ddnet/default.bam

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CheckVersion("0.2")
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Import("other/sdl/sdl.bam")
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--- Setup Config --------
config = NewConfig()
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config:Add(OptFindCompiler())
config:Add(OptTestCompileC("stackprotector", "int main(){return 0;}", "-fstack-protector -fstack-protector-all"))
config:Add(OptFindLibrary("zlib", "zlib.h", false))
config:Add(SDL.OptFind("sdl", true))
config:Finalize("config.bam")
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-- data compiler
function Script(name)
if family == "windows" then
return str_replace(name, "/", "\\")
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end
return "python " .. name
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end
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function CHash(output, ...)
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local inputs = FlatternTable({...})
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output = Path(output)
-- compile all the files
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local cmd = Script("scripts/cmd5.py") .. " "
for index, inname in ipairs(inputs) do
cmd = cmd .. Path(inname) .. " "
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end
cmd = cmd .. " > " .. output
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AddJob(output, "cmd5 " .. output, cmd)
for index, inname in ipairs(inputs) do
AddDependency(output, inname)
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end
return output
end
function ResCompile(scriptfile)
scriptfile = Path(scriptfile)
output = PathBase(scriptfile) .. ".res"
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AddJob(output, "rc " .. scriptfile, "rc /fo " .. output .. " " .. scriptfile)
AddDependency(output, scriptfile)
return output
end
function Dat2c(datafile, sourcefile, arrayname)
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datafile = Path(datafile)
sourcefile = Path(sourcefile)
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AddJob(
sourcefile,
"dat2c " .. PathFilename(sourcefile) .. " = " .. PathFilename(datafile),
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Script("scripts/dat2c.py") .. " " .. datafile .. " " .. arrayname .. " > " .. sourcefile
)
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AddDependency(sourcefile, datafile)
return sourcefile
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end
function ContentCompile(action, output)
output = Path(output)
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AddJob(
output,
action .. " > " .. output,
Script("datasrc/compile.py") .. " " .. action .. " > " .. Path(output)
)
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AddDependency(output, Path("datasrc/content.py")) -- do this more proper
AddDependency(output, Path("datasrc/network.py"))
AddDependency(output, Path("datasrc/compile.py"))
AddDependency(output, Path("datasrc/datatypes.py"))
return output
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end
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-- Content Compile
network_source = ContentCompile("network_source", "src/game/generated/g_protocol.cpp")
network_header = ContentCompile("network_header", "src/game/generated/g_protocol.hpp")
client_content_source = ContentCompile("client_content_source", "src/game/generated/gc_data.cpp")
client_content_header = ContentCompile("client_content_header", "src/game/generated/gc_data.hpp")
server_content_source = ContentCompile("server_content_source", "src/game/generated/gs_data.cpp")
server_content_header = ContentCompile("server_content_header", "src/game/generated/gs_data.hpp")
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AddDependency(network_source, network_header)
AddDependency(client_content_source, client_content_header)
AddDependency(server_content_source, server_content_header)
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nethash = CHash("src/game/generated/nethash.c", "src/engine/e_protocol.h", "src/game/generated/g_protocol.hpp", "src/game/tuning.hpp", "src/game/gamecore.cpp", network_header)
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client_link_other = {}
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if config.compiler.value == "cl" then
client_link_other = {ResCompile("other/icons/teeworlds.rc")}
end
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function Intermediate_Output(settings, input)
return Path("objs/" .. PathBase(PathFilename(input)) .. settings.config_ext)
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end
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function build(settings)
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--settings.objdir = Path("objs")
settings.cc.Output = Intermediate_Output
if config.compiler.value == "cl" then
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settings.cc.flags:Add("/wd4244")
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else
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settings.cc.flags:Add("-Wall", "-fno-exceptions")
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if platform == "macosx" then
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settings.cc.flags:Add("-mmacosx-version-min=10.4", "-isysroot /Developer/SDKs/MacOSX10.4u.sdk")
settings.link.flags:Add("-mmacosx-version-min=10.4", "-isysroot /Developer/SDKs/MacOSX10.4u.sdk")
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elseif config.stackprotector.value == 1 then
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settings.cc.flags:Add("-fstack-protector", "-fstack-protector-all")
settings.link.flags:Add("-fstack-protector", "-fstack-protector-all")
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end
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end
-- set some platform specific settings
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settings.cc.includes:Add("src")
if family == "unix" then
if platform == "macosx" then
glfw_platform = "macosx"
