-#include <time.h>
+#include "vg/vg.h"
#include "vg/vg_platform.h"
#include "vg/vg_log.h"
#include "vg/vg_opt.h"
#include "vg/vg_msg.h"
#include "addon_types.h"
-/*
- * c build.c --release --clang
- * c build.c --clang -p
- * c build.c --file=game -rc --clang --play
- */
-
-int compiled_something = 0;
-int content_enabled = 1;
-int binary_enabled = 1;
-
-/* old highscores server */
-void build_server( enum compiler compiler ){
- vg_build_start( "skaterift_server", compiler );
- vg_build_object( "server.c " );
- vg_build_link( "-lm -lsdkencryptedappticket -lsteam_api " );
- vg_build_library_dir( "-L./vg/dep/steam " );
-
- vg_build_bin_dependency_file( "vg/dep/steam/steamclient.so" );//TODO????
- vg_build_bin_dependency_file( "vg/dep/steam/libsteam_api.so" );
- vg_build_bin_dependency_file( "vg/dep/steam/libsdkencryptedappticket.so" );
-
- vg_build();
- compiled_something = 1;
-}
-
-void build_sqlite3( enum compiler compiler ){
- vg_build_start( "sqlite3.o", compiler );
- vg_build_object( "-c dep/sqlite3/sqlite3.c " );
- vg_build_link( "-ldl " );
- vg_build();
-}
-
-/* new game server */
-void build_gameserver( enum compiler compiler ){
- build_sqlite3( compiler );
- vg_build_start( "skaterift_gameserver", compiler );
-
- if( compiler == k_compiler_gcc )
- vg_build_object( "gameserver.c bin/sqlite3.o-gcc/sqlite3.o " );
- else
- vg_build_object( "gameserver.c bin/sqlite3.o-clang/sqlite3.o " );
-
- vg_build_include( "-I./dep " );
-
- vg_build_link( "-ldl -lpthread -lm -lsdkencryptedappticket -lsteam_api " );
- vg_build_library_dir( "-L./vg/dep/steam " );
-
- //vg_build_bin_dependency_file( "vg/dep/steam/steamclient.so" );?????
- vg_build_bin_dependency_file( "vg/dep/steam/libsteam_api.so" );
- vg_build_bin_dependency_file( "vg/dep/steam/libsdkencryptedappticket.so" );
-
- vg_build();
- compiled_something = 1;
-}
+u32 optimize_test_compile = 0;
-void build_servermonitor( enum compiler compiler ){
- vg_build_start( "skaterift_servermonitor", compiler );
- vg_build_object( "servermonitor_client.c " );
-
- vg_build_add_link_for_graphics();
- vg_build_include( "-I./vg/dep " );
- vg_build_copy_graphics_dependencies();
-
- vg_build();
- compiled_something = 1;
-}
-
-void build_aadb_edit( enum compiler compiler ){
- vg_build_start( "aadb_edit", compiler );
- vg_build_object( "aadb_edit.c " );
- vg_build();
- compiled_something = 1;
-}
+/*
+ * Addon metadata utilities
+ * -------------------------------------------------------------------------- */
void write_msg( vg_msg *msg, const char *path ){
FILE *fp = fopen( path, "wb" );
write_msg( &descriptor, dest );
}
-void build_shaders(void);
-void build_game_binary( enum compiler compiler ){
- static int shaders_built = 0;
- if( !shaders_built ){
- shaders_built = 1;
- build_shaders();
- }
-
- vg_build_object( "skaterift.c " );
- vg_build_add_link_for_graphics();
- vg_build_add_link_for_game();
- vg_build_copy_graphics_dependencies();
- vg_build_copy_game_dependencies();
-}
-
-void build_game_content( enum compiler compiler ){
- vg_build_symbolic_link( "textures_src", "textures" );
- vg_build_symbolic_link( "models_src", "models" );
- vg_build_symbolic_link( "boards_src", "boards" );
- vg_build_symbolic_link( "maps_src", "maps" );
- vg_build_symbolic_link( "sound_src", "sound" );
- vg_build_symbolic_link( "playermodels_src", "playermodels" );
- vg_build_syscall( "mkdir -p %s/cfg", vg_compiler.build_dir );
- vg_build_syscall( "mkdir -p %s/savedata", vg_compiler.build_dir );
- vg_build_syscall( "mkdir -p %s/tools", vg_compiler.build_dir );
