6 Commits
2.1 ... 3.5

Author SHA1 Message Date
Rémi Verschelde
1992e8a646 Backport clean scripts from main branch
(cherry picked from commit 4834ab1eab)
2024-05-01 12:17:42 +02:00
Rémi Verschelde
bd3ec27eae UWP: Fix logic to download and copy ANGLE
Fixup errors in #85.

(cherry picked from commit 952f0985e0)
2024-01-18 09:56:23 +01:00
bruvzg
2f690a7a57 [macOS] Use notarytool instead of deprecated altool.
(cherry picked from commit 7b9e4271f4)
2023-10-31 18:58:47 +01:00
Rémi Verschelde
b7631eb300 UWP: Update version of ANGLE DLLs
Fixes #80.

(cherry picked from commit cc367acf4d)
2023-10-04 01:16:18 +02:00
Rémi Verschelde
4f89dc38b1 Merge pull request #77 from bruvzg/btls_mac
[Mono] Add ARM64 macOS BTLS library.
2023-02-09 22:58:18 +01:00
bruvzg
93ac9c068e [Mono] Add ARM64 macOS BTLS library. 2023-02-09 19:20:07 +02:00
26 changed files with 1210 additions and 635 deletions

7
.gitignore vendored
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@@ -1,9 +1,8 @@
# User-specific configuration and signing keys
# User-specific configuration and signing key
config.sh
*.jks
*.pfx
*.pkcs12
/*.json
# Generated by build scripts
angle/
@@ -17,9 +16,5 @@ angle.7z
out/
releases/
sha512sums/
steam/
tmp/
web/
# macOS
.DS_Store

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@@ -4,32 +4,88 @@ set -e
# Config
# Debug symbols are enabled for the Android builds so we can generate a separate debug symbols file.
# Gradle will strip them out of the final artifacts.
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS=""
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=no"
export TERM=xterm
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
echo "Starting classical build for Android..."
$SCONS platform=android android_arch=armv7 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=armv7 $OPTIONS tools=no target=release
$SCONS platform=android android_arch=arm64v8 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=arm64v8 $OPTIONS tools=no target=release
$SCONS platform=android android_arch=x86 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=x86 $OPTIONS tools=no target=release
$SCONS platform=android android_arch=x86_64 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=x86_64 $OPTIONS tools=no target=release
# Classical
pushd platform/android/java
./gradlew build
popd
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Android..."
mkdir -p /root/out/templates
cp bin/android_debug.apk /root/out/templates/
cp bin/android_release.apk /root/out/templates/
$SCONS platform=android android_arch=armv7 $OPTIONS tools=yes target=release_debug
$SCONS platform=android android_arch=arm64v8 $OPTIONS tools=yes target=release_debug
$SCONS platform=android android_arch=x86 $OPTIONS tools=yes target=release_debug
$SCONS platform=android android_arch=x86_64 $OPTIONS tools=yes target=release_debug
pushd platform/android/java
./gradlew generateGodotEditor
popd
mkdir -p /root/out/tools
cp bin/android_editor.apk /root/out/tools/
$SCONS platform=android android_arch=armv7 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=armv7 $OPTIONS tools=no target=release
$SCONS platform=android android_arch=arm64v8 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=arm64v8 $OPTIONS tools=no target=release
$SCONS platform=android android_arch=x86 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=x86 $OPTIONS tools=no target=release
$SCONS platform=android android_arch=x86_64 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=x86_64 $OPTIONS tools=no target=release
pushd platform/android/java
./gradlew generateGodotTemplates
popd
mkdir -p /root/out/templates
cp bin/android_source.zip /root/out/templates/
cp bin/android_debug.apk /root/out/templates/
cp bin/android_release.apk /root/out/templates/
cp bin/godot-lib.release.aar /root/out/templates/
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for Android..."
cp /root/mono-glue/*.cpp modules/mono/glue/
cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
$SCONS platform=android android_arch=armv7 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-armv7-release tools=no target=release_debug
$SCONS platform=android android_arch=armv7 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-armv7-release tools=no target=release
$SCONS platform=android android_arch=arm64v8 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-arm64v8-release tools=no target=release_debug
$SCONS platform=android android_arch=arm64v8 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-arm64v8-release tools=no target=release
$SCONS platform=android android_arch=x86 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-x86-release tools=no target=release_debug
$SCONS platform=android android_arch=x86 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-x86-release tools=no target=release
$SCONS platform=android android_arch=x86_64 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-x86_64-release tools=no target=release_debug
$SCONS platform=android android_arch=x86_64 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-x86_64-release tools=no target=release
pushd platform/android/java
./gradlew generateGodotTemplates
popd
mkdir -p /root/out/templates-mono
cp bin/android_source.zip /root/out/templates-mono/
cp bin/android_debug.apk /root/out/templates-mono/
cp bin/android_release.apk /root/out/templates-mono/
cp bin/godot-lib.release.aar /root/out/templates-mono/
mkdir -p /root/out/templates-mono/bcl
cp -r /root/mono-installs/android-bcl/* /root/out/templates-mono/bcl/
fi
echo "Android build successful"

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@@ -1,109 +0,0 @@
import sys, socket
from google.oauth2 import service_account
from googleapiclient.discovery import build
PACKAGE_NAME = "org.godotengine.editor.v4"
def main(aab_path, nds_path, key_path, version_name):
version_base = version_name.split("-")[0]
version_parts = version_base.split(".")
major = version_parts[0]
minor = version_parts[1]
patch = int(version_parts[2]) if len(version_parts) > 2 else 0
channel = version_name.split("-")[1]
release_note = f"Godot Engine {version_name} has arrived!\nNote: This is a pre-release piece of software so be sure to make backups."
track = "alpha"
if "stable" in channel:
if patch == 0:
release_url = f"https://godotengine.org/releases/{major}.{minor}/"
else:
release_url = f"https://godotengine.org/article/maintenance-release-godot-{major}-{minor}-{patch}/"
release_note = f"Godot Engine {version_name} has arrived!\nRelease page: {release_url}"
track = "beta"
elif "rc" in channel:
channel_url = channel.replace("rc", "rc-")
if patch == 0:
release_url = f"https://godotengine.org/article/release-candidate-godot-{major}-{minor}-{channel_url}/"
else:
release_url = f"https://godotengine.org/article/release-candidate-godot-{major}-{minor}-{patch}-{channel_url}/"
release_note += f"\nRelease page: {release_url}"
else:
# No need to handle patch versions here: maintenance releases go straight to RC and stable.
# There are no 4.5.1-dev or 4.5.1-beta builds.
if "beta" in channel:
channel_url = channel.replace("beta", "beta-")
else:
channel_url = channel.replace("dev", "dev-")
release_url = f"https://godotengine.org/article/dev-snapshot-godot-{major}-{minor}-{channel_url}/"
release_note += f"\nRelease page: {release_url}"
scopes = ["https://www.googleapis.com/auth/androidpublisher"]
credentials = service_account.Credentials.from_service_account_file(key_path, scopes=scopes)
initial_timeout = socket.getdefaulttimeout()
socket.setdefaulttimeout(900)
service = build("androidpublisher", "v3", credentials=credentials)
print("Creating a new edit")
edit = service.edits().insert(body={}, packageName=PACKAGE_NAME).execute()
edit_id = edit["id"]
print(f"Uploading {aab_path}")
bundle_response = service.edits().bundles().upload(
editId=edit_id,
packageName=PACKAGE_NAME,
media_body=aab_path,
media_mime_type="application/octet-stream"
).execute()
version_code = bundle_response["versionCode"]
print(f"Uploaded AAB with versionCode: {version_code}")
print(f"Uploading native debug symbols {nds_path}")
service.edits().deobfuscationfiles().upload(
editId=edit_id,
packageName=PACKAGE_NAME,
apkVersionCode=version_code,
deobfuscationFileType="nativeCode",
media_body=nds_path,
media_mime_type="application/octet-stream"
).execute()
release_name = f"v{version_name} ({version_code})"
print(f"Assigning {release_name} to {track} track")
service.edits().tracks().update(
editId=edit_id,
packageName=PACKAGE_NAME,
track=track,
body={
"releases": [{
"name": release_name,
"versionCodes": [str(version_code)],
"status": "completed",
"releaseNotes": [{
"language": "en-US",
"text": release_note
}]
}]
}
).execute()
service.edits().commit(editId=edit_id, packageName=PACKAGE_NAME).execute()
print("Release uploaded and published successfully!")
socket.setdefaulttimeout(initial_timeout)
if __name__ == "__main__":
if len(sys.argv) != 5:
print("Usage: python3 upload_playstore.py <aab-path> <native-debug-symbols-path> <json-key-path> <version-name>")
print("version-name format: <major>.<minor>[.<patch>]-<channel> (e.g. 4.4.1-stable, 4.5-stable, 4.6-dev1)")
sys.exit(1)
aab_path = sys.argv[1]
nds_path = sys.argv[2]
key_path = sys.argv[3]
version_name = sys.argv[4]
main(aab_path, nds_path, key_path, version_name)

View File

@@ -1,18 +0,0 @@
#/bin/bash
basedir="$(pwd)"
if [ ! -d "${basedir}/deps/keystore" ]; then
echo "Couldn't find ${basedir}/deps/keystore. Make sure to run this from the root folder of the Git repository."
fi
source ${basedir}/deps/keystore/config.sh
# Release the Godot Android library to MavenCentral
${PODMAN} run -it --rm \
-v ${basedir}/out/android/source:/root/godot -v ${basedir}/deps/keystore:/root/keystore \
localhost/godot-android:${IMAGE_VERSION} bash -c \
"source /root/keystore/config.sh && \
cp -r /root/godot/.gradle /root && \
cd /root/godot/platform/android/java && \
./gradlew publishAllPublicationToSonatypeRepository --max-workers 1 closeAndReleaseSonatypeStagingRepository"

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@@ -1,29 +0,0 @@
#!/bin/bash
if [ "$#" -ne 1 ]; then
echo "Usage: $0 <version-name>"
exit 1
fi
VERSION_NAME="$1"
BASEDIR="$(pwd)"
source ${BASEDIR}/config.sh
VENV_DIR="${BASEDIR}/venv"
PYTHON_SCRIPT="${BASEDIR}/build-android/playstore_upload_script.py"
AAB_FILE="${BASEDIR}/out/android/tools/android_editor.aab"
NDS_FILE="${BASEDIR}/out/android/tools/android_editor_native_debug_symbols.zip"
JSON_KEY_FILE="${BASEDIR}/${GODOT_ANDROID_UPLOAD_JSON_KEY}"
echo "Creating virtual environment"
rm -rf "$VENV_DIR"
python3 -m venv "$VENV_DIR"
source "$VENV_DIR/bin/activate"
echo "Installing google-api-python-client"
pip install --upgrade google-api-python-client
echo "Uploading editor to Google Play Store..."
python3 "$PYTHON_SCRIPT" "$AAB_FILE" "$NDS_FILE" "$JSON_KEY_FILE" "$VERSION_NAME"

