q3rally/engine/make-macosx-app.sh
zturtleman 0d5fb492cd ioquake3 resync to revision 3444 from 3393.
Fix GCC 6 misleading-indentation warning
add SECURITY.md
OpenGL2: Restore adding fixed ambient light when HDR is enabled
Few LCC memory fixes.
fix a few potential buffer overwrite in Game VM
Enable compiler optimization on all macOS architectures
Don't allow qagame module to create "botlib.log" at ANY filesystem location
Make FS_BuildOSPath for botlib.log consistent with typical usage
tiny readme thing
Remove extra plus sign from Huff_Compress()
Fix VMs being able to change CVAR_PROTECTED cvars
Don't register fs_game cvar everywhere just to get the value
Don't let VMs change engine latch cvars immediately
Fix fs_game '..' reading outside of home and base path
Fix VMs forcing engine latch cvar to update to latched value
Revert my recent cvar latch changes
Revert "Don't let VMs change engine latch cvars immediately"
Partially revert "Fix fs_game '..' reading outside of home and base path"
Revert "Fix VMs forcing engine latch cvar to update to latched value"
Fix exploit to bypass filename restrictions on Windows
Changes to systemd q3a.service
Fix Q_vsnprintf for mingw-w64
Fix timelimit causing an infinite map ending loop
Fix invalid access to cluster 0 in AAS_AreaRouteToGoalArea()
Fix negative frag/capturelimit causing an infinite map end loop
OpenGL2: Fix dark lightmap on shader in mpteam6
Make FS_InvalidGameDir() consider subdirectories invalid
[qcommon] Remove dead serialization code
[qcommon] Make several zone variables and functions static.
Fix MAC_OS_X_VERSION_MIN_REQUIRED for macOS 10.10 and later
Increase q3_ui .arena filename list buffer size to 4096 bytes
OpenGL2: Fix crash when BSP has deluxe maps and vertex lit surfaces
Support Unicode characters greater than 0xFF in cl_consoleKeys
Fix macOS app bundle with space in name
OpenGL1: Use glGenTextures instead of hardcoded values
Remove CON_FlushIn function and where STDIN needs flushing, use tcflush POSIX function
Update libogg from 1.3.2 to 1.3.3
Rename (already updated) libogg-1.3.2 to libogg-1.3.3
Update libvorbis from 1.3.5 to 1.3.6
* Fix CVE-2018-5146 - out-of-bounds write on codebook decoding.
* Fix CVE-2017-14632 - free() on unitialized data
* Fix CVE-2017-14633 - out-of-bounds read
Rename (already updated) libvorbis-1.3.5 to libvorbis-1.3.6
Update opus from 1.1.4 to 1.2.1
Rename (already updated) opus-1.1.4 to opus-1.2.1
Update opusfile from 0.8 to 0.9
Rename (already updated) opusfile-0.8 to opusfile-0.9
First swing at a CONTRIBUTING.md
Allow loading system OpenAL library on macOS again
Remove duplicate setting of FREETYPE_CFLAGS in Makefile
Fix exploit to reset player by sending wrong serverId
Fix "Going to CS_ZOMBIE for [clientname]" developer message
Fix MSG_Read*String*() functions not being able to read last byte from message
2018-04-07 23:02:52 +00:00

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#!/bin/bash
# Let's make the user give us a target to work with.
# architecture is assumed universal if not specified, and is optional.
# if arch is defined, it we will store the .app bundle in the target arch build directory
if [ $# == 0 ] || [ $# -gt 2 ]; then
echo "Usage: $0 target <arch>"
echo "Example: $0 release x86"
echo "Valid targets are:"
echo " release"
echo " debug"
echo
echo "Optional architectures are:"
echo " x86"
echo " x86_64"
echo " ppc"
echo
exit 1
fi
# validate target name
if [ "$1" == "release" ]; then
TARGET_NAME="release"
elif [ "$1" == "debug" ]; then
TARGET_NAME="debug"
else
echo "Invalid target: $1"
echo "Valid targets are:"
echo " release"
echo " debug"
exit 1
fi
CURRENT_ARCH=""
# validate the architecture if it was specified
if [ "$2" != "" ]; then
if [ "$2" == "x86" ]; then
CURRENT_ARCH="x86"
elif [ "$2" == "x86_64" ]; then
CURRENT_ARCH="x86_64"
elif [ "$2" == "ppc" ]; then
CURRENT_ARCH="ppc"
else
echo "Invalid architecture: $2"
echo "Valid architectures are:"
echo " x86"
echo " x86_64"
echo " ppc"