- vg_build_syscall( "cp blender_export.py %s/tools/", vg_compiler.build_dir );
+/*
+ * Compilation specifications
+ * -------------------------------------------------------------------------- */
+/* operates in the local files, not in the bin folders */
+void build_game_metadata(void){
+ vg_info( "Building game metadata\n" );
write_generic_addon_inf( k_addon_type_board,
"Longboard", "board.mdl",
"boards_src/skaterift_long/addon.inf");
"playermodels_src/skaterift_aaron/addon.inf" );
}
-void build_game( enum compiler compiler ){
- vg_build_start( "skaterift", compiler );
-
- if( binary_enabled ){
- build_game_binary( compiler );
- vg_build();
- }
-
- if( content_enabled )
- build_game_content( compiler );
-
- compiled_something = 1;
+void build_game_content(void){
+ vg_low( "Building game content structure\n" );
+ const char *project_name = vg_build.project_name.buffer;
+ vg_symlink( "textures_src", "textures" );
+ vg_symlink( "models_src", "models" );
+ vg_symlink( "boards_src", "boards" );
+ vg_symlink( "maps_src", "maps" );
+ vg_symlink( "sound_src", "sound" );
+ vg_symlink( "playermodels_src", "playermodels" );
+ vg_syscall( "mkdir -p bin/%s/cfg", project_name );
+ vg_syscall( "mkdir -p bin/%s/savedata", project_name );
+ vg_syscall( "mkdir -p bin/%s/tools", project_name );
+ vg_syscall( "cp blender_export.py bin/%s/tools/", project_name );
}
-int main( int argc, char *argv[] ){
- time_t uid = time(NULL);
+void build_shaders(void);
+void compile_game( int binaries, int content ){
+ static int meta = 0;
+ if( !meta ){
+ meta = 1;
+ build_shaders();
+ build_game_metadata();
+ vg_low( "\n\n" );
+ }
- char *arg;
- while( vg_argp( argc, argv ) ){
- if( vg_long_opt( "debug" ) || vg_opt( 'd' ) )
- vg_build_mode_debug();
+ vg_build_new( "skaterift" );
- if( vg_long_opt( "release" ) || vg_opt( 'r' ) )
- vg_build_mode_release();
+ if( binaries ){
+ vg_add_source( "skaterift.c" );
+ vg_add_graphics();
+ vg_add_game_stuff();
+ vg_compile( "skaterift" );
+ }
- if( vg_long_opt( "clang-server" ) )
- build_server( k_compiler_clang );
+ if( content )
+ build_game_content();
+}
- if( vg_long_opt( "gcc-gameserver" ) )
- build_gameserver( k_compiler_gcc );
+void compile_sqlite_obj(void){
+ vg_build_new( "sqlite3.o" );
+ vg_add_source( "-c dep/sqlite3/sqlite3.c " );
+ vg_link( "-ldl " );
+ vg_compile( "sqlite3.o" );
+}
- if( vg_long_opt( "clang-gameserver" ) )
- build_gameserver( k_compiler_clang );
+void compile_server(void){
+ vg_build_new( "skaterift_server" );
+ vg_add_source( "gameserver.c" );
+ vg_add_source( "bin/sqlite3.o-linux-x86_64-clang/sqlite3.o" );
+ vg_include_dir( "-I./dep " );
+ vg_library_dir( "-L./vg/dep/steam " );
+ vg_link( "-ldl -lpthread -lm -lsdkencryptedappticket -lsteam_api " );
+ vg_add_blob( "vg/dep/steam/libsteam_api.so", "" );
+ vg_add_blob( "vg/dep/steam/libsdkencryptedappticket.so", "" );
+ vg_compile( "server" );
+}
- if( vg_long_opt( "gcc-servermonitor" ) )
- build_servermonitor( k_compiler_gcc );
+/*
+ * Scripts
+ * -------------------------------------------------------------------------- */
+
+void s_release_all(void){
+ vg_info( "running script: s_release_all(void)\n" );
+
+ vg_build.optimization = 3;
+ vg_build.fresh = 1;
+ vg_build.arch = k_architecture_x86_64;
+ vg_build.compiler = k_compiler_zigcc;
+ vg_build.libc = k_libc_version_2_23;
+
+ /* binaries for windows and linux */
+ vg_build.platform = k_platform_windows;
+ compile_game( 1, 0 );
+ vg_tarball_last_project(); /* windows binary depot: 2103942 */