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@@ -5,21 +5,112 @@ set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export IOS_SDK="18.5"
export IOS_OPTIONS_ARM64="SDKVERSION=${IOS_SDK} ios_triple=arm-apple-darwin11- IPHONEPATH=/root/ioscross/arm64/ IPHONESDK=/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk/"
# Keep LTO disabled for iOS - it works but it makes linking apps on deploy very slow,
# which is seen as a regression in the current workflow.
export OPTIONS="production=yes use_lto=no"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export TERM=xterm
export IOS_SDK="15.4"
export IOS_LIPO="/root/ioscross/arm64/bin/arm-apple-darwin11-lipo"
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
echo "Starting classical build for iOS..."
# Classical
# arm64 device
$SCONS platform=iphone $IOS_OPTIONS_ARM64 arch=arm64 tools=no target=release_debug
$SCONS platform=iphone $IOS_OPTIONS_ARM64 arch=arm64 tools=no target=release
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for iOS..."
mkdir -p /root/out/templates
cp bin/godot.iphone.*.arm64 /root/out/templates/
# arm64 device
$SCONS platform=iphone $OPTIONS arch=arm64 tools=no ios_simulator=no target=release_debug \
IPHONESDK="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$SCONS platform=iphone $OPTIONS arch=arm64 tools=no ios_simulator=no target=release \
IPHONESDK="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
# arm64 simulator
# Disabled for now as it doesn't work with cctools-port and current LLVM.
# See https://github.com/godotengine/build-containers/pull/85.
#$SCONS platform=iphone $OPTIONS arch=arm64 tools=no ios_simulator=yes target=release_debug \
# IPHONESDK="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$SCONS platform=iphone $OPTIONS arch=arm64 tools=no ios_simulator=no target=release \
# IPHONESDK="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
# x86_64 simulator
$SCONS platform=iphone $OPTIONS arch=x86_64 tools=no ios_simulator=yes target=release_debug \
IPHONESDK="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=iphone $OPTIONS arch=x86_64 tools=no ios_simulator=yes target=release \
IPHONESDK="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
mkdir -p /root/out/templates
cp bin/libgodot.iphone.opt.arm64.a /root/out/templates/libgodot.iphone.a
cp bin/libgodot.iphone.opt.debug.arm64.a /root/out/templates/libgodot.iphone.debug.a
#$IOS_LIPO -create bin/libgodot.iphone.opt.arm64.simulator.a bin/libgodot.iphone.opt.x86_64.simulator.a -output /root/out/templates/libgodot.iphone.simulator.a
#$IOS_LIPO -create bin/libgodot.iphone.opt.debug.arm64.simulator.a bin/libgodot.iphone.opt.debug.x86_64.simulator.a -output /root/out/templates/libgodot.iphone.debug.simulator.a
cp bin/libgodot.iphone.opt.x86_64.simulator.a /root/out/templates/libgodot.iphone.simulator.a
cp bin/libgodot.iphone.opt.debug.x86_64.simulator.a /root/out/templates/libgodot.iphone.debug.simulator.a
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for iOS..."
cp /root/mono-glue/*.cpp modules/mono/glue/
cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
cp -r /root/mono-glue/GodotSharp/GodotSharpEditor/Generated modules/mono/glue/GodotSharp/GodotSharpEditor/
# arm64 device
$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=no mono_prefix=/root/mono-installs/ios-arm64-release tools=no target=release_debug \
IPHONESDK="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=no mono_prefix=/root/mono-installs/ios-arm64-release tools=no target=release \
IPHONESDK="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
# arm64 simulator
# Disabled for now as it doesn't work with cctools-port and current LLVM.
# See https://github.com/godotengine/build-containers/pull/85.
#$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=yes mono_prefix=/root/mono-installs/ios-arm64-sim-release tools=no target=release_debug \
# IPHONESDK="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=yes mono_prefix=/root/mono-installs/ios-arm64-sim-release tools=no target=release \
# IPHONESDK="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
# x86_64 simulator
$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=x86_64 ios_simulator=yes mono_prefix=/root/mono-installs/ios-x86_64-release tools=no target=release_debug \
IPHONESDK="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=x86_64 ios_simulator=yes mono_prefix=/root/mono-installs/ios-x86_64-release tools=no target=release \
IPHONESDK="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
mkdir -p /root/out/templates-mono
cp bin/libgodot.iphone.opt.arm64.a /root/out/templates-mono/libgodot.iphone.a
cp bin/libgodot.iphone.opt.debug.arm64.a /root/out/templates-mono/libgodot.iphone.debug.a
#$IOS_LIPO -create bin/libgodot.iphone.opt.arm64.simulator.a bin/libgodot.iphone.opt.x86_64.simulator.a -output /root/out/templates-mono/libgodot.iphone.simulator.a
#$IOS_LIPO -create bin/libgodot.iphone.opt.debug.arm64.simulator.a bin/libgodot.iphone.opt.debug.x86_64.simulator.a -output /root/out/templates-mono/libgodot.iphone.debug.simulator.a
cp bin/libgodot.iphone.opt.x86_64.simulator.a /root/out/templates-mono/libgodot.iphone.simulator.a
cp bin/libgodot.iphone.opt.debug.x86_64.simulator.a /root/out/templates-mono/libgodot.iphone.debug.simulator.a
cp -r misc/dist/iphone-mono-libs /root/out/templates-mono/iphone-mono-libs
cp bin/libmonosgen-2.0.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmonosgen-2.0.xcframework/ios-arm64/libmonosgen.a
cp bin/libmono-native.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmono-native.xcframework/ios-arm64/libmono-native.a
cp bin/libmono-profiler-log.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmono-profiler-log.xcframework/ios-arm64/libmono-profiler-log.a
#$IOS_LIPO -create bin/libmonosgen-2.0.iphone.arm64.simulator.a bin/libmonosgen-2.0.iphone.x86_64.simulator.a -output /root/out/templates-mono/iphone-mono-libs/libmonosgen-2.0.xcframework/ios-arm64_x86_64-simulator/libmonosgen.a
#$IOS_LIPO -create bin/libmono-native.iphone.arm64.simulator.a bin/libmono-native.iphone.x86_64.simulator.a -output /root/out/templates-mono/iphone-mono-libs/libmono-native.xcframework/ios-arm64_x86_64-simulator/libmono-native.a
#$IOS_LIPO -create bin/libmono-profiler-log.iphone.arm64.simulator.a bin/libmono-profiler-log.iphone.x86_64.simulator.a -output /root/out/templates-mono/iphone-mono-libs/libmono-profiler-log.xcframework/ios-arm64_x86_64-simulator/libmono-profiler-log.a
cp bin/libmonosgen-2.0.iphone.x86_64.simulator.a /root/out/templates-mono/iphone-mono-libs/libmonosgen-2.0.xcframework/ios-arm64_x86_64-simulator/libmonosgen.a
cp bin/libmono-native.iphone.x86_64.simulator.a /root/out/templates-mono/iphone-mono-libs/libmono-native.xcframework/ios-arm64_x86_64-simulator/libmono-native.a
cp bin/libmono-profiler-log.iphone.x86_64.simulator.a /root/out/templates-mono/iphone-mono-libs/libmono-profiler-log.xcframework/ios-arm64_x86_64-simulator/libmono-profiler-log.a
# The Mono libraries for the interpreter are not available for simulator builds
cp bin/libmono-ee-interp.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmono-ee-interp.xcframework/ios-arm64/libmono-ee-interp.a
cp bin/libmono-icall-table.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmono-icall-table.xcframework/ios-arm64/libmono-icall-table.a
cp bin/libmono-ilgen.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmono-ilgen.xcframework/ios-arm64/libmono-ilgen.a
mkdir -p /root/out/templates-mono/bcl
cp -r /root/mono-installs/ios-bcl/* /root/out/templates-mono/bcl
fi
echo "iOS build successful"

67
build-javascript/build.sh Executable file
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@@ -0,0 +1,67 @@
#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes mono_prefix=/root/mono-installs/wasm-runtime-release use_lto=no"
export TERM=xterm
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for JavaScript..."
source /root/emsdk_${EMSCRIPTEN_CLASSICAL}/emsdk_env.sh
$SCONS platform=javascript ${OPTIONS} target=release_debug tools=no
$SCONS platform=javascript ${OPTIONS} target=release tools=no
$SCONS platform=javascript ${OPTIONS} target=release_debug tools=no threads_enabled=yes
$SCONS platform=javascript ${OPTIONS} target=release tools=no threads_enabled=yes
$SCONS platform=javascript ${OPTIONS} target=release_debug tools=no gdnative_enabled=yes
$SCONS platform=javascript ${OPTIONS} target=release tools=no gdnative_enabled=yes
mkdir -p /root/out/templates
cp -rvp bin/*.zip /root/out/templates
rm -f bin/*.zip
$SCONS platform=javascript ${OPTIONS} target=release_debug tools=yes threads_enabled=yes use_closure_compiler=yes
mkdir -p /root/out/tools
cp -rvp bin/*.zip /root/out/tools
rm -f bin/*.zip
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for JavaScript..."
source /root/emsdk_${EMSCRIPTEN_MONO}/emsdk_env.sh
cp /root/mono-glue/*.cpp modules/mono/glue/
cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
cp -r /root/mono-glue/GodotSharp/GodotSharpEditor/Generated modules/mono/glue/GodotSharp/GodotSharpEditor/
$SCONS platform=javascript ${OPTIONS} ${OPTIONS_MONO} target=release_debug tools=no
$SCONS platform=javascript ${OPTIONS} ${OPTIONS_MONO} target=release tools=no
mkdir -p /root/out/templates-mono
cp -rvp bin/*.zip /root/out/templates-mono
rm -f bin/*.zip
mkdir -p /root/out/templates-mono/bcl
cp -r /root/mono-installs/wasm-bcl/wasm /root/out/templates-mono/bcl/
fi
echo "JavaScript build successful"

View File

@@ -5,53 +5,85 @@ set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="use_static_cpp=yes"
export STRIP="strip"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export MONO_PREFIX_X86_64="/root/mono-installs/desktop-linux-x86_64-release"
export MONO_PREFIX_X86="/root/mono-installs/desktop-linux-x86-release"
export TERM=xterm
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
echo "Starting classical build for Linux..."
# Classical
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Linux..."
$SCONS platform=x11 bits=64 $OPTIONS tools=yes target=release_debug
$STRIP bin/godot.x11.*
mkdir -p /root/out/x86_64/tools
cp -rvp bin/* /root/out/x86_64/tools
rm -rf bin
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
$SCONS platform=x11 bits=64 $OPTIONS tools=no target=release_debug
$SCONS platform=x11 bits=64 $OPTIONS tools=no target=release
$STRIP bin/godot.x11.*
mkdir -p /root/out/x86_64/templates
cp -rvp bin/* /root/out/x86_64/templates
rm -rf bin
$SCONS platform=x11 $OPTIONS tools=yes target=release_debug
mkdir -p /root/out/x64/tools
cp -rvp bin/* /root/out/x64/tools
rm -rf bin
export PATH="${GODOT_SDK_LINUX_X86_32}/bin:${BASE_PATH}"
$SCONS platform=x11 $OPTIONS tools=no target=release_debug
$SCONS platform=x11 $OPTIONS tools=no target=release
mkdir -p /root/out/x64/templates
cp -rvp bin/* /root/out/x64/templates
rm -rf bin
$SCONS platform=x11 bits=32 $OPTIONS tools=yes target=release_debug
$STRIP bin/godot.x11.*
mkdir -p /root/out/x86_32/tools
cp -rvp bin/* /root/out/x86_32/tools
rm -rf bin
export PATH="${GODOT_SDK_LINUX_X86}/bin:${BASE_PATH}"
$SCONS platform=x11 bits=32 $OPTIONS tools=no target=release_debug
$SCONS platform=x11 bits=32 $OPTIONS tools=no target=release
$STRIP bin/godot.x11.*
mkdir -p /root/out/x86_32/templates
cp -rvp bin/* /root/out/x86_32/templates
rm -rf bin
$SCONS platform=x11 $OPTIONS tools=yes target=release_debug bits=32
mkdir -p /root/out/x86/tools
cp -rvp bin/* /root/out/x86/tools
rm -rf bin
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
$SCONS platform=x11 $OPTIONS tools=no target=release_debug bits=32
$SCONS platform=x11 $OPTIONS tools=no target=release bits=32
mkdir -p /root/out/x86/templates
cp -rvp bin/* /root/out/x86/templates
rm -rf bin
fi
$SCONS platform=server bits=64 $OPTIONS tools=yes target=release_debug
mkdir -p /root/out/x86_64/server
cp -rvp bin/* /root/out/x86_64/server
rm -rf bin
# Mono
export PATH="${BASE_PATH}"
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for Linux..."
cp /root/mono-glue/*.cpp modules/mono/glue/
cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
cp -r /root/mono-glue/GodotSharp/GodotSharpEditor/Generated modules/mono/glue/GodotSharp/GodotSharpEditor/
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
export OPTIONS_MONO_PREFIX="${OPTIONS} ${OPTIONS_MONO} mono_prefix=${MONO_PREFIX_X86_64}"
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=yes target=release_debug copy_mono_root=yes
mkdir -p /root/out/x64/tools-mono
cp -rvp bin/* /root/out/x64/tools-mono
rm -rf bin
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=no target=release_debug
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=no target=release
mkdir -p /root/out/x64/templates-mono
cp -rvp bin/* /root/out/x64/templates-mono
rm -rf bin
export PATH="${GODOT_SDK_LINUX_X86}/bin:${BASE_PATH}"
export OPTIONS_MONO_PREFIX="${OPTIONS} ${OPTIONS_MONO} mono_prefix=${MONO_PREFIX_X86}"
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=yes target=release_debug copy_mono_root=yes bits=32
mkdir -p /root/out/x86/tools-mono
cp -rvp bin/* /root/out/x86/tools-mono
rm -rf bin
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=no target=release_debug bits=32
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=no target=release bits=32
mkdir -p /root/out/x86/templates-mono
cp -rvp bin/* /root/out/x86/templates-mono
rm -rf bin
fi
echo "Linux build successful"