echo
exit 1
fi
fi
# symlinkArch() creates a symlink with the architecture suffix.
# meant for universal binaries, but also handles the way this script generates
# application bundles for a single architecture as well.
function symlinkArch()
{
EXT="dylib"
SEP="${3}"
SRCFILE="${1}"
DSTFILE="${2}${SEP}"
DSTPATH="${4}"
if [ ! -e "${DSTPATH}/${SRCFILE}.${EXT}" ]; then
echo "**** ERROR: missing ${SRCFILE}.${EXT} from ${MACOS}"
exit 1
fi
if [ ! -d "${DSTPATH}" ]; then
echo "**** ERROR: path not found ${DSTPATH}"
exit 1
fi
pushd "${DSTPATH}" > /dev/null
IS32=`file "${SRCFILE}.${EXT}" | grep "i386"`
IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64"`
ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc"`
if [ "${IS32}" != "" ]; then
if [ ! -L "${DSTFILE}x86.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86.${EXT}"
fi
elif [ -L "${DSTFILE}x86.${EXT}" ]; then
rm "${DSTFILE}x86.${EXT}"
fi
if [ "${IS64}" != "" ]; then
if [ ! -L "${DSTFILE}x86_64.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86_64.${EXT}"
fi
elif [ -L "${DSTFILE}x86_64.${EXT}" ]; then
rm "${DSTFILE}x86_64.${EXT}"
fi
if [ "${ISPPC}" != "" ]; then
if [ ! -L "${DSTFILE}ppc.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}ppc.${EXT}"
fi
elif [ -L "${DSTFILE}ppc.${EXT}" ]; then
rm "${DSTFILE}ppc.${EXT}"
fi
popd > /dev/null
}
SEARCH_ARCHS=" \
x86 \
x86_64 \
ppc \
"
HAS_LIPO=`command -v lipo`
HAS_CP=`command -v cp`
# if lipo is not available, we cannot make a universal binary, print a warning
if [ ! -x "${HAS_LIPO}" ] && [ "${CURRENT_ARCH}" == "" ]; then
CURRENT_ARCH=`uname -m`
if [ "${CURRENT_ARCH}" == "i386" ]; then CURRENT_ARCH="x86"; fi
echo "$0 cannot make a universal binary, falling back to architecture ${CURRENT_ARCH}"
fi
# if the optional arch parameter is used, replace SEARCH_ARCHS to only work with one
if [ "${CURRENT_ARCH}" != "" ]; then
SEARCH_ARCHS="${CURRENT_ARCH}"
fi
AVAILABLE_ARCHS=""
IOQ3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
IOQ3_CLIENT_ARCHS=""
IOQ3_SERVER_ARCHS=""
IOQ3_RENDERER_GL1_ARCHS=""
IOQ3_RENDERER_GL2_ARCHS=""
IOQ3_CGAME_ARCHS=""
IOQ3_GAME_ARCHS=""
IOQ3_UI_ARCHS=""
IOQ3_MP_CGAME_ARCHS=""
IOQ3_MP_GAME_ARCHS=""
IOQ3_MP_UI_ARCHS=""
BASEDIR="baseq3"
MISSIONPACKDIR="missionpack"
CGAME="cgame"
GAME="qagame"
UI="ui"
RENDERER_OPENGL="renderer_opengl"
DEDICATED_NAME="ioq3ded"
CGAME_NAME="${CGAME}.dylib"
GAME_NAME="${GAME}.dylib"
UI_NAME="${UI}.dylib"
RENDERER_OPENGL1_NAME="${RENDERER_OPENGL}1.dylib"
RENDERER_OPENGL2_NAME="${RENDERER_OPENGL}2.dylib"
ICNSDIR="misc"
ICNS="quake3_flat.icns"
PKGINFO="APPLIOQ3"
OBJROOT="build"
#BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
PRODUCT_NAME="ioquake3"
WRAPPER_EXTENSION="app"
WRAPPER_NAME="${PRODUCT_NAME}.${WRAPPER_EXTENSION}"
CONTENTS_FOLDER_PATH="${WRAPPER_NAME}/Contents"
UNLOCALIZED_RESOURCES_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/Resources"
EXECUTABLE_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/MacOS"
EXECUTABLE_NAME="${PRODUCT_NAME}"
# loop through the architectures to build string lists for each universal binary
for ARCH in $SEARCH_ARCHS; do
CURRENT_ARCH=${ARCH}
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
IOQ3_CLIENT="${EXECUTABLE_NAME}.${CURRENT_ARCH}"
IOQ3_SERVER="${DEDICATED_NAME}.${CURRENT_ARCH}"
IOQ3_RENDERER_GL1="${RENDERER_OPENGL}1_${CURRENT_ARCH}.dylib"
IOQ3_RENDERER_GL2="${RENDERER_OPENGL}2_${CURRENT_ARCH}.dylib"
IOQ3_CGAME="${CGAME}${CURRENT_ARCH}.dylib"
IOQ3_GAME="${GAME}${CURRENT_ARCH}.dylib"
IOQ3_UI="${UI}${CURRENT_ARCH}.dylib"
if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
CURRENT_ARCH=""
BUILT_PRODUCTS_DIR=""
continue
fi
# executables
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ]; then
IOQ3_CLIENT_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ${IOQ3_CLIENT_ARCHS}"
VALID_ARCHS="${ARCH} ${VALID_ARCHS}"
else
continue
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ]; then
IOQ3_SERVER_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ${IOQ3_SERVER_ARCHS}"
fi
# renderers
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ]; then
IOQ3_RENDERER_GL1_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ${IOQ3_RENDERER_GL1_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ]; then
IOQ3_RENDERER_GL2_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ${IOQ3_RENDERER_GL2_ARCHS}"
fi
# game
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ]; then
IOQ3_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ${IOQ3_CGAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ]; then
IOQ3_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ${IOQ3_GAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ]; then
IOQ3_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ${IOQ3_UI_ARCHS}"
fi
# missionpack
if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ]; then
