generated_src_dir .. "/", "")
return PathJoin(PathJoin(builddir, "objs"), PathBase(input))
end
-- Build output files in {builddir}
settings.link.Output = function (settings_, input)
return PathJoin(builddir, PathBase(input) .. settings_.config_ext)
end
settings.cc.includes:Add("src")
settings.cc.includes:Add(generated_src_dir)
if family == "windows" then
GenerateWindowsSettings(settings, conf, arch, compiler)
elseif family == "unix" then
if platform == "macosx" then
GenerateMacOSXSettings(settings, conf, arch, compiler)
elseif platform == "solaris" then
GenerateSolarisSettings(settings, conf, arch, compiler)
else -- Linux, BSD
GenerateLinuxSettings(settings, conf, arch, compiler)
end
end
return settings
end
-- String formatting wth named parameters, by RiciLake http://lua-users.org/wiki/StringInterpolation
function interp(s, tab)
return (s:gsub('%%%((%a%w*)%)([-0-9%.]*[cdeEfgGiouxXsq])',
function(k, fmt)
return tab[k] and ("%"..fmt):format(tab[k]) or '%('..k..')'..fmt
end))
end
function CopyToDir(dst, ...)
local output = {}
for filename in TableWalk({...}) do
table.insert(output, CopyFile(PathJoin(dst, string.sub(filename, string.len(content_src_dir)+1)), filename))
end
return output
end
function split(str, sep)
local vals = {}
str:gsub("([^,]+)", function(val) table.insert(vals, val) end)
return vals
end
-- Supported archtitectures: x86, amd64, ppc, ppc64
if ScriptArgs['arch'] then
archs = split(ScriptArgs['arch'])
else
if arch == "ia32" then
archs = {"x86"}
elseif arch == "x64" or arch == "amd64" then
archs = {"x86_64"}
else
archs = {arch}
end
end
if ScriptArgs['conf'] then
confs = split(ScriptArgs['conf'])
else
confs = {"debug"}
end
if ScriptArgs['compiler'] then
compiler = ScriptArgs['compiler']
else
compiler = nil
end
if ScriptArgs['builddir'] then
builddir = ScriptArgs['builddir']
end
targets = {client="teeworlds", server="teeworlds_srv",
versionserver="versionsrv", masterserver="mastersrv",
tools="pseudo_tools", content="content"}
subtargets = {}
for t, cur_target in pairs(targets) do
subtargets[cur_target] = {}
end
for a, cur_arch in ipairs(archs) do
for c, cur_conf in ipairs(confs) do
cur_builddir = interp(builddir, {platform=family, arch=cur_arch, target=cur_target, conf=cur_conf, compiler=compiler})
local settings = GenerateSettings(cur_conf, cur_arch, cur_builddir, compiler)
for t, cur_target in pairs(targets) do
table.insert(subtargets[cur_target], PathJoin(cur_builddir, cur_target .. settings.link.extension))
end
end
end
for cur_name, cur_target in pairs(targets) do
-- Supertarget for all configurations and architectures of that target
PseudoTarget(cur_name, subtargets[cur_target])
end
PseudoTarget("game", "client", "server", "content")
DefaultTarget("game")