View File

@@ -1,31 +0,0 @@
#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="osxcross_sdk=darwin24.5"
export STRIP="x86_64-apple-darwin24.5-strip"
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
echo "Starting classical build for macOS..."
$SCONS platform=osx $OPTIONS bits=64 tools=yes target=release_debug
$STRIP bin/godot.osx.*
mkdir -p /root/out/tools
cp -rvp bin/* /root/out/tools
rm -rf bin
$SCONS platform=osx $OPTIONS bits=64 tools=no target=release_debug
$SCONS platform=osx $OPTIONS bits=64 tools=no target=release
$STRIP bin/godot.osx.*
mkdir -p /root/out/templates
cp -rvp bin/* /root/out/templates
rm -rf bin
echo "macOS build successful"

99
build-macosx/build.sh Executable file
View File

@@ -0,0 +1,99 @@
#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="osxcross_sdk=darwin21.4 production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export MONO_PREFIX_X86_64="/root/mono-installs/desktop-osx-x86_64-release"
export MONO_PREFIX_ARM64="/root/mono-installs/desktop-osx-arm64-release"
export STRIP="x86_64-apple-darwin21.4-strip -u -r"
export TERM=xterm
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for macOS..."
$SCONS platform=osx $OPTIONS arch=x86_64 tools=yes target=release_debug
$SCONS platform=osx $OPTIONS arch=arm64 tools=yes target=release_debug
lipo -create bin/godot.osx.opt.tools.x86_64 bin/godot.osx.opt.tools.arm64 -output bin/godot.osx.opt.tools.universal
$STRIP bin/godot.osx.opt.tools.universal
mkdir -p /root/out/tools
cp -rvp bin/* /root/out/tools
rm -rf bin
$SCONS platform=osx $OPTIONS arch=x86_64 tools=no target=release_debug
$SCONS platform=osx $OPTIONS arch=arm64 tools=no target=release_debug
lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
$STRIP bin/godot.osx.opt.debug.universal
$SCONS platform=osx $OPTIONS arch=x86_64 tools=no target=release
$SCONS platform=osx $OPTIONS arch=arm64 tools=no target=release
lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
$STRIP bin/godot.osx.opt.universal
mkdir -p /root/out/templates
cp -rvp bin/* /root/out/templates
rm -rf bin
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for macOS..."
cp /root/mono-glue/*.cpp modules/mono/glue/
cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
cp -r /root/mono-glue/GodotSharp/GodotSharpEditor/Generated modules/mono/glue/GodotSharp/GodotSharpEditor/
# Note: A bit of dylib wrangling involved as x86_64 and arm64 builds both generate GodotSharp
# so the second build overrides the first, but we need to lipo the libs to make them universal.
# We also need to ensure that /etc/mono/config has the proper filenames (keep arm64 as the last
# build so that we rely on its config, which has libmono-native.dylib instead of
# libmono-native-compat.dylib).
mkdir -p tmp-lib/{x86_64,arm64}
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_X86_64 arch=x86_64 tools=yes target=release_debug copy_mono_root=yes
cp bin/GodotSharp/Mono/lib/*.dylib tmp-lib/x86_64/
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_ARM64 arch=arm64 tools=yes target=release_debug copy_mono_root=yes
cp bin/GodotSharp/Mono/lib/*.dylib tmp-lib/arm64/
lipo -create bin/godot.osx.opt.tools.x86_64.mono bin/godot.osx.opt.tools.arm64.mono -output bin/godot.osx.opt.tools.universal.mono
$STRIP bin/godot.osx.opt.tools.universal.mono
# Make universal versions of the dylibs we use.
lipo -create tmp-lib/x86_64/libmono-native-compat.dylib tmp-lib/arm64/libmono-native.dylib -output tmp-lib/libmono-native.dylib
lipo -create tmp-lib/x86_64/libMonoPosixHelper.dylib tmp-lib/arm64/libMonoPosixHelper.dylib -output tmp-lib/libMonoPosixHelper.dylib
lipo -create tmp-lib/x86_64/libmono-btls-shared.dylib tmp-lib/arm64/libmono-btls-shared.dylib -output tmp-lib/libmono-btls-shared.dylib
cp -f tmp-lib/*.dylib bin/GodotSharp/Mono/lib/
mkdir -p /root/out/tools-mono
cp -rvp bin/* /root/out/tools-mono
rm -rf bin
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_X86_64 arch=x86_64 tools=no target=release_debug
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_ARM64 arch=arm64 tools=no target=release_debug
lipo -create bin/godot.osx.opt.debug.x86_64.mono bin/godot.osx.opt.debug.arm64.mono -output bin/godot.osx.opt.debug.universal.mono
$STRIP bin/godot.osx.opt.debug.universal.mono
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_X86_64 arch=x86_64 tools=no target=release
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_ARM64 arch=arm64 tools=no target=release
lipo -create bin/godot.osx.opt.x86_64.mono bin/godot.osx.opt.arm64.mono -output bin/godot.osx.opt.universal.mono
$STRIP bin/godot.osx.opt.universal.mono
cp -f tmp-lib/*.dylib bin/data.mono.osx.64.release/Mono/lib/
cp -f tmp-lib/*.dylib bin/data.mono.osx.64.release_debug/Mono/lib/
mkdir -p /root/out/templates-mono
cp -rvp bin/* /root/out/templates-mono
rm -rf bin
fi
echo "macOS build successful"

31
build-mono-glue/build.sh Executable file
View File

@@ -0,0 +1,31 @@
#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="debug_symbols=no use_static_cpp=no"
export TERM=xterm
export DISPLAY=:0
rm -rf godot
mkdir godot
cd godot
tar xf ../godot.tar.gz --strip-components=1
# Mono
if [ "${MONO}" == "1" ]; then
echo "Building and generating Mono glue..."
mono --version
export PKG_CONFIG_PATH=$PKG_CONFIG_PATH:/usr/lib/pkgconfig/
${SCONS} platform=x11 bits=64 ${OPTIONS} target=release_debug tools=yes module_mono_enabled=yes mono_glue=no
rm -rf /root/mono-glue/*
xvfb-run bin/godot.x11.opt.tools.64.mono --audio-driver Dummy --generate-mono-glue /root/mono-glue || /bin/true
fi
echo "Mono glue generated successfully"

