godot/core/SCsub

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#!/usr/bin/env python
Import("env")
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import core_builders
env.core_sources = []
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# Generate AES256 script encryption key
import os
txt = "0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0"
if "SCRIPT_AES256_ENCRYPTION_KEY" in os.environ:
key = os.environ["SCRIPT_AES256_ENCRYPTION_KEY"]
ec_valid = True
if len(key) != 64:
ec_valid = False
else:
txt = ""
for i in range(len(key) >> 1):
if i > 0:
txt += ","
txts = "0x" + key[i * 2 : i * 2 + 2]
try:
int(txts, 16)
except Exception:
ec_valid = False
txt += txts
if not ec_valid:
print("Error: Invalid AES256 encryption key, not 64 hexadecimal characters: '" + key + "'.")
print(
"Unset 'SCRIPT_AES256_ENCRYPTION_KEY' in your environment "
"or make sure that it contains exactly 64 hexadecimal characters."
)
Exit(255)
# NOTE: It is safe to generate this file here, since this is still executed serially
with open("script_encryption_key.gen.cpp", "w") as f:
f.write('#include "core/config/project_settings.h"\nuint8_t script_encryption_key[32]={' + txt + "};\n")
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# Add required thirdparty code.
thirdparty_obj = []
env_thirdparty = env.Clone()
env_thirdparty.disable_warnings()
# Misc thirdparty code: header paths are hardcoded, we don't need to append
# to the include path (saves a few chars on the compiler invocation for touchy MSVC...)
thirdparty_misc_dir = "#thirdparty/misc/"
thirdparty_misc_sources = [
# C sources
"fastlz.c",
"r128.c",
"smaz.c",
# C++ sources
"pcg.cpp",
"polypartition.cpp",
"clipper.cpp",
"smolv.cpp",
]
thirdparty_misc_sources = [thirdparty_misc_dir + file for file in thirdparty_misc_sources]
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_misc_sources)
# Zlib library, can be unbundled
if env["builtin_zlib"]:
thirdparty_zlib_dir = "#thirdparty/zlib/"
thirdparty_zlib_sources = [
"adler32.c",
"compress.c",
"crc32.c",
"deflate.c",
"infback.c",
"inffast.c",
"inflate.c",
"inftrees.c",
"trees.c",
"uncompr.c",
"zutil.c",
]
thirdparty_zlib_sources = [thirdparty_zlib_dir + file for file in thirdparty_zlib_sources]
env_thirdparty.Prepend(CPPPATH=[thirdparty_zlib_dir])
# Needs to be available in main env too
env.Prepend(CPPPATH=[thirdparty_zlib_dir])
if env["target"] == "debug":
env_thirdparty.Append(CPPDEFINES=["ZLIB_DEBUG"])
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zlib_sources)
# Minizip library, could be unbundled in theory
# However, our version has some custom modifications, so it won't compile with the system one
thirdparty_minizip_dir = "#thirdparty/minizip/"
thirdparty_minizip_sources = ["ioapi.c", "unzip.c", "zip.c"]
thirdparty_minizip_sources = [thirdparty_minizip_dir + file for file in thirdparty_minizip_sources]
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_minizip_sources)
# Zstd library, can be unbundled in theory
# though we currently use some private symbols
# https://github.com/godotengine/godot/issues/17374
if env["builtin_zstd"]:
thirdparty_zstd_dir = "#thirdparty/zstd/"
thirdparty_zstd_sources = [
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"common/debug.c",
"common/entropy_common.c",
"common/error_private.c",
"common/fse_decompress.c",
"common/pool.c",
"common/threading.c",
"common/xxhash.c",
"common/zstd_common.c",
"compress/fse_compress.c",
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"compress/hist.c",
"compress/huf_compress.c",
"compress/zstd_compress.c",
"compress/zstd_double_fast.c",
"compress/zstd_fast.c",
"compress/zstd_lazy.c",
"compress/zstd_ldm.c",
"compress/zstd_opt.c",
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"compress/zstdmt_compress.c",
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"compress/zstd_compress_literals.c",
"compress/zstd_compress_sequences.c",
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"compress/zstd_compress_superblock.c",
"decompress/huf_decompress.c",
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"decompress/zstd_ddict.c",
"decompress/zstd_decompress_block.c",
"decompress/zstd_decompress.c",
]
if env["platform"] in ["android", "ios", "linuxbsd", "macos"]:
# Match platforms with ZSTD_ASM_SUPPORTED in common/portability_macros.h
thirdparty_zstd_sources.append("decompress/huf_decompress_amd64.S")
thirdparty_zstd_sources = [thirdparty_zstd_dir + file for file in thirdparty_zstd_sources]
env_thirdparty.Prepend(CPPPATH=[thirdparty_zstd_dir, thirdparty_zstd_dir + "common"])
env_thirdparty.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
env.Prepend(CPPPATH=thirdparty_zstd_dir)
# Also needed in main env includes will trigger warnings
env.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zstd_sources)
env.core_sources += thirdparty_obj
# Godot source files
env.add_source_files(env.core_sources, "*.cpp")
env.add_source_files(env.core_sources, "script_encryption_key.gen.cpp")
env.add_source_files(env.core_sources, "version_hash.gen.cpp")
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# Certificates
env.Depends(
"#core/io/certs_compressed.gen.h",
["#thirdparty/certs/ca-certificates.crt", env.Value(env["builtin_certs"]), env.Value(env["system_certs_path"])],
)
env.CommandNoCache(
"#core/io/certs_compressed.gen.h",
"#thirdparty/certs/ca-certificates.crt",
env.Run(core_builders.make_certs_header, "Building ca-certificates header."),
)
# Authors
env.Depends("#core/authors.gen.h", "../AUTHORS.md")
env.CommandNoCache(
"#core/authors.gen.h", "../AUTHORS.md", env.Run(core_builders.make_authors_header, "Generating authors header.")
)
# Donors
env.Depends("#core/donors.gen.h", "../DONORS.md")
env.CommandNoCache(
"#core/donors.gen.h", "../DONORS.md", env.Run(core_builders.make_donors_header, "Generating donors header.")
)
# License
env.Depends("#core/license.gen.h", ["../COPYRIGHT.txt", "../LICENSE.txt"])
env.CommandNoCache(
"#core/license.gen.h",
["../COPYRIGHT.txt", "../LICENSE.txt"],
env.Run(core_builders.make_license_header, "Generating license header."),
)
# Chain load SCsubs
SConscript("os/SCsub")
SConscript("math/SCsub")
SConscript("crypto/SCsub")
SConscript("io/SCsub")
SConscript("debugger/SCsub")
SConscript("input/SCsub")
SConscript("variant/SCsub")
SConscript("extension/SCsub")
SConscript("object/SCsub")
SConscript("templates/SCsub")
SConscript("string/SCsub")
SConscript("config/SCsub")
SConscript("error/SCsub")
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# Build it all as a library
lib = env.add_library("core", env.core_sources)
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env.Prepend(LIBS=[lib])
# Needed to force rebuilding the core files when the thirdparty code is updated.
env.Depends(lib, thirdparty_obj)