using the QUAKE3DIR env var to locate the output/debug directory

removed the legacy id build files and renamed the sys directory to build
the makefiles and intermediate build files are now under the build directory
This commit is contained in:
myT 2016-12-30 23:50:10 +01:00
parent 161f11e40e
commit 32625ef4e2
7 changed files with 33 additions and 2494 deletions

8
.gitignore vendored
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@ -6,10 +6,8 @@
*.ncb
*.pdb
*.idb
code/freetype/objs/
code/freetype/builds/
code/qcommon/git.h
code/win32/msvc*/build/
code/win32/msvc*/*user*
code/win32/msvc*/*sdf
code/win32/winquake.res
build/vs*/*sdf
build/vs*/*.user
build/*/obj

1428
Makefile

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@ -1,732 +0,0 @@
# -*- 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_CORE_SMP', 'TARGET_GAME', 'TARGET_MONO', 'TARGET_DEMO', 'NOCURL',
'BUILD_ROOT', 'Q4TEST', 'TARGET_GAMEPAK', 'PATCHLEVEL', 'OSX_BUILDSTYLE', 'SILENT', 'GCC_X86_ASM' ]
# 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
SILENT ( default 0, saved )
hide the compiler output, unless error
GCC_X86_ASM ( defaul 0, saved )
compile in gcc x86 asm optimizations
"""
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_CORE_SMP (default 0)
Build an SMP-enabled 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
OSX_BUILDSTYLE (default 0)
Styles 1 & 2 will override CC and CXX only if they are left to the defaults
0 - Uses the system gcc/include/libs
1 - Uses GCC 3.3 + 10.3.9 SDK
2 - Uses GCC 4.0 + 10.4u SDK
"""
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 = '0'
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'
NOCURL = '0'
FIX_INCLUDES = '0'
FIX_SUPER = '0'
Q4TEST = '0'
ASSETS = ''
PATCHLEVEL = '0'
OSX_BUILDSTYLE = '0'
SILENT = '0'
TARGET_CORE_SMP = '0'
GCC_X86_ASM = '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_CORE_SMP = '1'
TARGET_GAMEPAK = '0'
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( '-w' )
# don't wrap gcc messages
BASECPPFLAGS.append( '-fmessage-length=0' )
if ( OS == 'Linux' ):
# gcc 4.x option only - only export what we mean to from the game SO
BASECPPFLAGS.append( '-fvisibility=hidden' )
# get the 64 bits machine on the distcc array to produce 32 bit binaries :)
BASECPPFLAGS.append( '-m32' )
BASELINKFLAGS.append( '-m32' )
BASELINKFLAGS.append( '-ldl' )
BASELINKFLAGS.append('-Xlinker')
BASELINKFLAGS.append('-Map')
BASELINKFLAGS.append('-Xlinker')
BASELINKFLAGS.append('linux.map')
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' ]
BASECPPFLAGS += [ '-DMAC_OS_X_VERSION_MIN_REQUIRED=1030' ]
# Override CC & CXX only if they contain the default values. Allows for distcc invocations
if ( OSX_BUILDSTYLE == '1' ):
if ( CC == 'gcc' ):
CC = [ '/usr/bin/gcc-3.3' ]
if ( CXX == 'g++' ):
CXX = [ '/usr/bin/g++-3.3' ]
BASECPPFLAGS += [ '-isystem', '/Developer/SDKs/MacOSX10.3.9.sdk/usr/include/gcc/darwin/3.3' ]
BASECPPFLAGS += [ '-I/Developer/SDKs/MacOSX10.3.9.sdk/usr/include/gcc/darwin/3.3/c++' ]
BASECPPFLAGS += [ '-I/Developer/SDKs/MacOSX10.3.9.sdk/usr/include/gcc/darwin/3.3/c++/ppc-darwin' ]
BASECPPFLAGS += [ '-isystem', '/Developer/SDKs/MacOSX10.3.9.sdk/usr/include' ]
BASELINKFLAGS += [ '-Wl,-syslibroot,/Developer/SDKs/MacOSX10.3.9.sdk' ]
CORELIBPATH += [ '/Developer/SDKs/MacOSX10.3.9.sdk/usr/lib' ]
os.environ['NEXT_ROOT'] = '/Developer/SDKs/MacOSX10.3.9.sdk'
os.environ['MACOSX_DEPLOYMENT_TARGET'] = '10.3'
elif ( OSX_BUILDSTYLE == '2' ):
if ( CC == 'gcc' ):
CC = [ '/usr/bin/gcc-4.0' ]
if ( CXX == 'g++' ):
CXX = [ '/usr/bin/g++-4.0' ]
BASECPPFLAGS += [ '-isystem', '/Developer/SDKs/MacOSX10.4u.sdk/usr/include/gcc/darwin/4.0' ]
BASECPPFLAGS += [ '-mone-byte-bool' ]
BASECPPFLAGS += [ '-fvisibility-inlines-hidden' ]
BASECPPFLAGS += [ '-fpermissive' ]
BASECPPFLAGS += [ '-I/Developer/SDKs/MacOSX10.4u.sdk/usr/include/gcc/darwin/4.0/c++' ]
