e94161dada
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
(cherry picked from commit c7b53c03ae
)
52 lines
1.7 KiB
Python
52 lines
1.7 KiB
Python
#!/usr/bin/env python
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Import("env")
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env_crypto = env.Clone()
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is_builtin = env["builtin_mbedtls"]
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has_module = env["module_mbedtls_enabled"]
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thirdparty_obj = []
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if is_builtin or not has_module:
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# Use our headers for builtin or if the module is not going to be compiled.
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# We decided not to depend on system mbedtls just for these few files that can
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# be easily extracted.
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env_crypto.Prepend(CPPPATH=["#thirdparty/mbedtls/include"])
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# MbedTLS core functions (for CryptoCore).
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# If the mbedtls module is compiled we don't need to add the .c files with our
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# custom config since they will be built by the module itself.
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# Only if the module is not enabled, we must compile here the required sources
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# to make a "light" build with only the necessary mbedtls files.
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if not has_module:
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env_thirdparty = env_crypto.Clone()
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env_thirdparty.disable_warnings()
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# Custom config file
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env_thirdparty.Append(
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CPPDEFINES=[("MBEDTLS_CONFIG_FILE", '\\"thirdparty/mbedtls/include/godot_core_mbedtls_config.h\\"')]
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)
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thirdparty_mbedtls_dir = "#thirdparty/mbedtls/library/"
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thirdparty_mbedtls_sources = [
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"aes.c",
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"base64.c",
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"md5.c",
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"sha1.c",
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"sha256.c",
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"godot_core_mbedtls_platform.c",
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]
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thirdparty_mbedtls_sources = [thirdparty_mbedtls_dir + file for file in thirdparty_mbedtls_sources]
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_mbedtls_sources)
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env.core_sources += thirdparty_obj
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# Godot source files
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core_obj = []
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env_crypto.add_source_files(core_obj, "*.cpp")
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env.core_sources += core_obj
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# Needed to force rebuilding the core files when the thirdparty library is updated.
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env.Depends(core_obj, thirdparty_obj)
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