pa_platform = "mac_osx"
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settings.link.frameworks:Add("Carbon")
settings.link.frameworks:Add("AppKit")
else
glfw_platform = "x11"
pa_platform = "unix"
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settings.link.libs:Add("pthread")
end
elseif family == "windows" then
glfw_platform = "win32"
pa_platform = "win"
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settings.link.libs:Add("gdi32")
settings.link.libs:Add("user32")
settings.link.libs:Add("ws2_32")
settings.link.libs:Add("ole32")
settings.link.libs:Add("shell32")
end
-- compile zlib if needed
if config.zlib.value == 1 then
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settings.link.libs:Add("z")
if config.zlib.include_path then
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settings.cc.includes:Add(config.zlib.include_path)
end
zlib = {}
else
zlib = Compile(settings, Collect("src/engine/external/zlib/*.c"))
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settings.cc.includes:Add("src/engine/external/zlib")
end
-- build the small libraries
wavpack = Compile(settings, Collect("src/engine/external/wavpack/*.c"))
pnglite = Compile(settings, Collect("src/engine/external/pnglite/*.c"))
-- build game components
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engine_settings = settings:Copy()
server_settings = engine_settings:Copy()
client_settings = engine_settings:Copy()
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if family == "unix" then
if platform == "macosx" then
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client_settings.link.frameworks:Add("OpenGL")
client_settings.link.frameworks:Add("AGL")
client_settings.link.frameworks:Add("Carbon")
client_settings.link.frameworks:Add("Cocoa")
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else
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client_settings.link.libs:Add("X11")
client_settings.link.libs:Add("GL")
client_settings.link.libs:Add("GLU")
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end
elseif family == "windows" then
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client_settings.link.libs:Add("opengl32")
client_settings.link.libs:Add("glu32")
client_settings.link.libs:Add("winmm")
end
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-- apply sdl settings
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config.sdl:Apply(client_settings)
engine = Compile(engine_settings, Collect("src/engine/*.c", "src/base/*.c"))
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client = Compile(client_settings, Collect("src/engine/client/*.c"))
server = Compile(server_settings, Collect("src/engine/server/*.c"))
versionserver = Compile(settings, Collect("src/versionsrv/*.cpp"))
masterserver = Compile(settings, Collect("src/mastersrv/*.cpp"))
game_shared = Compile(settings, Collect("src/game/*.cpp"), nethash, network_source)
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game_client = Compile(settings, CollectRecursive("src/game/client/*.cpp"), client_content_source)
game_server = Compile(settings, CollectRecursive("src/game/server/*.cpp"), server_content_source)
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game_editor = Compile(settings, Collect("src/game/editor/*.cpp"))
-- build tools (TODO: fix this so we don't get double _d_d stuff)
tools_src = Collect("src/tools/*.cpp", "src/tools/*.c")
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osxlaunch = {}
if platform == "macosx" then
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osxlaunch = Compile(client_settings, Collect("src/osxlaunch/*.m"))
end
tools = {}
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for i,v in ipairs(tools_src) do
toolname = PathFilename(PathBase(v))
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tools[i] = Link(settings, toolname, Compile(settings, v), engine, zlib)
end
-- build client, server, version server and master server
client_exe = Link(client_settings, "teeworlds", game_shared, game_client,
engine, client, game_editor, zlib, pnglite, wavpack,
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client_link_other, osxlaunch)
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server_exe = Link(server_settings, "teeworlds_srv", engine, server,
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game_shared, game_server, zlib)
versionserver_exe = Link(server_settings, "versionsrv", versionserver,
engine, zlib)
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masterserver_exe = Link(server_settings, "mastersrv", masterserver,
engine, zlib)
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-- make targets
c = PseudoTarget("client".."_"..settings.config_name, client_exe)
s = PseudoTarget("server".."_"..settings.config_name, server_exe)
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g = PseudoTarget("game".."_"..settings.config_name, client_exe, server_exe)
v = PseudoTarget("versionserver".."_"..settings.config_name, versionserver_exe)
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m = PseudoTarget("masterserver".."_"..settings.config_name, masterserver_exe)
t = PseudoTarget("tools".."_"..settings.config_name, tools)
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Target(c)
Target(s)
Target(v)
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Target(m)
Target(t)
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all = PseudoTarget(settings.config_name, c, s, v, m, t)
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Target(all)
return all
end
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debug_settings = NewSettings()
debug_settings.config_name = "debug"
debug_settings.config_ext = "_d"
debug_settings.debug = 1
debug_settings.cc.optimize = 0
release_settings = NewSettings()
release_settings.config_name = "release"
release_settings.config_ext = ""
release_settings.debug = 0
release_settings.cc.optimize = 1
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build(debug_settings)
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build(release_settings)
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DefaultTarget("game_debug")