Xash3D FWGS engine.
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#! /usr/bin/env python
# encoding: utf-8
# a1batross, mittorn, 2018
from __future__ import print_function
from waflib import Logs
import sys
import os
VERSION = '0.99'
APPNAME = 'xash3d-fwgs'
top = '.'
class Subproject:
name = ''
dedicated = True # if true will be ignored when building dedicated server
singlebin = False # if true will be ignored when singlebinary is set
ignore = False # if true will be ignored, set by user request
def __init__(self, name, dedicated=True, singlebin=False):
self.name = name
self.dedicated = dedicated
self.singlebin = singlebin
SUBDIRS = [
Subproject('public', dedicated=False),
Subproject('game_launch', singlebin=True),
Subproject('ref_gl'),
# Subproject('ref_soft'),
Subproject('mainui'),
Subproject('vgui_support'),
Subproject('engine', dedicated=False),
]
def subdirs():
return map(lambda x: x.name, SUBDIRS)
def options(opt):
grp = opt.add_option_group('Common options')
grp.add_option('-T', '--build-type', action='store', dest='BUILD_TYPE', default = None,
help = 'build type: debug, release or none(custom flags)')
grp.add_option('-d', '--dedicated', action = 'store_true', dest = 'DEDICATED', default = False,
help = 'build Xash Dedicated Server(XashDS)')
grp.add_option('--single-binary', action = 'store_true', dest = 'SINGLE_BINARY', default = False,
help = 'build single "xash" binary instead of xash.dll/libxash.so (forced for dedicated)')
grp.add_option('-8', '--64bits', action = 'store_true', dest = 'ALLOW64', default = False,
help = 'allow targetting 64-bit engine')
grp.add_option('-W', '--win-style-install', action = 'store_true', dest = 'WIN_INSTALL', default = False,
help = 'install like Windows build, ignore prefix, useful for development')
grp.add_option('--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False,
help = 'build engine and renderers with BSP2 map support(recommended for Quake, breaks compability!)')
opt.load('subproject')
opt.add_subproject(subdirs())
opt.load('xcompile compiler_cxx compiler_c sdl2 clang_compilation_database strip_on_install')
if sys.platform == 'win32':
opt.load('msvc msdev msvs')
opt.load('reconfigure')
def filter_cflags(conf, flags, required_flags, cxx):
supported_flags = []
check_flags = required_flags + ['-Werror']
conf.msg('Detecting supported flags for %s' % ('C++' if cxx else 'C'),'...')
for flag in flags:
conf.start_msg('Checking for %s' % flag)
try:
if cxx:
conf.check_cxx(cxxflags = [flag] + check_flags)
else:
conf.check_cc(cflags = [flag] + check_flags)
except conf.errors.ConfigurationError:
conf.end_msg('no', color='YELLOW')
else:
conf.end_msg('yes')
supported_flags.append(flag)
return supported_flags
def configure(conf):
conf.load('fwgslib reconfigure')
conf.start_msg('Build type')
if conf.options.BUILD_TYPE == None:
conf.end_msg('not set', color='RED')
conf.fatal('Please set a build type, for example "-T release"')
elif not conf.options.BUILD_TYPE in ['fast', 'release', 'debug', 'nooptimize', 'sanitize', 'none']:
conf.end_msg(conf.options.BUILD_TYPE, color='RED')
conf.fatal('Invalid build type. Valid are "debug", "release" or "none"')
conf.end_msg(conf.options.BUILD_TYPE)
# -march=native should not be used
if conf.options.BUILD_TYPE == 'fast':
Logs.warn('WARNING: \'fast\' build type should not be used in release builds')
conf.load('subproject')