BASECPPFLAGS += [ '-I/Developer/SDKs/MacOSX10.4u.sdk/usr/include/gcc/darwin/4.0/c++/ppc-darwin' ]
BASECPPFLAGS += [ '-isystem', '/Developer/SDKs/MacOSX10.4u.sdk/usr/include' ]
BASELINKFLAGS += [ '-Wl,-syslibroot,/Developer/SDKs/MacOSX10.4u.sdk' ]
CORELIBPATH += [ '/Developer/SDKs/MacOSX10.4u.sdk/usr/lib' ]
os.environ['NEXT_ROOT'] = '/Developer/SDKs/MacOSX10.4u.sdk'
os.environ['MACOSX_DEPLOYMENT_TARGET'] = '10.3'
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: "-O also turns on -fomit-frame-pointer on machines where doing so does not interfere with debugging."
# on x86 have to set it explicitely
# -finline-functions: implicit at -O3
# -fschedule-insns2: implicit at -O2
# no-unsafe-math-optimizations: that should be on by default really. hit some wonko bugs in physics code because of that
# 1.3 OPTCPPFLAGS = [ '-O3', '-march=pentium3', '-Winline', '-ffast-math', '-fno-unsafe-math-optimizations', '-fomit-frame-pointer' ]
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' ]
elif ( BUILD == 'testing' ):
BASELINKFLAGS.append( '--export-dynamic' )
BASECPPFLAGS.append( '-D_FINAL' )
if ( OS == 'Linux' ):
OPTCPPFLAGS = [ '-O3', '-march=i686', '-DTIME_LIMITED_TEST', '-Winline', '-ffast-math', '-fomit-frame-pointer', '-finline-functions', '-fschedule-insns2' ]
# 1.3 flags OPTCPPFLAGS = [ '-O3', '-march=pentium3', '-DTIME_LIMITED_TEST', '-Winline', '-ffast-math', '-fno-unsafe-math-optimizations', '-fomit-frame-pointer' ]
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 + '\''
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 )
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'
silent = False
if ( SILENT == '1' ):
silent = True
scons_utils.SetupBufferedOutput( g_env, silent )
scons_utils.SetupBufferedOutput( g_game_env, silent )
# mark the globals
local_dedicated = 0
# 0 for monolithic build
local_gamedll = 1
# carry around rather than using .a, avoids binutils bugs
idlib_objects = []
renlib_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
# compile for SMP ( affects idlib and core )
local_smp = 0
idsdl_info = []
GLOBALS = 'g_env g_env_noopt g_game_env OS ID_MCHECK idlib_objects renlib_objects game_objects local_dedicated local_gamedll local_demo local_idlibpic curl_lib local_curl local_smp idsdl_info eventdefs GL_HARDLINK NOCURL Q4TEST OSX_BUILDSTYLE TARGET_CORE_SMP BUILD GCC_X86_ASM'
# 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' )
# build our custom SDL library if needed
if ( TARGET_CORE_SMP == '1' ):
Export( 'GLOBALS ' + GLOBALS )
BuildDir( g_build + '/sdl', '.', duplicate = 0 )
idsdl_info = SConscript( 'sys/scons/SConscript.idsdl' )
if ( TARGET_CORE_SMP == '1' ):
local_gamedll = 1
local_demo = 0
local_idlibpic = 0
local_dedicated = 0
local_smp = 1
Export( 'GLOBALS ' + GLOBALS )
BuildDir( g_build + '/core-smp/glimp', '.', duplicate = 1 )
SConscript( g_build + '/core-smp/glimp/sys/scons/SConscript.gl' )
BuildDir( g_build + '/core-smp', '.', duplicate = 0 )
idlib_objects = SConscript( g_build + '/core-smp/sys/scons/SConscript.idlib' )
Export( 'GLOBALS ' + GLOBALS ) # update idlib_objects
quake4smp = SConscript( g_build + '/core-smp/sys/scons/SConscript.core' )
if ( OS == 'Linux' ):
Default( InstallAs( '#quake4smp.%s' % cpu, quake4smp ) )
if ( TARGET_CORE == '1' ):
local_gamedll = 1
local_demo = 0
local_idlibpic = 0
local_smp = 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 = 0
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.botlib' )
renlib_objects = SConscript( g_build + '/game/sys/scons/SConscript.renderer' )
Export( 'GLOBALS ' + GLOBALS )
game = SConscript( g_build + '/game/sys/scons/SConscript.quake3' )
if ( OS == 'Darwin' ):
Default( InstallAs( '#game.so' , game ) )
else:
Default( InstallAs( '#shizzlefoo%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, quake4smp ]
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 ------------------------------------