IOQ3_MP_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ${IOQ3_MP_CGAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ]; then
IOQ3_MP_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ${IOQ3_MP_GAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ]; then
IOQ3_MP_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ${IOQ3_MP_UI_ARCHS}"
fi
#echo "valid arch: ${ARCH}"
done
# final preparations and checks before attempting to make the application bundle
cd `dirname $0`
if [ ! -f Makefile ]; then
echo "$0 must be run from the ioquake3 build directory"
exit 1
fi
if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then
echo "$0: no ioquake3 binary architectures were found for target '${TARGET_NAME}'"
exit 1
fi
# set the final application bundle output directory
if [ "${2}" == "" ]; then
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-universal"
if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
mkdir -p ${BUILT_PRODUCTS_DIR} || exit 1;
fi
else
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
fi
BUNDLEBINDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
# here we go
echo "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'"
echo "with architectures:"
for ARCH in ${VALID_ARCHS}; do
echo " ${ARCH}"
done
echo ""
# make the application bundle directories
if [ ! -d "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR" ]; then
mkdir -p "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR" || exit 1;
fi
if [ ! -d "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR" ]; then
mkdir -p "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR" || exit 1;
fi
if [ ! -d "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}" ]; then
mkdir -p "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}" || exit 1;
fi
# copy and generate some application bundle resources
cp code/libs/macosx/*.dylib "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
cp ${ICNSDIR}/${ICNS} "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/$ICNS" || exit 1;
echo -n ${PKGINFO} > "${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/PkgInfo" || exit 1;
echo "<?xml version=\"1.0\" encoding=\"UTF-8\"?>
<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
<plist version=\"1.0\">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>quake3_flat</string>
<key>CFBundleIdentifier</key>
<string>org.ioquake.${PRODUCT_NAME}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${IOQ3_VERSION}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${IOQ3_VERSION}</string>
<key>CGDisableCoalescedUpdates</key>
<true/>
<key>LSMinimumSystemVersion</key>
<string>${MACOSX_DEPLOYMENT_TARGET}</string>
<key>NSHumanReadableCopyright</key>
<string>QUAKE III ARENA Copyright © 1999-2000 id Software, Inc. All rights reserved.</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>
" > "${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist"
# action takes care of generating universal binaries if lipo is available
# otherwise, it falls back to using a simple copy, expecting the first item in
# the second parameter list to be the desired architecture
function action()
{
COMMAND=""
if [ -x "${HAS_LIPO}" ]; then
COMMAND="${HAS_LIPO} -create -o"
$HAS_LIPO -create -o "${1}" ${2} # make sure $2 is treated as a list of files
elif [ -x ${HAS_CP} ]; then
COMMAND="${HAS_CP}"
SRC="${2// */}" # in case there is a list here, use only the first item
$HAS_CP "${SRC}" "${1}"
else
"$0 cannot create an application bundle."
exit 1
fi
#echo "${COMMAND}" "${1}" "${2}"
}
#
# the meat of universal binary creation
# destination file names do not have architecture suffix.
# action will handle merging universal binaries if supported.
# symlink appropriate architecture names for universal (fat) binary support.
#
# executables
action "${BUNDLEBINDIR}/${EXECUTABLE_NAME}" "${IOQ3_CLIENT_ARCHS}"
action "${BUNDLEBINDIR}/${DEDICATED_NAME}" "${IOQ3_SERVER_ARCHS}"
# renderers
action "${BUNDLEBINDIR}/${RENDERER_OPENGL1_NAME}" "${IOQ3_RENDERER_GL1_ARCHS}"
action "${BUNDLEBINDIR}/${RENDERER_OPENGL2_NAME}" "${IOQ3_RENDERER_GL2_ARCHS}"
symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEBINDIR}"
symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEBINDIR}"
# game
action "${BUNDLEBINDIR}/${BASEDIR}/${CGAME_NAME}" "${IOQ3_CGAME_ARCHS}"
action "${BUNDLEBINDIR}/${BASEDIR}/${GAME_NAME}" "${IOQ3_GAME_ARCHS}"
action "${BUNDLEBINDIR}/${BASEDIR}/${UI_NAME}" "${IOQ3_UI_ARCHS}"
symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${BASEDIR}"
# missionpack
action "${BUNDLEBINDIR}/${MISSIONPACKDIR}/${CGAME_NAME}" "${IOQ3_MP_CGAME_ARCHS}"
action "${BUNDLEBINDIR}/${MISSIONPACKDIR}/${GAME_NAME}" "${IOQ3_MP_GAME_ARCHS}"
action "${BUNDLEBINDIR}/${MISSIONPACKDIR}/${UI_NAME}" "${IOQ3_MP_UI_ARCHS}"
symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"