View File

@@ -1,10 +1,6 @@
#!/bin/bash
set -e
export basedir=$(pwd)
# Log output to a file automatically.
exec > >(tee -a "out/logs/build-release") 2>&1
# Config
@@ -12,17 +8,17 @@ exec > >(tee -a "out/logs/build-release") 2>&1
source ./config.sh
can_sign_windows=0
if [ ! -z "${WINDOWS_SIGN_NAME}" ] && [ ! -z "${WINDOWS_SIGN_URL}" ] && [[ $(type -P "osslsigncode") ]]; then
if [ ! -z "${SIGN_KEYSTORE}" ] && [ ! -z "${SIGN_PASSWORD}" ] && [[ $(type -P "osslsigncode") ]]; then
can_sign_windows=1
else
echo "Disabling Windows binary signing as config.sh does not define the required data (WINDOWS_SIGN_NAME, WINDOWS_SIGN_URL), or osslsigncode can't be found in PATH."
echo "Disabling Windows binary signing as config.sh does not define the required data (SIGN_KEYSTORE, SIGN_PASSWORD), or osslsigncode can't be found in PATH."
fi
sign_windows() {
if [ $can_sign_windows == 0 ]; then
return
fi
P11_KIT_SERVER_ADDRESS=unix:path=/run/p11-kit/p11kit.sock osslsigncode sign -pkcs11module /usr/lib64/pkcs11/p11-kit-client.so -pkcs11cert 'pkcs11:model=SimplySign%20C' -key 'pkcs11:model=SimplySign%20C' -t http://time.certum.pl/ -n "${WINDOWS_SIGN_NAME}" -i "${WINDOWS_SIGN_URL}" -in $1 -out $1-signed
osslsigncode sign -pkcs12 ${SIGN_KEYSTORE} -pass "${SIGN_PASSWORD}" -n "${SIGN_NAME}" -i "${SIGN_URL}" -t http://timestamp.comodoca.com -in $1 -out $1-signed
mv $1-signed $1
}
@@ -30,35 +26,44 @@ sign_macos() {
if [ -z "${OSX_HOST}" ]; then
return
fi
_macos_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_osx_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_reldir="$1"
_binname="$2"
_appname="Godot.app"
_is_mono="$3"
scp "${_reldir}/${_binname}.zip" "${OSX_HOST}:${_macos_tmpdir}"
if [[ "${_is_mono}" == "1" ]]; then
_appname="Godot_mono.app"
_sharpdir="${_appname}/Contents/Resources/GodotSharp"
_extra_files="${_sharpdir}/Mono/lib/*.dylib ${_sharpdir}/Tools/aot-compilers/*/*"
else
_appname="Godot.app"
fi
scp "${_reldir}/${_binname}.zip" "${OSX_HOST}:${_osx_tmpdir}"
scp "${basedir}/git/misc/dist/osx/editor.entitlements" "${OSX_HOST}:${_osx_tmpdir}"
ssh "${OSX_HOST}" "
cd ${_macos_tmpdir} && \
cd ${_osx_tmpdir} && \
unzip ${_binname}.zip && \
codesign --force --timestamp \
--options=runtime \
-s ${OSX_KEY_ID} -v ${_appname} && \
--options=runtime --entitlements editor.entitlements \
-s ${OSX_KEY_ID} -v ${_extra_files} ${_appname} && \
zip -r ${_binname}_signed.zip ${_appname}"
_request_uuid=$(ssh "${OSX_HOST}" "xcrun notarytool submit ${_macos_tmpdir}/${_binname}_signed.zip --team-id \"${APPLE_TEAM}\" --apple-id \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\" --no-progress --output-format json")
_request_uuid=$(ssh "${OSX_HOST}" "xcrun notarytool submit ${_osx_tmpdir}/${_binname}_signed.zip --team-id \"${APPLE_TEAM}\" --apple-id \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\" --no-progress --output-format json")
_request_uuid=$(echo ${_request_uuid} | sed -e 's/.*"id":"\([^"]*\)".*/\1/')
if ! ssh "${OSX_HOST}" "xcrun notarytool wait ${_request_uuid} --team-id \"${APPLE_TEAM}\" --apple-id \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\" | grep -q status:\ Accepted"; then
echo "Notarization failed."
_notarization_log=$(ssh "${OSX_HOST}" "xcrun notarytool log ${_request_uuid} --team-id \"${APPLE_TEAM}\" --apple-id \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\"")
echo "${_notarization_log}"
ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}"
ssh "${OSX_HOST}" "rm -rf ${_osx_tmpdir}"
exit 1
else
ssh "${OSX_HOST}" "
cd ${_macos_tmpdir} && \
cd ${_osx_tmpdir} && \
xcrun stapler staple ${_appname} && \
zip -r ${_binname}_stapled.zip ${_appname}"
scp "${OSX_HOST}:${_macos_tmpdir}/${_binname}_stapled.zip" "${_reldir}/${_binname}.zip"
ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}"
scp "${OSX_HOST}:${_osx_tmpdir}/${_binname}_stapled.zip" "${_reldir}/${_binname}.zip"
ssh "${OSX_HOST}" "rm -rf ${_osx_tmpdir}"
fi
}
@@ -66,38 +71,40 @@ sign_macos_template() {
if [ -z "${OSX_HOST}" ]; then
return
fi
_macos_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_osx_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_reldir="$1"
_is_mono="$2"
scp "${_reldir}/osx.zip" "${OSX_HOST}:${_macos_tmpdir}"
if [[ "${_is_mono}" == "1" ]]; then
_extra_files="osx_template.app/Contents/Resources/data.mono.*/Mono/lib/*.dylib"
fi
scp "${_reldir}/osx.zip" "${OSX_HOST}:${_osx_tmpdir}"
ssh "${OSX_HOST}" "
cd ${_macos_tmpdir} && \
cd ${_osx_tmpdir} && \
unzip osx.zip && \
codesign --force -s - \
--options=linker-signed \
-v osx_template.app/Contents/MacOS/* && \
-v ${_extra_files} osx_template.app/Contents/MacOS/* && \
zip -r osx_signed.zip osx_template.app"
scp "${OSX_HOST}:${_macos_tmpdir}/osx_signed.zip" "${_reldir}/osx.zip"
ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}"
scp "${OSX_HOST}:${_osx_tmpdir}/osx_signed.zip" "${_reldir}/osx.zip"
ssh "${OSX_HOST}" "rm -rf ${_osx_tmpdir}"
}
godot_version=""
templates_version=""
do_cleanup=1
make_tarball=1
build_classical=1
build_mono=1
while getopts "h?v:t:b:n-:" opt; do
while getopts "h?v:t:b:" opt; do
case "$opt" in
h|\?)
echo "Usage: $0 [OPTIONS...]"
echo
echo " -v godot version (e.g: 3.2-stable) [mandatory]"
echo " -t templates version (e.g. 3.2.stable) [mandatory]"
echo " -b build target: classical|none (default: classical)"
echo " --no-cleanup disable deleting pre-existing output folders (default: false)"
echo " --no-tarball disable generating source tarball (default: false)"
echo " -b all|classical|mono (default: all)"
echo
exit 1
;;
@@ -109,27 +116,11 @@ while getopts "h?v:t:b:n-:" opt; do
;;
b)
if [ "$OPTARG" == "classical" ]; then
build_classical=1
elif [ "$OPTARG" == "none" ]; then
build_mono=0
elif [ "$OPTARG" == "mono" ]; then
build_classical=0
fi
;;
-)
case "${OPTARG}" in
no-cleanup)
do_cleanup=0
;;
no-tarball)
make_tarball=0
;;
*)
if [ "$OPTERR" == 1 ] && [ "${optspec:0:1}" != ":" ]; then
echo "Unknown option --${OPTARG}."
exit 1
fi
;;
esac
;;
esac
done
@@ -141,34 +132,34 @@ elif [[ "{$templates_version}" == *"-"* ]]; then
exit 1
fi
export basedir=$(pwd)
export webdir="${basedir}/web/${templates_version}"
export reldir="${basedir}/releases/${godot_version}"
export reldir_mono="${reldir}/mono"
export tmpdir="${basedir}/tmp"
export templatesdir="${tmpdir}/templates"
export templatesdir_mono="${tmpdir}/mono/templates"
export godot_basename="Godot_v${godot_version}"
# Cleanup and setup
if [ "${do_cleanup}" == "1" ]; then
rm -rf ${webdir}
rm -rf ${reldir}
rm -rf ${tmpdir}
rm -rf ${reldir}
rm -rf ${tmpdir}
mkdir -p ${reldir}
mkdir -p ${templatesdir}
fi
mkdir -p ${webdir}
mkdir -p ${reldir}
mkdir -p ${reldir_mono}
mkdir -p ${templatesdir}
mkdir -p ${templatesdir_mono}
# Tarball
if [ "${make_tarball}" == "1" ]; then
zcat godot-${godot_version}.tar.gz | xz -c > ${reldir}/godot-${godot_version}.tar.xz
pushd ${reldir}
sha256sum godot-${godot_version}.tar.xz > godot-${godot_version}.tar.xz.sha256
popd
fi
zcat godot-${godot_version}.tar.gz | xz -c > ${reldir}/godot-${godot_version}.tar.xz
pushd ${reldir}
sha256sum godot-${godot_version}.tar.xz > godot-${godot_version}.tar.xz.sha256
popd
# Classical
@@ -178,94 +169,178 @@ if [ "${build_classical}" == "1" ]; then
# Editor
binname="${godot_basename}_x11.64"
cp out/linux/x86_64/tools/godot.x11.opt.tools.64 ${binname}
cp out/linux/x64/tools/godot.x11.opt.tools.64 ${binname}
strip ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
binname="${godot_basename}_x11.32"
cp out/linux/x86_32/tools/godot.x11.opt.tools.32 ${binname}
cp out/linux/x86/tools/godot.x11.opt.tools.32 ${binname}
strip ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
# Templates
cp out/linux/x86_64/templates/godot.x11.opt.64 ${templatesdir}/linux_x11_64_release
cp out/linux/x86_64/templates/godot.x11.opt.debug.64 ${templatesdir}/linux_x11_64_debug
cp out/linux/x86_32/templates/godot.x11.opt.32 ${templatesdir}/linux_x11_32_release
cp out/linux/x86_32/templates/godot.x11.opt.debug.32 ${templatesdir}/linux_x11_32_debug
cp out/linux/x64/templates/godot.x11.opt.64 ${templatesdir}/linux_x11_64_release
cp out/linux/x64/templates/godot.x11.opt.debug.64 ${templatesdir}/linux_x11_64_debug
cp out/linux/x86/templates/godot.x11.opt.32 ${templatesdir}/linux_x11_32_release
cp out/linux/x86/templates/godot.x11.opt.debug.32 ${templatesdir}/linux_x11_32_debug
strip ${templatesdir}/linux_x11_*
## Windows (Classical) ##
# Editor
binname="${godot_basename}_win64.exe"
cp out/windows/x86_64/tools/godot.windows.opt.tools.64.exe ${binname}
batname="${godot_basename}_win64_console.cmd"
cp out/windows/x64/tools/godot.windows.opt.tools.64.exe ${binname}
strip ${binname}
sign_windows ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
echo "@echo off" > ${batname}
echo ${binname} >> ${batname}
echo "pause > nul" >> ${batname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${batname}
rm ${binname} ${batname}
binname="${godot_basename}_win32.exe"
cp out/windows/x86_32/tools/godot.windows.opt.tools.32.exe ${binname}
batname="${godot_basename}_win32_console.cmd"
cp out/windows/x86/tools/godot.windows.opt.tools.32.exe ${binname}
strip ${binname}
sign_windows ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
echo "@echo off" > ${batname}
echo ${binname} >> ${batname}
echo "pause > nul" >> ${batname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${batname}
rm ${binname} ${batname}
# Templates
cp out/windows/x86_64/templates/godot.windows.opt.64.exe ${templatesdir}/windows_64_release.exe
cp out/windows/x86_64/templates/godot.windows.opt.debug.64.exe ${templatesdir}/windows_64_debug.exe
cp out/windows/x86_32/templates/godot.windows.opt.32.exe ${templatesdir}/windows_32_release.exe
cp out/windows/x86_32/templates/godot.windows.opt.debug.32.exe ${templatesdir}/windows_32_debug.exe
cp out/windows/x64/templates/godot.windows.opt.64.exe ${templatesdir}/windows_64_release.exe
cp out/windows/x64/templates/godot.windows.opt.debug.64.exe ${templatesdir}/windows_64_debug.exe
cp out/windows/x86/templates/godot.windows.opt.32.exe ${templatesdir}/windows_32_release.exe
cp out/windows/x86/templates/godot.windows.opt.debug.32.exe ${templatesdir}/windows_32_debug.exe
strip ${templatesdir}/windows*.exe
## macOS (Classical) ##
## OSX (Classical) ##
# Editor
binname="${godot_basename}_osx.64"
binname="${godot_basename}_osx.universal"
rm -rf Godot.app
cp -r git/misc/dist/osx_tools.app Godot.app
mkdir -p Godot.app/Contents/MacOS
cp out/macos/tools/godot.osx.opt.tools.64 Godot.app/Contents/MacOS/Godot
cp out/macosx/tools/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
chmod +x Godot.app/Contents/MacOS/Godot
zip -q -9 -r "${reldir}/${binname}.zip" Godot.app
rm -rf Godot.app
sign_macos ${reldir} ${binname}
sign_macos ${reldir} ${binname} 0
# Templates
rm -rf osx_template.app
cp -r git/misc/dist/osx_template.app .
mkdir -p osx_template.app/Contents/MacOS
cp out/macos/templates/godot.osx.opt.64 osx_template.app/Contents/MacOS/godot_osx_release.64
cp out/macos/templates/godot.osx.opt.debug.64 osx_template.app/Contents/MacOS/godot_osx_debug.64
cp out/macosx/templates/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
cp out/macosx/templates/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
chmod +x osx_template.app/Contents/MacOS/godot_osx*
zip -q -9 -r "${templatesdir}/osx.zip" osx_template.app
rm -rf osx_template.app
sign_macos_template ${templatesdir}
sign_macos_template ${templatesdir} 0
## Web (Classical) ##
## Server (Classical) ##
cp git/misc/dist/html/default.html godot.html
cp out/web/templates/godot.javascript.opt.asm.js godot.asm.js
cp out/web/templates/godot.javascript.opt.js godot.js
cp out/web/templates/godot.javascript.opt.html.mem godot.mem
zip -q -9 ${templatesdir}/javascript_release.zip godot.{html,asm.js,js,mem}
cp out/web/templates/godot.javascript.opt.debug.asm.js godot.asm.js
cp out/web/templates/godot.javascript.opt.debug.js godot.js
cp out/web/templates/godot.javascript.opt.debug.html.mem godot.mem
zip -q -9 ${templatesdir}/javascript_debug.zip godot.{html,asm.js,js,mem}
rm -f godot.{html,asm.js,js,mem}
# Headless (editor)
binname="${godot_basename}_linux_headless.64"
cp out/server/x64/tools/godot_server.x11.opt.tools.64 ${binname}
strip ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