+ vg_success( "Completed 1/3\n" );
+
+ vg_build.platform = k_platform_linux;
+ compile_game( 1, 0 );
+ vg_tarball_last_project(); /* linux binary depot: 2103941 */
+ vg_success( "Completed 2/3\n" );
+
+ /* content files for any platform */
+ vg_build.platform = k_platform_anyplatform;
+ vg_build.compiler = k_compiler_blob;
+ vg_build.arch = k_architecture_anyarch;
+ vg_build.libc = k_libc_version_native;
+ compile_game( 0, 1 );
+ vg_tarball_last_project(); /* content depot: 2103943 */
+ vg_success( "Completed 3/3\n" );
+
+ /* TODO: DRM thingy? */
+}
- if( vg_long_opt( "clang-aadb-edit" ) )
- build_aadb_edit( k_compiler_clang );
+void s_testing_build(void){
+ vg_info( "running script: s_testing_build(void)\n" );
- if( vg_long_opt( "clang-demo" ) )
- build_game( k_compiler_clang );
+ vg_build.optimization = optimize_test_compile;
+ vg_build.fresh = 0;
+ vg_build.platform = k_platform_linux;
+ vg_build.arch = k_architecture_x86_64;
+ vg_build.compiler = k_compiler_clang;
+ vg_build.libc = k_libc_version_native;
- if( vg_long_opt( "clean" ) )
- vg_build_clean();
+ compile_game( 1, 1 );
- if( vg_long_opt( "clang" ) )
- build_game( k_compiler_clang );
- if( vg_long_opt( "zig" ) )
- build_game( k_compiler_zigcc );
+ vg_success( "Completed 1/1\n" );
+}
- if( vg_long_opt( "gcc" ) )
- build_game( k_compiler_gcc );
+void s_testing_server(void){
+ vg_info( "running script: s_testing_server(void)\n" );
- if( vg_long_opt( "mingw" ) )
- build_game( k_compiler_mingw );
+ vg_build.fresh = 0;
+ vg_build.platform = k_platform_linux;
+ vg_build.arch = k_architecture_x86_64;
+ vg_build.compiler = k_compiler_clang;
+ vg_build.libc = k_libc_version_native;
- if( vg_long_opt( "none" ) )
- build_game( k_compiler_none );
+ /* build sqlite3, alwasy optimized */
+ vg_build.optimization = 3;
+ compile_sqlite_obj();
+ vg_success( "Completed 1/2\n" );
- if( (arg=vg_long_opt_arg( "content" )) )
- content_enabled = atoi(arg);
+ vg_build.optimization = optimize_test_compile;
+ compile_server();
+ vg_success( "Completed 2/2\n" );
+}
- if( (arg=vg_long_opt_arg( "binary" )) )
- binary_enabled = atoi(arg);
+int main( int argc, char *argv[] ){
+ char *arg;
+ while( vg_argp( argc, argv ) ){
+ if( vg_long_opt( "release-all" ) )
+ s_release_all();
- if( vg_opt('p') || vg_long_opt("run") ){
- chdir( vg_compiler.build_dir );
- if( vg_compiler.compiler == k_compiler_mingw )
- vg_build_syscall( "wine %s.exe", vg_compiler.name );
- else
- vg_build_syscall( "./%s", vg_compiler.name );
- chdir( "../../" );
- }
+ if( vg_long_opt( "testing-build" ) )
+ s_testing_build();
- if( vg_long_opt( "tar" ) || vg_opt( 't' ) ){
- vg_build_syscall( "mkdir -p dist" );
- if( compiled_something )
- vg_build_syscall( "tar -chzvf dist/%s-%u-%s.tar.gz %s",
- vg_compiler.name, uid, vg_compiler_str(),
- vg_compiler.build_dir );
- }
+ if( vg_long_opt( "testing-server" ) )
+ s_testing_server();
- if( vg_long_opt( "zip" ) || vg_opt( 'z' ) ){
- vg_build_syscall( "mkdir -p dist" );
- if( compiled_something )
- vg_build_syscall( "zip -r9 dist/%s-%u.zip %s",
- vg_compiler.name, uid, vg_compiler_str(),
- vg_compiler.build_dir );
- }
+ if( vg_opt('r') )
+ optimize_test_compile = 3;
}
+
+ if( vg_build.warnings )
+ vg_warn( "Finished with %u warnings\n", vg_build.warnings );
+ else
+ vg_success( "All scripts ran successfully\n" );
}
#define _S( NAME, VS, FS ) \
vg_build_shader( "shaders/" VS, "shaders/" FS, NULL, "shaders", NAME )
void build_shaders(void){
+ vg_info( "Compiling shader headers\n" );
vg_shader_set_include_dir( "shaders" );
/* Scene */