View file

@ -19,57 +19,41 @@ if not _OPTIONS["quake3dir"] then
error "quake3dir must be specified on the command-line"
end
-- relative to the LUA script
path_root = "../.."
path_src = path_root.."/cnq3/code"
path_build = path_root.."/.build"
path_build = path_root.."/cnq3/build"
path_bin = path_root.."/.bin"
os.mkdir(path_bin)
abs_path_cnq3_repo = os.realpath(path_root.."/cnq3")
abs_path_git_scripts = os.realpath(path_root.."/cnq3tools/git")
abs_path_git_header = path.getabsolute(path_root.."/cnq3/code/qcommon/git.h") -- may not exist yet
abs_path_q3 = os.realpath(_OPTIONS["quake3dir"])
abs_path_bin = os.realpath(path_bin)
-- relative to the makefile
make_path_git_scripts = "../../../cnq3tools/git"
make_path_git_header = "../../code/qcommon/git.h"
make_path_bin = "../../../.bin"
local function LIN_CreateGitPreBuildCommand()
abs_path_q3 = path.getabsolute(_OPTIONS["quake3dir"]) -- os.realpath won't work if we pass in an env. var. here
-- os.realpath is problematic on Linux
local abs_path_script = path.getabsolute(string.format("%s/create_git_header.sh", abs_path_git_scripts))
local function CreateGitPreBuildCommand(scriptExtension)
return string.format("cd \"%s\" && \"%s\" \"%s\"", abs_path_cnq3_repo, abs_path_script, abs_path_git_header)
local make_path_script = string.format("%s/create_git_header%s", make_path_git_scripts, scriptExtension)
return string.format("\"%s\" \"%s\"", make_path_script, make_path_git_header)
end
local function WIN_CreateGitPreBuildCommand()
local function CreateExeCopyPostBuildCommand(copyCommand, exeName, exeExtension)
local abs_path_script = os.realpath(string.format("%s/create_git_header.cmd", abs_path_git_scripts))
local make_path_exe = string.format("%s/%s/%s%s", make_path_bin, "%{cfg.buildcfg}", exeName, exeExtension)
return string.format("cd \"%s\" && \"%s\" \"%s\"", abs_path_cnq3_repo, abs_path_script, abs_path_git_header)
end
local function LIN_CreateExeCopyPostBuildCommand(exeName)
-- os.realpath fails on Linux due to the %{cfg.buildcfg} token
local abs_path_exe = path.getabsolute(string.format("%s/%s/%s", abs_path_bin, "%{cfg.buildcfg}", exeName))
return string.format("cp \"%s\" \"%s\"", abs_path_exe, abs_path_q3)
end
local function WIN_CreateExeCopyPostBuildCommand(exeName)
local abs_path_exe = os.realpath(string.format("%s/%s/%s.exe", abs_path_bin, "%{cfg.buildcfg}", exeName))
return string.format("copy \"%s\" \"%s\"", abs_path_exe, abs_path_q3)
return string.format("%s \"%s\" \"%s\"", copyCommand, make_path_exe, abs_path_q3)
end
local function WIN_CreatePdbCopyPostBuildCommand(exeName)
local abs_path_pdb = string.format("%s\\%s\\%s.pdb", abs_path_bin, "%{cfg.buildcfg}", exeName)
local make_path_pdb = string.format("%s/%s/%s.pdb", make_path_bin, "%{cfg.buildcfg}", exeName)
return string.format("copy \"%s\" \"%s\"", abs_path_pdb, abs_path_q3)
return string.format("copy \"%s\" \"%s\"", make_path_pdb, abs_path_q3)
end
@ -215,6 +199,8 @@ local function ApplyExeProjectSettings(exeName, server)
ApplyProjectSettings()
filter { }
targetname(exeName)
local server_sources =
{
@ -379,12 +365,12 @@ local function ApplyExeProjectSettings(exeName, server)
-- it seems that "filter" doesn't work with "prebuildcommands", "postbuildcommands"
filter { }
if os.is("windows") then
postbuildcommands { WIN_CreateExeCopyPostBuildCommand(exeName) }
postbuildcommands { WIN_CreatePdbCopyPostBuildCommand(exeName) }
prebuildcommands { WIN_CreateGitPreBuildCommand() }
prebuildcommands { path.translate(CreateGitPreBuildCommand(".cmd"), "\\") }
postbuildcommands { path.translate(CreateExeCopyPostBuildCommand("copy", exeName, ".exe"), "\\") }
postbuildcommands { path.translate(WIN_CreatePdbCopyPostBuildCommand(exeName), "\\") }
else
postbuildcommands { LIN_CreateExeCopyPostBuildCommand(exeName) }
prebuildcommands { LIN_CreateGitPreBuildCommand() }
prebuildcommands { CreateGitPreBuildCommand(".sh") }
postbuildcommands { CreateExeCopyPostBuildCommand("cp -u", exeName, "") }
end
-- create VC++ debug settings
@ -427,6 +413,11 @@ local function ApplyExeProjectSettings(exeName, server)
end
exe_suffix = "";
if os.is("linux") then
exe_suffix = "-x86"
end
solution "cnq3"
location ( path_build.."/".._ACTION )
@ -437,14 +428,14 @@ solution "cnq3"
kind "WindowedApp"
language "C++"
ApplyExeProjectSettings("cnq3", 0)
ApplyExeProjectSettings("cnq3"..exe_suffix, 0)
project "cnq3-server"
kind "WindowedApp"
language "C++"
defines { "DEDICATED" }
ApplyExeProjectSettings("cnq3-server", 1)
ApplyExeProjectSettings("cnq3-server"..exe_suffix, 1)
project "botlib"