# Server (template)
binname="${godot_basename}_linux_server.64"
cp out/server/x64/templates/godot_server.x11.opt.64 ${binname}
strip ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
## Javascript (Classical) ##
# Editor
unzip out/javascript/tools/godot.javascript.opt.tools.threads.zip -d ${webdir}/
brotli --keep --force --quality=11 ${webdir}/*
binname="${godot_basename}_web_editor.zip"
cp out/javascript/tools/godot.javascript.opt.tools.threads.zip ${reldir}/${binname}
# Templates
cp out/javascript/templates/godot.javascript.opt.zip ${templatesdir}/webassembly_release.zip
cp out/javascript/templates/godot.javascript.opt.debug.zip ${templatesdir}/webassembly_debug.zip
cp out/javascript/templates/godot.javascript.opt.threads.zip ${templatesdir}/webassembly_threads_release.zip
cp out/javascript/templates/godot.javascript.opt.debug.threads.zip ${templatesdir}/webassembly_threads_debug.zip
cp out/javascript/templates/godot.javascript.opt.gdnative.zip ${templatesdir}/webassembly_gdnative_release.zip
cp out/javascript/templates/godot.javascript.opt.debug.gdnative.zip ${templatesdir}/webassembly_gdnative_debug.zip
## Android (Classical) ##
# Lib for direct download
cp out/android/templates/godot-lib.release.aar ${reldir}/godot-lib.${templates_version}.release.aar
# Editor
binname="${godot_basename}_android_editor.apk"
cp out/android/tools/android_editor.apk ${reldir}/${binname}
# Templates
cp out/android/templates/*.apk ${templatesdir}/
cp out/android/templates/android_source.zip ${templatesdir}/
## iOS (Classical) ##
rm -rf ios_xcode
cp -r git/misc/dist/ios_xcode ios_xcode
cp out/ios/templates/godot.iphone.opt.arm64 ios_xcode/godot_opt.iphone
cp out/ios/templates/godot.iphone.opt.debug.arm64 ios_xcode/godot_debug.iphone
chmod +x ios_xcode/godot*.iphone
zip -q -9 -r "${templatesdir}/GodotiOSXCode.zip" ios_xcode
cp out/ios/templates/libgodot.iphone.simulator.a ios_xcode/libgodot.iphone.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates/libgodot.iphone.debug.simulator.a ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates/libgodot.iphone.a ios_xcode/libgodot.iphone.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates/libgodot.iphone.debug.a ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64/libgodot.a
cd ios_xcode
zip -q -9 -r "${templatesdir}/iphone.zip" *
cd ..
rm -rf ios_xcode
## UWP (Classical) ##
if [ ! -d "deps/angle-uwp" ]; then
echo "Downloading ANGLE binaries from https://github.com/godotengine/godot-build-scripts/releases/tag/_deps/"
mkdir -p deps && cd deps
curl -L -o angle-uwp.7z https://github.com/godotengine/godot-build-scripts/releases/download/_deps/angle-uwp-2.1.13.7z
7z x angle-uwp.7z && rm -f angle-uwp.7z
cd ..
fi
rm -rf uwp_template_*
for arch in ARM Win32 x64; do
cp -r git/misc/dist/uwp_template uwp_template_${arch}
cp deps/angle-uwp/${arch}/libEGL.dll \
deps/angle-uwp/${arch}/libGLESv2.dll \
uwp_template_${arch}/
cp -r uwp_template_${arch} uwp_template_${arch}_debug
done
cp out/uwp/arm/godot.uwp.opt.32.arm.exe uwp_template_ARM/godot.uwp.exe
cp out/uwp/arm/godot.uwp.opt.debug.32.arm.exe uwp_template_ARM_debug/godot.uwp.exe
cd uwp_template_ARM && zip -q -9 -r "${templatesdir}/uwp_arm_release.zip" * && cd ..
cd uwp_template_ARM_debug && zip -q -9 -r "${templatesdir}/uwp_arm_debug.zip" * && cd ..
rm -rf uwp_template_ARM*
cp out/uwp/x86/godot.uwp.opt.32.x86.exe uwp_template_Win32/godot.uwp.exe
cp out/uwp/x86/godot.uwp.opt.debug.32.x86.exe uwp_template_Win32_debug/godot.uwp.exe
cd uwp_template_Win32 && zip -q -9 -r "${templatesdir}/uwp_x86_release.zip" * && cd ..
cd uwp_template_Win32_debug && zip -q -9 -r "${templatesdir}/uwp_x86_debug.zip" * && cd ..
rm -rf uwp_template_Win32*
cp out/uwp/x64/godot.uwp.opt.64.x64.exe uwp_template_x64/godot.uwp.exe
cp out/uwp/x64/godot.uwp.opt.debug.64.x64.exe uwp_template_x64_debug/godot.uwp.exe
cd uwp_template_x64 && zip -q -9 -r "${templatesdir}/uwp_x64_release.zip" * && cd ..
cd uwp_template_x64_debug && zip -q -9 -r "${templatesdir}/uwp_x64_debug.zip" * && cd ..
rm -rf uwp_template_x64*
## Templates TPZ (Classical) ##
echo "${templates_version}" > ${templatesdir}/version.txt
@@ -283,4 +358,198 @@ if [ "${build_classical}" == "1" ]; then
fi
# Mono
if [ "${build_mono}" == "1" ]; then
## Linux (Mono) ##
# Editor
binbasename="${godot_basename}_mono_x11"
mkdir -p ${binbasename}_64
cp out/linux/x64/tools-mono/godot.x11.opt.tools.64.mono ${binbasename}_64/${binbasename}.64
strip ${binbasename}_64/${binbasename}.64
cp -rp out/linux/x64/tools-mono/GodotSharp ${binbasename}_64/
cp -rp out/aot-compilers ${binbasename}_64/GodotSharp/Tools/
zip -r -q -9 "${reldir_mono}/${binbasename}_64.zip" ${binbasename}_64
rm -rf ${binbasename}_64
binbasename="${godot_basename}_mono_x11"
mkdir -p ${binbasename}_32
cp out/linux/x86/tools-mono/godot.x11.opt.tools.32.mono ${binbasename}_32/${binbasename}.32
strip ${binbasename}_32/${binbasename}.32
cp -rp out/linux/x86/tools-mono/GodotSharp/ ${binbasename}_32/
cp -rp out/aot-compilers ${binbasename}_32/GodotSharp/Tools/
zip -r -q -9 "${reldir_mono}/${binbasename}_32.zip" ${binbasename}_32
rm -rf ${binbasename}_32
# Templates
cp -rp out/linux/x64/templates-mono/data.mono.x11.64.* ${templatesdir_mono}/
cp out/linux/x64/templates-mono/godot.x11.opt.debug.64.mono ${templatesdir_mono}/linux_x11_64_debug
cp out/linux/x64/templates-mono/godot.x11.opt.64.mono ${templatesdir_mono}/linux_x11_64_release
cp -rp out/linux/x86/templates-mono/data.mono.x11.32.* ${templatesdir_mono}/
cp out/linux/x86/templates-mono/godot.x11.opt.debug.32.mono ${templatesdir_mono}/linux_x11_32_debug
cp out/linux/x86/templates-mono/godot.x11.opt.32.mono ${templatesdir_mono}/linux_x11_32_release
strip ${templatesdir_mono}/linux_x11*
mkdir -p ${templatesdir_mono}/bcl
cp -r out/linux/x64/tools-mono/GodotSharp/Mono/lib/mono/4.5/ ${templatesdir_mono}/bcl/net_4_x
## Windows (Mono) ##
# Editor
binname="${godot_basename}_mono_win64"
batname="${godot_basename}_mono_win64_console.cmd"
mkdir -p ${binname}
cp out/windows/x64/tools-mono/godot.windows.opt.tools.64.mono.exe ${binname}/${binname}.exe
strip ${binname}/${binname}.exe
sign_windows ${binname}/${binname}.exe
cp -rp out/windows/x64/tools-mono/GodotSharp ${binname}/
cp -rp out/aot-compilers ${binname}/GodotSharp/Tools/
echo "@echo off" > ${batname}
echo ${binname}.exe >> ${batname}
echo "pause > nul" >> ${batname}
mv ${batname} ${binname}/
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
binname="${godot_basename}_mono_win32"
batname="${godot_basename}_mono_win32_console.cmd"
mkdir -p ${binname}
cp out/windows/x86/tools-mono/godot.windows.opt.tools.32.mono.exe ${binname}/${binname}.exe
strip ${binname}/${binname}.exe
sign_windows ${binname}/${binname}.exe
cp -rp out/windows/x86/tools-mono/GodotSharp ${binname}/
cp -rp out/aot-compilers ${binname}/GodotSharp/Tools/
echo "@echo off" > ${batname}
echo ${binname}.exe >> ${batname}
echo "pause > nul" >> ${batname}
mv ${batname} ${binname}/
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
# Templates
cp -rp out/windows/x64/templates-mono/data.mono.windows.64.* ${templatesdir_mono}/
cp out/windows/x64/templates-mono/godot.windows.opt.debug.64.mono.exe ${templatesdir_mono}/windows_64_debug.exe
cp out/windows/x64/templates-mono/godot.windows.opt.64.mono.exe ${templatesdir_mono}/windows_64_release.exe
cp -rp out/windows/x86/templates-mono/data.mono.windows.32.* ${templatesdir_mono}/
cp out/windows/x86/templates-mono/godot.windows.opt.debug.32.mono.exe ${templatesdir_mono}/windows_32_debug.exe
cp out/windows/x86/templates-mono/godot.windows.opt.32.mono.exe ${templatesdir_mono}/windows_32_release.exe
strip ${templatesdir_mono}/windows*.exe
mkdir -p ${templatesdir_mono}/bcl
cp -r out/windows/x64/tools-mono/GodotSharp/Mono/lib/mono/4.5/ ${templatesdir_mono}/bcl/net_4_x_win
## OSX (Mono) ##
# Editor
binname="${godot_basename}_mono_osx.universal"
rm -rf Godot_mono.app
cp -r git/misc/dist/osx_tools.app Godot_mono.app
mkdir -p Godot_mono.app/Contents/{MacOS,Resources}
cp out/macosx/tools-mono/godot.osx.opt.tools.universal.mono Godot_mono.app/Contents/MacOS/Godot
cp -rp out/macosx/tools-mono/GodotSharp Godot_mono.app/Contents/Resources/GodotSharp
cp -rp out/aot-compilers Godot_mono.app/Contents/Resources/GodotSharp/Tools/
chmod +x Godot_mono.app/Contents/MacOS/Godot
zip -q -9 -r "${reldir_mono}/${binname}.zip" Godot_mono.app
rm -rf Godot_mono.app
sign_macos ${reldir_mono} ${binname} 1
# Templates
rm -rf osx_template.app
cp -r git/misc/dist/osx_template.app .
mkdir -p osx_template.app/Contents/{MacOS,Resources}
cp out/macosx/templates-mono/godot.osx.opt.debug.universal.mono osx_template.app/Contents/MacOS/godot_osx_debug.64
cp out/macosx/templates-mono/godot.osx.opt.universal.mono osx_template.app/Contents/MacOS/godot_osx_release.64
cp -rp out/macosx/templates-mono/data.mono.osx.64.* osx_template.app/Contents/Resources/
chmod +x osx_template.app/Contents/MacOS/godot_osx*
zip -q -9 -r "${templatesdir_mono}/osx.zip" osx_template.app
rm -rf osx_template.app
sign_macos_template ${templatesdir_mono} 1
## Server (Mono) ##
# Headless (editor)
binbasename="${godot_basename}_mono_linux_headless"
mkdir -p ${binbasename}_64
cp out/server/x64/tools-mono/godot_server.x11.opt.tools.64.mono ${binbasename}_64/${binbasename}.64
strip ${binbasename}_64/${binbasename}.64
cp -rp out/server/x64/tools-mono/GodotSharp ${binbasename}_64/
cp -rp out/aot-compilers ${binbasename}_64/GodotSharp/Tools/
zip -r -q -9 "${reldir_mono}/${binbasename}_64.zip" ${binbasename}_64
rm -rf ${binbasename}_64
# Server (template)
binbasename="${godot_basename}_mono_linux_server"
mkdir -p ${binbasename}_64
cp out/server/x64/templates-mono/godot_server.x11.opt.64.mono ${binbasename}_64/${binbasename}.64
strip ${binbasename}_64/${binbasename}.64
cp -rp out/server/x64/templates-mono/data.mono.server.64.release ${binbasename}_64/data_${binbasename}_64
zip -r -q -9 "${reldir_mono}/${binbasename}_64.zip" ${binbasename}_64
rm -rf ${binbasename}_64
## Javascript (Mono) ##
# Templates
cp out/javascript/templates-mono/godot.javascript.opt.debug.mono.zip ${templatesdir_mono}/webassembly_debug.zip
cp out/javascript/templates-mono/godot.javascript.opt.mono.zip ${templatesdir_mono}/webassembly_release.zip
mkdir -p ${templatesdir_mono}/bcl
cp -r out/javascript/templates-mono/bcl/wasm ${templatesdir_mono}/bcl/
## Android (Mono) ##
# Lib for direct download
cp out/android/templates-mono/godot-lib.release.aar ${reldir_mono}/godot-lib.${templates_version}.mono.release.aar
# Editor
#binname="${godot_basename}_mono_android_editor.apk"
#cp out/android/tools-mono/android_editor.apk ${reldir_mono}/${binname}
# Templates
cp out/android/templates-mono/*.apk ${templatesdir_mono}/
cp out/android/templates-mono/android_source.zip ${templatesdir_mono}/
mkdir -p ${templatesdir_mono}/bcl
cp -r out/android/templates-mono/bcl/godot_android_ext ${templatesdir_mono}/bcl/
cp -r out/android/templates-mono/bcl/monodroid ${templatesdir_mono}/bcl/
## iOS (Mono) ##
rm -rf ios_xcode
cp -r git/misc/dist/ios_xcode ios_xcode
cp out/ios/templates-mono/libgodot.iphone.simulator.a ios_xcode/libgodot.iphone.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.iphone.debug.simulator.a ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.iphone.a ios_xcode/libgodot.iphone.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates-mono/libgodot.iphone.debug.a ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64/libgodot.a
cd ios_xcode
zip -q -9 -r "${templatesdir_mono}/iphone.zip" *
cd ..
rm -rf ios_xcode
mkdir -p ${templatesdir_mono}/bcl
cp -r out/ios/templates-mono/bcl/monotouch* ${templatesdir_mono}/bcl/
cp -r out/ios/templates-mono/iphone-mono-libs ${templatesdir_mono}
## UWP (Mono) ##
# Not supported yet.
## Templates TPZ (Mono) ##
echo "${templates_version}.mono" > ${templatesdir_mono}/version.txt
pushd ${templatesdir_mono}/..
zip -q -9 -r -D "${reldir_mono}/${godot_basename}_mono_export_templates.tpz" templates/*
popd
## SHA-512 sums (Mono) ##
pushd ${reldir_mono}
sha512sum [Gg]* >> SHA512-SUMS.txt
mkdir -p ${basedir}/sha512sums/${godot_version}/mono
cp SHA512-SUMS.txt ${basedir}/sha512sums/${godot_version}/mono/
popd
fi
echo "All editor binaries and templates prepared successfully for release"