# Force XP compability, all build targets should add
# subsystem=bld.env.MSVC_SUBSYSTEM
# TODO: wrapper around bld.stlib, bld.shlib and so on?
conf.env.MSVC_SUBSYSTEM = 'WINDOWS,5.01'
conf.env.MSVC_TARGETS = ['x86'] # explicitly request x86 target for MSVC
if sys.platform == 'win32':
conf.load('msvc msvcfix msdev msvs')
conf.load('xcompile compiler_c compiler_cxx gitversion clang_compilation_database strip_on_install')
# Every static library must have fPIC
if conf.env.DEST_OS != 'win32' and '-fPIC' in conf.env.CFLAGS_cshlib:
conf.env.append_unique('CFLAGS_cstlib', '-fPIC')
conf.env.append_unique('CXXFLAGS_cxxstlib', '-fPIC')
# modify options dictionary early
if conf.env.DEST_OS == 'android':
conf.options.ALLOW64 = True # skip pointer length check
conf.options.NO_VGUI = True # skip vgui
conf.options.NANOGL = True
conf.options.GLWES = True
conf.options.GL = False
# We restrict 64-bit builds ONLY for Win/Linux/OSX running on Intel architecture
# Because compatibility with original GoldSrc
if conf.env.DEST_OS in ['win32', 'linux', 'darwin'] and conf.env.DEST_CPU in ['x86_64']:
conf.env.BIT32_ALLOW64 = conf.options.ALLOW64
if not conf.env.BIT32_ALLOW64:
Logs.info('WARNING: will build engine for 32-bit target')
else:
conf.env.BIT32_ALLOW64 = True
conf.env.BIT32_MANDATORY = not conf.env.BIT32_ALLOW64
conf.load('force_32bit')
if conf.env.DEST_OS != 'android' and not conf.options.DEDICATED:
conf.load('sdl2')
linker_flags = {
'common': {
'msvc': ['/DEBUG'], # always create PDB, doesn't affect result binaries
'gcc': ['-Wl,--no-undefined']
},
'sanitize': {
'clang': ['-fsanitize=undefined', '-fsanitize=address'],
'gcc': ['-fsanitize=undefined', '-fsanitize=address'],
}
}
compiler_c_cxx_flags = {
'common': {
# disable thread-safe local static initialization for C++11 code, as it cause crashes on Windows XP
'msvc': ['/D_USING_V110_SDK71_', '/Zi', '/FS', '/Zc:threadSafeInit-', '/MT'],
'clang': ['-g', '-gdwarf-2', '-fvisibility=hidden'],
'gcc': ['-g', '-fvisibility=hidden']
},
'fast': {
'msvc': ['/O2', '/Oy'], #todo: check /GL /LTCG
'gcc': ['-Ofast', '-march=native', '-funsafe-math-optimizations', '-funsafe-loop-optimizations', '-fomit-frame-pointer'],
'clang': ['-Ofast', '-march=native'],
'default': ['-O3']
},
'release': {
'msvc': ['/O2'],
'default': ['-O3']
},
'debug': {
'msvc': ['/O1'],
'gcc': ['-Og'],
'default': ['-O1']
},
'sanitize': {
'msvc': ['/Od', '/RTC1'],
'gcc': ['-Og', '-fsanitize=undefined', '-fsanitize=address'],
'clang': ['-O0', '-fsanitize=undefined', '-fsanitize=address'],
'default': ['-O0']
},
'nooptimize': {
'msvc': ['/Od'],
'default': ['-O0']
}
}
compiler_optional_flags = [
'-fdiagnostics-color=always',
'-Werror=implicit-function-declaration',
'-Werror=int-conversion',
'-Werror=return-type',
'-Werror=parentheses',
]
cflags = conf.get_flags_by_type(compiler_c_cxx_flags, conf.options.BUILD_TYPE, conf.env.COMPILER_CC)
conf.check_cc(cflags=cflags, msg= 'Checking for required C flags')
conf.check_cxx(cxxflags=cflags, msg= 'Checking for required C++ flags')
conf.env.append_unique('CFLAGS', cflags + filter_cflags(conf, compiler_optional_flags, cflags, False))
conf.env.append_unique('CXXFLAGS', cflags + filter_cflags(conf, compiler_optional_flags, cflags, True))
conf.env.append_unique('LINKFLAGS', conf.get_flags_by_type(
linker_flags, conf.options.BUILD_TYPE, conf.env.COMPILER_CC))
conf.env.DEDICATED = conf.options.DEDICATED
# we don't need game launcher on dedicated
conf.env.SINGLE_BINARY = conf.options.SINGLE_BINARY or conf.env.DEDICATED
if conf.env.DEST_OS == 'linux':
conf.check_cc( lib='dl' )
if conf.env.DEST_OS != 'win32':
if not conf.env.LIB_M: # HACK: already added in xcompile!
conf.check_cc( lib='m' )
if conf.env.DEST_OS != 'android': # Android has pthread directly in libc
conf.check_cc( lib='pthread' )
else:
# Common Win32 libraries
# Don't check them more than once, to save time
# Usually, they are always available
# but we need them in uselib
conf.check_cc( lib='user32' )
conf.check_cc( lib='shell32' )
conf.check_cc( lib='gdi32' )
conf.check_cc( lib='advapi32' )
conf.check_cc( lib='dbghelp' )
conf.check_cc( lib='psapi' )
conf.check_cc( lib='ws2_32' )
# indicate if we are packaging for Linux/BSD
if(not conf.options.WIN_INSTALL and
conf.env.DEST_OS not in ['win32', 'darwin', 'android']):
conf.env.LIBDIR = conf.env.BINDIR = '${PREFIX}/lib/xash3d'
else:
conf.env.LIBDIR = conf.env.BINDIR = conf.env.PREFIX
conf.env.append_unique('DEFINES', 'XASH_BUILD_COMMIT="{0}"'.format(conf.env.GIT_VERSION if conf.env.GIT_VERSION else 'notset'))
for i in SUBDIRS:
if conf.env.SINGLE_BINARY and i.singlebin:
continue
if conf.env.DEST_OS == 'android' and i.singlebin:
continue
if conf.env.DEDICATED and i.dedicated:
continue
conf.add_subproject(i.name)
def build(bld):
for i in SUBDIRS:
if bld.env.SINGLE_BINARY and i.singlebin:
continue
if bld.env.DEST_OS == 'android' and i.singlebin:
continue
if bld.env.DEDICATED and i.dedicated:
continue
bld.add_subproject(i.name)