View file

@ -1,35 +0,0 @@
# -*- mode: python -*-
# Quake4 build script
# TTimo <ttimo@idsoftware.com>
# http://scons.sourceforge.net
import sys, os
import scons_utils
Import( 'GLOBALS' )
Import( GLOBALS )
proj_list = scons_utils.ExtractSource( File( '#game.vcproj' ).abspath )
for i in range( len( proj_list ) ):
proj_list[ i ] = '../../' + proj_list[ i ]
local_env = g_game_env.Copy()
if ( local_demo == 1 ):
local_env.Append( CPPDEFINES = [ 'ID_DEMO_BUILD' ] )
if ( local_gamedll == 1 ):
local_env.Append( CPPDEFINES = [ 'GAME_DLL' ] )
ret = local_env.SharedLibrarySafe( local_env, 'game', proj_list + idlib_objects )
if ( OSX_BUILDSTYLE == '2' ):
local_env.Append( CPPFLAGS = [ '-fvisibility=hidden' ] )
Return( 'ret' )
else:
local_env.Append( CPPDEFINES = [ 'GAME_MONO' ] )
ret_list = []
for i in proj_list:
ret_list += local_env.StaticObject( source = i )
Return( 'ret_list' )

View file

@ -1,50 +0,0 @@
# -*- mode: python -*-
# Quake4 build script
# TTimo <ttimo@idsoftware.com>
# http://scons.sourceforge.net
import os.path, scons_utils
Import( 'GLOBALS' )
Import( GLOBALS )
idlib_list = scons_utils.ExtractSource( File( '#idlib.vcproj' ).abspath )
asm_files = [ 'idlib/math/Simd_MMX.cpp' ]
for i in asm_files:
idlib_list.remove( i )
local_env = g_env.Copy()
if ( local_smp == 1 and local_idlibpic == 0 ):
# idlib compiled for SMP engine code needs the define
local_env.Append( CPPDEFINES = [ 'ENABLE_INTEL_SMP' ] )
if ( GCC_X86_ASM == '1' ):
local_env.Append( CPPDEFINES = [ 'ID_GCC_X86_ASM' ] )
no_unsafe_env = local_env.Copy()
no_unsafe_env.Append (CPPFLAGS = [ '-fno-unsafe-math-optimizations' ] )
with_asm_env = g_env_noopt.Copy()
with_asm_env.Append( CPPFLAGS = [ '-masm=intel' ] )
ret_list = []
for f in idlib_list:
if ( local_idlibpic == 0 ):
ret_list += local_env.StaticObject( source = os.path.join( '../..', f ) )
else:
ret_list += local_env.SharedObject( source = os.path.join( '../..', f ) )
if ( GCC_X86_ASM == '1' ):
for f in asm_files:
if ( local_idlibpic == 0 ):
ret_list += with_asm_env.StaticObject( source = os.path.join( '../..', f ) )
else:
ret_list += with_asm_env.SharedObject( source = os.path.join( '../..', f ) )
if ( local_idlibpic == 0 ):
ret_list += no_unsafe_env.StaticObject( source = '../../idlib/math/Matrix_gcc.cpp' )
else:
ret_list += no_unsafe_env.SharedObject( source = '../../idlib/math/Matrix_gcc.cpp' )
Return( 'ret_list' )