54
build-server/build.sh Executable file
View File

@@ -0,0 +1,54 @@
#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes mono_prefix=/root/mono-installs/desktop-linux-x86_64-release"
export TERM=xterm
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Server..."
$SCONS platform=server $OPTIONS tools=yes target=release_debug
mkdir -p /root/out/x64/tools
cp -rvp bin/* /root/out/x64/tools
rm -rf bin
$SCONS platform=server $OPTIONS tools=no target=release
mkdir -p /root/out/x64/templates
cp -rvp bin/* /root/out/x64/templates
rm -rf bin
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for Server..."
cp /root/mono-glue/*.cpp modules/mono/glue/
cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
cp -r /root/mono-glue/GodotSharp/GodotSharpEditor/Generated modules/mono/glue/GodotSharp/GodotSharpEditor/
$SCONS platform=server $OPTIONS $OPTIONS_MONO tools=yes target=release_debug copy_mono_root=yes
mkdir -p /root/out/x64/tools-mono
cp -rvp bin/* /root/out/x64/tools-mono
rm -rf bin
$SCONS platform=server $OPTIONS $OPTIONS_MONO tools=no target=release
mkdir -p /root/out/x64/templates-mono
cp -rvp bin/* /root/out/x64/templates-mono
rm -rf bin
fi
echo "Server build successful"

3
build-uwp/build.bat Executable file
View File

@@ -0,0 +1,3 @@
call z:\root\build\env-%1.bat
%SCONS% platform=uwp %OPTIONS% tools=no target=%2 LINK="\"C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\bin\HostX64\%1\link.exe\""

43
build-uwp/build.sh Executable file
View File

@@ -0,0 +1,43 @@
#!/bin/bash
set -e
# Config
export SCONS="call scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export BUILD_ARCHES="x86 x64 arm"
export ANGLE_SRC_PATH='c:\angle'
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for UWP..."
for arch in ${BUILD_ARCHES}; do
for release in release release_debug; do
wine cmd /c /root/build/build.bat $arch $release
sync
wineserver -kw
mkdir -p /root/out/$arch
mv bin/* /root/out/$arch
done
done
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "No Mono support for UWP yet."
#cp /root/mono-glue/*.cpp modules/mono/glue/
#cp -r /root/mono-glue/Managed/Generated modules/mono/glue/Managed/
fi
echo "UWP build successful"

36
build-uwp/env-arm.bat Executable file
View File

@@ -0,0 +1,36 @@
set ALLUSERSPROFILE=C:\ProgramData
set CommandPromptType=Native
set CommonProgramFiles=C:\Program Files\Common Files
set CommonProgramFiles(x86)=C:\Program Files (x86)\Common Files
set CommonProgramW6432=C:\Program Files\Common Files
set DevEnvDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\
set ExtensionSdkDir=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs
set Framework40Version=v4.0
set FrameworkDir=C:\Windows\Microsoft.NET\Framework64\
set FrameworkDir64=C:\Windows\Microsoft.NET\Framework64\
set FrameworkVersion=v4.0.30319
set FrameworkVersion64=v4.0.30319
set VCIDEInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\
set VCINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\
set VCToolsInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\
set VCToolsRedistDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Redist\MSVC\14.16.27012\
set VCToolsVersion=14.16.27023
set VisualStudioVersion=15.0
set VS150COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\
set VSCMD_ARG_app_plat=UWP
set Platform=arm
set VSCMD_ARG_HOST_ARCH=x86
set VSCMD_ARG_TGT_ARCH=arm
set VSCMD_ARG_winsdk=10.0.16299.0
set VSCMD_VER=15.0
set VSINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\
set Path=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\bin\HostX86\arm;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\VCPackages;C:\Program Files (x86)\Microsoft Visual Studio\2017\Build Tools\Common7\IDE\CommonExtensions\Microsoft\TeamFoundation\Team Explorer;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\MSBuild\15.0\bin\Roslyn;C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\arm;C:\Program Files (x86)\Windows Kits\10\bin\arm;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\\MSBuild\15.0\bin;C:\Windows\Microsoft.NET\Framework\ v4.0.30319;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\;C:\Program Files\Python37\Scripts\;C:\Program Files\Python37\;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\ProgramData\chocolatey\bin;C:\Program Files\OpenSSH-Win64;C:\Program Files\Git\cmd;C:\Windows\system32\config\systemprofile\AppData\Local\Microsoft\WindowsApps;C:\Users\user\AppData\Local\Microsoft\WindowsApps;
set INCLUDE=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\include;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\ucrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\shared;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\um;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\winrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\cppwinrt
set LIB=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\arm\store\;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\ucrt\arm;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\um\arm;
set LIBPATH=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs\Microsoft.VCLibs\14.0\References\CommonConfiguration\neutral;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\arm\store\references;C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0;C:\Windows\Microsoft.NET\Framework\v4.0.30319;
set WindowsLibPath=C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0
set WindowsSdkBinPath=C:\Program Files (x86)\Windows Kits\10\bin\
set WindowsSdkDir=C:\Program Files (x86)\Windows Kits\10\
set WindowsSDKLibVersion=10.0.16299.0\
set WindowsSdkVerBinPath=C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\
set WindowsSDKVersion=10.0.16299.0\

35
build-uwp/env-x64.bat Executable file
View File

@@ -0,0 +1,35 @@
set ALLUSERSPROFILE=C:\ProgramData
set CommandPromptType=Native
set CommonProgramFiles=C:\Program Files\Common Files
set CommonProgramFiles(x86)=C:\Program Files (x86)\Common Files
set CommonProgramW6432=C:\Program Files\Common Files
set DevEnvDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\
set ExtensionSdkDir=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs
set Framework40Version=v4.0
set FrameworkDir=C:\Windows\Microsoft.NET\Framework64\
set FrameworkDir64=C:\Windows\Microsoft.NET\Framework64\
set FrameworkVersion=v4.0.30319
set FrameworkVersion64=v4.0.30319
set VCIDEInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\
set VCINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\
set VCToolsInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\
set VCToolsRedistDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Redist\MSVC\14.16.27012\
set VCToolsVersion=14.16.27023
set VisualStudioVersion=15.0
set VS150COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\
set VSCMD_ARG_app_plat=UWP
set VSCMD_ARG_HOST_ARCH=x86
set VSCMD_ARG_TGT_ARCH=x64
set VSCMD_ARG_winsdk=10.0.16299.0
set VSCMD_VER=15.0
set VSINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\
set Path=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\bin\HostX86\x64;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\VCPackages;C:\Program Files (x86)\Microsoft Visual Studio\2017\Build Tools\Common7\IDE\CommonExtensions\Microsoft\TeamFoundation\Team Explorer;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\MSBuild\15.0\bin\Roslyn;C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\x64;C:\Program Files (x86)\Windows Kits\10\bin\x64;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\\MSBuild\15.0\bin;C:\Windows\Microsoft.NET\Framework\ v4.0.30319;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\;C:\Program Files\Python37\Scripts\;C:\Program Files\Python37\;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\ProgramData\chocolatey\bin;C:\Program Files\OpenSSH-Win64;C:\Program Files\Git\cmd;C:\Windows\system32\config\systemprofile\AppData\Local\Microsoft\WindowsApps;C:\Users\user\AppData\Local\Microsoft\WindowsApps;
set INCLUDE=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\include;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\ucrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\shared;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\um;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\winrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\cppwinrt
set LIB=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\x64\store\;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\ucrt\x64;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\um\x64;
set LIBPATH=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs\Microsoft.VCLibs\14.0\References\CommonConfiguration\neutral;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\x64\store\references;C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0;C:\Windows\Microsoft.NET\Framework\v4.0.30319;
set WindowsLibPath=C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0
set WindowsSdkBinPath=C:\Program Files (x86)\Windows Kits\10\bin\
set WindowsSdkDir=C:\Program Files (x86)\Windows Kits\10\
set WindowsSDKLibVersion=10.0.16299.0\
set WindowsSdkVerBinPath=C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\
set WindowsSDKVersion=10.0.16299.0\

36
build-uwp/env-x86.bat Executable file
View File

@@ -0,0 +1,36 @@
set ALLUSERSPROFILE=C:\ProgramData
set CommandPromptType=Native
set CommonProgramFiles=C:\Program Files\Common Files
set CommonProgramFiles(x86)=C:\Program Files (x86)\Common Files
set CommonProgramW6432=C:\Program Files\Common Files
set DevEnvDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\
set ExtensionSdkDir=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs
set Framework40Version=v4.0
set FrameworkDir=C:\Windows\Microsoft.NET\Framework64\
set FrameworkDir64=C:\Windows\Microsoft.NET\Framework64\
set FrameworkVersion=v4.0.30319
set FrameworkVersion64=v4.0.30319
set VCIDEInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\
set VCINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\
set VCToolsInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\
set VCToolsRedistDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Redist\MSVC\14.16.27012\
set VCToolsVersion=14.16.27023
set VisualStudioVersion=15.0
set VS150COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\
set VSCMD_ARG_app_plat=UWP
set VSCMD_ARG_HOST_ARCH=x86
set VSCMD_ARG_TGT_ARCH=x86
set VSCMD_ARG_winsdk=10.0.16299.0
set VSCMD_VER=15.0
set VSINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\
set Path=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\bin\HostX86\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\VCPackages;C:\Program Files (x86)\Microsoft Visual Studio\2017\Build Tools\Common7\IDE\CommonExtensions\Microsoft\TeamFoundation\Team Explorer;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\MSBuild\15.0\bin\Roslyn;C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\\MSBuild\15.0\bin;C:\Windows\Microsoft.NET\Framework\ v4.0.30319;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\;C:\Program Files\Python37\Scripts\;C:\Program Files\Python37\;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\ProgramData\chocolatey\bin;C:\Program Files\OpenSSH-Win64;C:\Program Files\Git\cmd;C:\Windows\system32\config\systemprofile\AppData\Local\Microsoft\WindowsApps;C:\Users\user\AppData\Local\Microsoft\WindowsApps;
set INCLUDE=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\include;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\ucrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\shared;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\um;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\winrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\cppwinrt
set LIB=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\x86\store\;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\ucrt\x86;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\um\x86;
set LIBPATH=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs\Microsoft.VCLibs\14.0\References\CommonConfiguration\neutral;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\x86\store\references;C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0;C:\Windows\Microsoft.NET\Framework\v4.0.30319;
set WindowsLibPath=C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0
set WindowsSdkBinPath=C:\Program Files (x86)\Windows Kits\10\bin\
set WindowsSdkDir=C:\Program Files (x86)\Windows Kits\10\
set WindowsSDKLibVersion=10.0.16299.0\
set WindowsSdkVerBinPath=C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\
set WindowsSDKVersion=10.0.16299.0\

View File

@@ -1,26 +0,0 @@
#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS=""
source /root/emsdk/emsdk_env.sh
export EMSCRIPTEN_ROOT=/root/emsdk/fastcomp/emscripten
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
echo "Starting classical build for Web..."
$SCONS platform=javascript ${OPTIONS} tools=no target=release_debug
$SCONS platform=javascript ${OPTIONS} tools=no target=release
mkdir -p /root/out/templates
cp -rvp bin/* /root/out/templates
echo "Web build successful"

View File

@@ -5,40 +5,79 @@ set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS=""
export STRIP="x86_64-w64-mingw32-strip"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export MONO_PREFIX_X86_64="/root/mono-installs/desktop-windows-x86_64-release"
export MONO_PREFIX_X86="/root/mono-installs/desktop-windows-x86-release"
export TERM=xterm
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
echo "Starting classical build for Windows..."
# Classical
$SCONS platform=windows bits=64 $OPTIONS tools=yes target=release_debug
$STRIP bin/godot.windows.*
mkdir -p /root/out/x86_64/tools
cp -rvp bin/* /root/out/x86_64/tools
rm -rf bin
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Windows..."
$SCONS platform=windows bits=64 $OPTIONS tools=no target=release_debug
$SCONS platform=windows bits=64 $OPTIONS tools=no target=release
$STRIP bin/godot.windows.*
mkdir -p /root/out/x86_64/templates
cp -rvp bin/* /root/out/x86_64/templates
rm -rf bin
$SCONS platform=windows bits=64 $OPTIONS tools=yes target=release_debug
mkdir -p /root/out/x64/tools
cp -rvp bin/* /root/out/x64/tools
rm -rf bin
$SCONS platform=windows bits=32 $OPTIONS tools=yes target=release_debug
$STRIP bin/godot.windows.*
mkdir -p /root/out/x86_32/tools
cp -rvp bin/* /root/out/x86_32/tools
rm -rf bin
$SCONS platform=windows bits=64 $OPTIONS tools=no target=release_debug
$SCONS platform=windows bits=64 $OPTIONS tools=no target=release
mkdir -p /root/out/x64/templates
cp -rvp bin/* /root/out/x64/templates
rm -rf bin
$SCONS platform=windows bits=32 $OPTIONS tools=no target=release_debug
$SCONS platform=windows bits=32 $OPTIONS tools=no target=release
$STRIP bin/godot.windows.*
mkdir -p /root/out/x86_32/templates
cp -rvp bin/* /root/out/x86_32/templates
rm -rf bin
$SCONS platform=windows bits=32 $OPTIONS tools=yes target=release_debug
mkdir -p /root/out/x86/tools
cp -rvp bin/* /root/out/x86/tools
rm -rf bin
$SCONS platform=windows bits=32 $OPTIONS tools=no target=release_debug
$SCONS platform=windows bits=32 $OPTIONS tools=no target=release
mkdir -p /root/out/x86/templates
cp -rvp bin/* /root/out/x86/templates
rm -rf bin
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for Windows..."
cp /root/mono-glue/*.cpp modules/mono/glue/
cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
cp -r /root/mono-glue/GodotSharp/GodotSharpEditor/Generated modules/mono/glue/GodotSharp/GodotSharpEditor/
export OPTIONS_MONO_PREFIX="${OPTIONS} ${OPTIONS_MONO} mono_prefix=${MONO_PREFIX_X86_64}"
$SCONS platform=windows bits=64 $OPTIONS_MONO_PREFIX tools=yes target=release_debug copy_mono_root=yes
mkdir -p /root/out/x64/tools-mono
cp -rvp bin/* /root/out/x64/tools-mono
rm -rf bin
$SCONS platform=windows bits=64 $OPTIONS_MONO_PREFIX tools=no target=release_debug
$SCONS platform=windows bits=64 $OPTIONS_MONO_PREFIX tools=no target=release
mkdir -p /root/out/x64/templates-mono
cp -rvp bin/* /root/out/x64/templates-mono
rm -rf bin
export OPTIONS_MONO_PREFIX="${OPTIONS} ${OPTIONS_MONO} mono_prefix=${MONO_PREFIX_X86}"
$SCONS platform=windows bits=32 $OPTIONS_MONO_PREFIX tools=yes target=release_debug copy_mono_root=yes
mkdir -p /root/out/x86/tools-mono
cp -rvp bin/* /root/out/x86/tools-mono
rm -rf bin
$SCONS platform=windows bits=32 $OPTIONS_MONO_PREFIX tools=no target=release_debug
$SCONS platform=windows bits=32 $OPTIONS_MONO_PREFIX tools=no target=release
mkdir -p /root/out/x86/templates-mono
cp -rvp bin/* /root/out/x86/templates-mono
rm -rf bin
fi
echo "Windows build successful"

132
build.sh
View File

@@ -4,15 +4,9 @@ set -e
OPTIND=1
export basedir="$(pwd)"
mkdir -p ${basedir}/out
mkdir -p ${basedir}/out/logs
# Log output to a file automatically.
exec > >(tee -a "out/logs/build") 2>&1
# Config
# For default registry and number of cores.
if [ ! -e config.sh ]; then
echo "No config.sh, copying default values from config.sh.in."
cp config.sh.in config.sh
@@ -27,40 +21,83 @@ if [ -z "${NUM_CORES}" ]; then
export NUM_CORES=16
fi
registry="${REGISTRY}"
username=""
password=""
godot_version=""
git_treeish="master"
build_classical=1
build_mono=1
force_download=0
skip_download=1
skip_git_checkout=0
while getopts "h?v:g:fc" opt; do
while getopts "h?r:u:p:v:g:b:fsc" opt; do
case "$opt" in
h|\?)
echo "Usage: $0 [OPTIONS...]"
echo
echo " -v godot version (e.g. 2.1.7-stable) [mandatory]"
echo " -r registry"
echo " -u username"
echo " -p password"
echo " -v godot version (e.g. 3.1-alpha5) [mandatory]"
echo " -g git treeish (e.g. master)"
echo " -b all|classical|mono (default: all)"
echo " -f force redownload of all images"
echo " -s skip downloading"
echo " -c skip checkout"
echo
exit 1
;;
r)
registry=$OPTARG
;;
u)
username=$OPTARG
;;
p)
password=$OPTARG
;;
v)
godot_version=$OPTARG
;;
g)
git_treeish=$OPTARG
;;
b)
if [ "$OPTARG" == "classical" ]; then
build_mono=0
elif [ "$OPTARG" == "mono" ]; then
build_classical=0
fi
;;
f)
force_download=1
;;
s)
skip_download=1
;;
c)
skip_git_checkout=1
;;
esac
done
export podman=${PODMAN}
export podman=none
if which podman > /dev/null; then
export podman=podman
elif which docker > /dev/null; then
export podman=docker
fi
if [ "${podman}" == "none" ]; then
echo "Either podman or docker needs to be installed"
exit 1
fi
if [ $UID != 0 ]; then
echo "WARNING: Running as non-root may cause problems for the uwp build"
fi
if [ -z "${godot_version}" ]; then
echo "-v <version> is mandatory!"
@@ -77,6 +114,37 @@ case "$choice" in
esac
export GODOT_VERSION_STATUS="${status}"
if [ ! -z "${username}" ] && [ ! -z "${password}" ]; then
if ${podman} login ${registry} -u "${username}" -p "${password}"; then
export logged_in=true
fi
fi
if [ $skip_download == 0 ]; then
echo "Fetching images"
for image in mono-glue windows linux javascript; do
if [ ${force_download} == 1 ] || ! ${podman} image exists godot/$image; then
if ! ${podman} pull ${registry}/godot/${image}; then
echo "ERROR: image $image does not exist and can't be downloaded"
exit 1
fi
fi
done
if [ ! -z "${logged_in}" ]; then
echo "Fetching private images"
for image in macosx android ios uwp; do
if [ ${force_download} == 1 ] || ! ${podman} image exists godot-private/$image; then
if ! ${podman} pull ${registry}/godot-private/${image}; then
echo "ERROR: image $image does not exist and can't be downloaded"
exit 1
fi
fi
done
fi
fi
if [ "${skip_git_checkout}" == 0 ]; then
git clone https://github.com/godotengine/godot git || /bin/true
pushd git
@@ -100,24 +168,36 @@ EOF
exit 1
fi
sh ../make_tarball.sh -v ${godot_version} -g ${git_treeish}
sh misc/scripts/make_tarball.sh -v ${godot_version} -g ${git_treeish}
popd
fi
export podman_run="${podman} run -it --rm --env BUILD_NAME=${BUILD_NAME} --env GODOT_VERSION_STATUS=${GODOT_VERSION_STATUS} --env NUM_CORES=${NUM_CORES} --env CLASSICAL=${build_classical} -v ${basedir}/godot-${godot_version}.tar.gz:/root/godot.tar.gz -w /root/"
export img_version=$IMAGE_VERSION
export basedir="$(pwd)"
mkdir -p ${basedir}/out
mkdir -p ${basedir}/out/logs
export podman_run="${podman} run -it --rm --env BUILD_NAME --env GODOT_VERSION_STATUS --env NUM_CORES --env CLASSICAL=${build_classical} --env MONO=${build_mono} -v ${basedir}/godot-${godot_version}.tar.gz:/root/godot.tar.gz -v ${basedir}/mono-glue:/root/mono-glue -w /root/"
export img_version=3.x-f36-mono-6.12.0.182
# Get AOT compilers from their containers.
mkdir -p ${basedir}/out/aot-compilers
${podman} run -it --rm -w /root -v ${basedir}/out/aot-compilers:/root/out localhost/godot-ios:${img_version} bash -c "cp -r /root/aot-compilers/* /root/out"
chmod +x ${basedir}/out/aot-compilers/*/*
mkdir -p ${basedir}/mono-glue
${podman_run} -v ${basedir}/build-mono-glue:/root/build localhost/godot-mono-glue:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/mono-glue
mkdir -p ${basedir}/out/windows
${podman_run} -v ${basedir}/build-windows:/root/build -v ${basedir}/out/windows:/root/out --env STEAM=${build_steam} localhost/godot-windows:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/windows
${podman_run} -v ${basedir}/build-windows:/root/build -v ${basedir}/out/windows:/root/out localhost/godot-windows:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/windows
mkdir -p ${basedir}/out/linux
${podman_run} -v ${basedir}/build-linux:/root/build -v ${basedir}/out/linux:/root/out localhost/godot-linux:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/linux
mkdir -p ${basedir}/out/web
${podman_run} -v ${basedir}/build-web:/root/build -v ${basedir}/out/web:/root/out localhost/godot-web:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/web
mkdir -p ${basedir}/out/javascript
${podman_run} -v ${basedir}/build-javascript:/root/build -v ${basedir}/out/javascript:/root/out localhost/godot-javascript:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/javascript
mkdir -p ${basedir}/out/macos
${podman_run} -v ${basedir}/build-macos:/root/build -v ${basedir}/out/macos:/root/out localhost/godot-osx:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/macos
mkdir -p ${basedir}/out/macosx
${podman_run} -v ${basedir}/build-macosx:/root/build -v ${basedir}/out/macosx:/root/out localhost/godot-osx:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/macosx
mkdir -p ${basedir}/out/android
${podman_run} -v ${basedir}/build-android:/root/build -v ${basedir}/out/android:/root/out localhost/godot-android:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/android
@@ -125,12 +205,12 @@ ${podman_run} -v ${basedir}/build-android:/root/build -v ${basedir}/out/android:
mkdir -p ${basedir}/out/ios
${podman_run} -v ${basedir}/build-ios:/root/build -v ${basedir}/out/ios:/root/out localhost/godot-ios:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/ios
uid=$(id -un)
gid=$(id -gn)
if [ ! -z "$SUDO_UID" ]; then
uid="${SUDO_UID}"
gid="${SUDO_GID}"
fi
chown -R -f $uid:$gid ${basedir}/git ${basedir}/out ${basedir}/godot*.tar.gz
mkdir -p ${basedir}/out/server
${podman_run} -v ${basedir}/build-server:/root/build -v ${basedir}/out/server:/root/out localhost/godot-linux:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/server
echo "All builds completed. Check `out/logs/` to validate that they all succeeded (e.g. `tail -n 1 out/logs/*`)."
mkdir -p ${basedir}/out/uwp
${podman_run} --ulimit nofile=32768:32768 -v ${basedir}/build-uwp:/root/build -v ${basedir}/out/uwp:/root/out ${registry}/godot-private/uwp:latest bash build/build.sh 2>&1 | tee ${basedir}/out/logs/uwp
if [ ! -z "$SUDO_UID" ]; then
chown -R "${SUDO_UID}":"${SUDO_GID}" ${basedir}/git ${basedir}/out ${basedir}/mono-glue ${basedir}/godot*.tar.gz
fi