View file

@ -1,205 +0,0 @@
# -*- mode: python -*-
import sys, os, string, time, commands, re, pickle, StringIO, popen2, commands, pdb, zipfile
import SCons
# need an Environment and a matching buffered_spawn API .. encapsulate
class idBuffering:
def buffered_spawn( self, sh, escape, cmd, args, env ):
stderr = StringIO.StringIO()
stdout = StringIO.StringIO()
command_string = ''
for i in args:
if ( len( command_string ) ):
command_string += ' '
command_string += i
try:
retval = self.env['PSPAWN']( sh, escape, cmd, args, env, stdout, stderr )
except OSError, x:
if x.errno != 10:
raise x
print 'OSError ignored on command: %s' % command_string
retval = 0
print command_string
sys.stdout.write( stdout.getvalue() )
sys.stderr.write( stderr.getvalue() )
return retval
class idSetupBase:
def SimpleCommand( self, cmd ):
print cmd
ret = commands.getstatusoutput( cmd )
if ( len( ret[ 1 ] ) ):
sys.stdout.write( ret[ 1 ] )
sys.stdout.write( '\n' )
if ( ret[ 0 ] != 0 ):
raise 'command failed'
return ret[ 1 ]
def TrySimpleCommand( self, cmd ):
print cmd
ret = commands.getstatusoutput( cmd )
sys.stdout.write( ret[ 1 ] )
def M4Processing( self, file, d ):
file_out = file[:-3]
cmd = 'm4 '
for ( key, val ) in d.items():
cmd += '--define=%s="%s" ' % ( key, val )
cmd += '%s > %s' % ( file, file_out )
self.SimpleCommand( cmd )
def ExtractProtocolVersion( self ):
f = open( 'framework/Licensee.h' )
l = f.readlines()
f.close()
major = 'X'
p = re.compile( '^#define ASYNC_PROTOCOL_MAJOR\t*(.*)' )
for i in l:
if ( p.match( i ) ):
major = p.match( i ).group(1)
break
f = open( 'framework/async/AsyncNetwork.h' )
l = f.readlines()
f.close()
minor = 'X'
p = re.compile( '^const int ASYNC_PROTOCOL_MINOR\t*= (.*);' )
for i in l:
if ( p.match( i ) ):
minor = p.match( i ).group(1)
break
return '%s.%s' % ( major, minor )
def ExtractEngineVersion( self ):
f = open( 'framework/Licensee.h' )
l = f.readlines()
f.close()
version = 'X'
p = re.compile( '^#define.*ENGINE_VERSION\t*"DOOM (.*)"' )
for i in l:
if ( p.match( i ) ):
version = p.match( i ).group(1)
break
return version
def ExtractBuildVersion( self ):
f = open( 'framework/BuildVersion.h' )
l = f.readlines()[ 4 ]
f.close()
pat = re.compile( '.* = (.*);\n' )
return pat.split( l )[ 1 ]
def checkLDD( target, source, env ):
file = target[0]
if (not os.path.isfile(file.abspath)):
print('ERROR: CheckLDD: target %s not found\n' % target[0])
Exit(1)
( status, output ) = commands.getstatusoutput( 'ldd -r %s' % file )
if ( status != 0 ):
print 'ERROR: ldd command returned with exit code %d' % ldd_ret
os.system( 'rm %s' % target[ 0 ] )
sys.exit(1)
lines = string.split( output, '\n' )
have_undef = 0
for i_line in lines:
#print repr(i_line)
regex = re.compile('undefined symbol: (.*)\t\\((.*)\\)')
if ( regex.match(i_line) ):
symbol = regex.sub('\\1', i_line)
try:
env['ALLOWED_SYMBOLS'].index(symbol)
except:
have_undef = 1
if ( have_undef ):
print output
print "ERROR: undefined symbols"
os.system('rm %s' % target[0])
sys.exit(1)
def SharedLibrarySafe( env, target, source ):
ret = env.SharedLibrary( target, source )
if ( env['OS'] != 'Darwin' ):
env.AddPostAction( ret, checkLDD )
return ret
def NotImplementedStub( *whatever ):
print 'Not Implemented'
sys.exit( 1 )
# --------------------------------------------------------------------
# get a clean error output when running multiple jobs
def SetupBufferedOutput( env ):
buf = idBuffering()
buf.env = env
env['SPAWN'] = buf.buffered_spawn
# setup utilities on an environement
def SetupUtils( env ):
env.SharedLibrarySafe = SharedLibrarySafe
if ( os.path.exists( 'sys/scons/SDK.py' ) ):
import SDK
sdk = SDK.idSDK()
env.PreBuildSDK = sdk.PreBuildSDK
env.BuildSDK = sdk.BuildSDK
else:
env.PreBuildSDK = NotImplementedStub
env.BuildSDK = NotImplementedStub
if ( os.path.exists( 'sys/scons/Setup.py' ) ):
import Setup
setup = Setup.idSetup()
env.Prepare = setup.Prepare
env.BuildSetup = setup.BuildSetup
env.BuildGamePak = setup.BuildGamePak
else:
env.Prepare = NotImplementedStub
env.BuildSetup = NotImplementedStub
env.BuildGamePak = NotImplementedStub
if ( os.path.exists( 'sys/scons/OSX.py' ) ):
import OSX
OSX = OSX.idOSX()
env.BuildBundle = OSX.BuildBundle
else:
env.BuildBundle = NotImplementedStub
def BuildList( s_prefix, s_string ):
s_list = string.split( s_string )
for i in range( len( s_list ) ):
s_list[ i ] = s_prefix + '/' + s_list[ i ]
return s_list
def ExtractSource( file ):
from xml.dom.minidom import parse
dom = parse( file )
files = dom.getElementsByTagName( 'File' )
l = []
for i in files:
s = i.getAttribute( 'RelativePath' )
s = s.encode('ascii', 'ignore')
s = re.sub( '\\\\', '/', s )
s = re.sub( '^\./', '', s )
# this is a bit of a hack, and should probably be thought about more.
# if the file is excluded from the Release|win32 config it will be excluded in linux.
# Not necessarily correct, but thats how it will be for now. Could add a linux config
# if we get files that only want to exclude in one and not the other.
exclude = 0
configs = i.getElementsByTagName( 'FileConfiguration')
for thisConfig in configs:
if (string.lower(thisConfig.getAttribute('ExcludedFromBuild')) == 'true' and
string.lower(thisConfig.getAttribute('Name')) == 'release|win32'):
exclude = 1
if (exclude == 0) and (( string.lower( s[-4:] ) == '.cpp' or string.lower( s[-2:] ) == '.c' )):
l.append( s )
return l