View File

@@ -1,3 +1,3 @@
#!/bin/bash
rm -rf releases steam tmp web
rm -rf releases tmp web

View File

@@ -1,4 +1,4 @@
#!/bin/bash
rm -rf godot*.tar.gz mono-glue out releases steam tmp web
rm -rf godot*.tar.gz mono-glue out releases tmp web
git status

View File

@@ -3,40 +3,42 @@
# Configuration file for user-specific details.
# This file is gitignore'd and will be sourced by build scripts.
# Note: For passwords or GPG keys, make sure that special characters such
# as $ won't be expanded, by using single quotes to enclose the string,
# or escaping with \$.
# These scripts are designed and tested against podman. They may also work
# with docker, but it's not guaranteed. You can set this variable to the
# relevant tool in your PATH or an absolute path to run it from.
export PODMAN='podman'
# Version string of the images to use in build.sh.
export IMAGE_VERSION='2.1-f43'
# Registry for build containers.
# The default registry is the one used for official Godot builds.
# Note that some of its images are private and only accessible to selected
# contributors.
# You can build your own registry with scripts at
# https://github.com/godotengine/build-containers
export REGISTRY="registry.prehensile-tales.com"
# Default build name used to distinguish between official and custom builds.
export BUILD_REVISION='custom_build'
export BUILD_NAME="custom_build"
# Default number of parallel cores for each build.
export NUM_CORES=16
# Set up your own Windows signing details below.
# Set up your own signing keystore and relevant details below.
# If you do not fill all SIGN_* fields, signing will be skipped.
# Path to pkcs12 archive.
export SIGN_KEYSTORE=""
# Password for the private key.
export SIGN_PASSWORD=""
# Name and URL of the signed application.
# Use your own when making a thirdparty build.
export WINDOWS_SIGN_NAME=''
export WINDOWS_SIGN_URL=''
export SIGN_NAME=""
export SIGN_URL=""
# Hostname or IP address of an OSX host (Needed for signing)
# eg 'user@10.1.0.10'
export OSX_HOST=''
# eg "user@10.1.0.10"
export OSX_HOST=""
# ID of the Apple certificate used to sign
export OSX_KEY_ID=''
export OSX_KEY_ID=""
# Bundle id for the signed app
export OSX_BUNDLE_ID=''
export OSX_BUNDLE_ID=""
# Username/password for Apple's signing APIs (used for notarytool)
export APPLE_TEAM=''
export APPLE_ID=''
export APPLE_ID_PASSWORD=''
export APPLE_TEAM=""
export APPLE_ID=""
export APPLE_ID_PASSWORD=""

View File

@@ -1,66 +0,0 @@
#!/bin/sh
if [ ! -e "version.py" ]; then
echo "This script should be ran from the root folder of the Godot repository."
exit 1
fi
while getopts "h?sv:g:" opt; do
case "$opt" in
h|\?)
echo "Usage: $0 [OPTIONS...]"
echo
echo " -s script friendly file name (godot.tar.gz)"
echo " -v godot version for file name (e.g. 4.0-stable)"
echo " -g git treeish to archive (e.g. master)"
echo
exit 1
;;
s)
script_friendly_name=1
;;
v)
godot_version=$OPTARG
;;
g)
git_treeish=$OPTARG
;;
esac
done
if [ ! -z "$git_treeish" ]; then
HEAD=$(git rev-parse $git_treeish)
else
HEAD=$(git rev-parse HEAD)
fi
if [ ! -z "$script_friendly_name" ]; then
NAME=godot
else
if [ ! -z "$godot_version" ]; then
NAME=godot-$godot_version
else
NAME=godot-$HEAD
fi
fi
CURDIR=$(pwd)
TMPDIR=$(mktemp -d -t godot-XXXXXX)
echo "Generating tarball for revision $HEAD with folder name '$NAME'."
echo
echo "The tarball will be written to the parent folder:"
echo " $(dirname $CURDIR)/$NAME.tar.gz"
git archive $HEAD --prefix=$NAME/ -o $TMPDIR/$NAME.tar
# Adding custom .git/HEAD to tarball so that we can generate VERSION_HASH.
cd $TMPDIR
mkdir -p $NAME/.git
echo $HEAD > $NAME/.git/HEAD
tar -uf $NAME.tar $NAME
cd $CURDIR
gzip -c $TMPDIR/$NAME.tar > ../$NAME.tar.gz
rm -rf $TMPDIR

View File

@@ -1,114 +0,0 @@
#!/bin/bash
set -e
# Log output to a file automatically.
exec > >(tee -a "out/logs/publish-release") 2>&1
# Config
# For upload tools and signing/release keys.
source ./config.sh
godot_version=""
skip_stable=0
draft_arg=""
while getopts "h?v:sd" opt; do
case "$opt" in
h|\?)
echo "Usage: $0 [OPTIONS...]"
echo
echo " -v godot version (e.g: 3.2-stable) [mandatory]"
echo " -s don't run stable specific steps"
echo " -d publish as draft release on GitHub"
echo
exit 1
;;
v)
godot_version=$OPTARG
;;
s)
skip_stable=1
;;
d)
draft_arg="-d"
;;
esac
done
if [ -z "${godot_version}" ]; then
echo "Mandatory argument -v missing."
exit 1
fi
basedir=$(pwd)
reldir=${basedir}/releases/${godot_version}
# Confirm
IFS=- read version status <<< "${godot_version}"
echo "Publishing Godot ${version} ${status}."
read -p "Is this correct (y/n)? " choice
case "$choice" in
y|Y ) echo "yes";;
n|N ) echo "No, aborting."; exit 0;;
* ) echo "Invalid choice, aborting."; exit 1;;
esac
template_version=${version}.${status}
# Config checks for stable releases.
if [ "${status}" == "stable" -a "${skip_stable}" == "0" ]; then
echo "Publishing a stable release. Checking that configuration is valid to perform stable release specific steps."
read -p "Enter personal access token (GH_TOKEN) for godotengine/godot: " personal_gh_token
if [[ "${personal_gh_token}" != "github_pat_"* ]]; then
echo "Provided personal access token should start with 'github_pat', aborting."
exit 1
fi
if ! gh api repos/godotengine/godot/git/refs/tags | grep -q ${godot_version}; then
echo "The tag '${godot_version}' does not exist in godotengine/godot, aborting."
echo "Push commits and create it manually before running this script."
exit 1
fi
fi
# Upload to GitHub godot-builds
echo "Uploading release to to godotengine/godot-builds repository."
if [ -z "${GODOT_BUILDS_PATH}" ]; then
echo "Missing path to godotengine/godot-builds clone in config.sh, necessary to upload releases. Aborting."
exit 1
fi
${GODOT_BUILDS_PATH}/tools/upload-github.sh -v ${version} -f ${status} ${draft_arg}
# Stable release only
if [ "${status}" == "stable" -a "${skip_stable}" == "0" ]; then
namever=Godot_v${godot_version}
echo "Uploading stable release to main GitHub repository."
export GH_TOKEN=${personal_gh_token}
pushd git
# Get release details from existing godot-builds release.
release_info=$(gh release view ${godot_version} --repo godotengine/godot-builds --json name,body)
release_title=$(echo "$release_info" | jq -r '.name')
release_desc=$(echo "$release_info" | jq -r '.body')
gh release create ${godot_version} --repo godotengine/godot --title "$release_title" --notes "$release_desc" ${draft_arg}
gh release upload ${godot_version} ${reldir}/[Gg]*
# Concatenate SHA sums.
cp ${reldir}/SHA512-SUMS.txt .
gh release upload ${godot_version} SHA512-SUMS.txt
rm SHA512-SUMS.txt
popd
echo "All stable release upload steps done."
fi
echo "All publishing steps done. Check out/logs/publish-release to double check that all steps succeeded."