2 Commits
4.3 ... 3.4

Author SHA1 Message Date
Rémi Verschelde
aca4c84831 Windows: Use osslsigncode from PATH for signing
We were shipping a pre-built version but it only works on specific distros
as it's tightly coupled to openssl. When upgrading from F34 to F35 it started
segfaulting.

We now rely on the version packaged by Fedora which should be installed on the
host, or compiled and installed manually in PATH by users.

(cherry picked from commit 8adfdd068e)
2022-08-01 22:09:09 +02:00
Rémi Verschelde
5cbd6f9d3a Add check to prevent mistakes with templates version
Also switched web release dir to use templates version as it's what we
use online.

(cherry picked from commit 45abfae75f)
2022-07-18 16:09:19 +02:00
22 changed files with 844 additions and 901 deletions

3
.gitignore vendored
View File

@@ -1,6 +1,5 @@
# User-specific configuration and signing keys
# User-specific configuration and signing key
config.sh
*.jks
*.pfx
*.pkcs12

View File

@@ -6,7 +6,7 @@ set -e
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=no"
export TERM=xterm
rm -rf godot
@@ -14,74 +14,35 @@ mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Environment variables and keystore needed for signing store editor build,
# as well as signing and publishing to MavenCentral.
source /root/keystore/config.sh
store_release="yes"
if [ -z "${GODOT_ANDROID_SIGN_KEYSTORE}" ]; then
echo "No keystore provided to sign the Android release editor build, using debug build instead."
store_release="no"
fi
dnf install -y java-11-openjdk-devel
java --version
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Android..."
$SCONS platform=android arch=arm32 $OPTIONS target=editor store_release=${store_release}
$SCONS platform=android arch=arm64 $OPTIONS target=editor store_release=${store_release}
$SCONS platform=android arch=x86_32 $OPTIONS target=editor store_release=${store_release}
$SCONS platform=android arch=x86_64 $OPTIONS target=editor store_release=${store_release}
$SCONS platform=android android_arch=armv7 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=armv7 $OPTIONS tools=no target=release
pushd platform/android/java
./gradlew generateGodotEditor
popd
$SCONS platform=android android_arch=arm64v8 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=arm64v8 $OPTIONS tools=no target=release
mkdir -p /root/out/tools
# Copy the generated Android editor binaries (apk & aab).
if [ "$store_release" == "yes" ]; then
cp bin/android_editor_builds/android_editor-release.apk /root/out/tools/android_editor.apk
cp bin/android_editor_builds/android_editor-release.aab /root/out/tools/android_editor.aab
else
cp bin/android_editor_builds/android_editor-debug.apk /root/out/tools/android_editor.apk
cp bin/android_editor_builds/android_editor-debug.aab /root/out/tools/android_editor.aab
fi
$SCONS platform=android android_arch=x86 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=x86 $OPTIONS tools=no target=release
# Restart from a clean tarball, as we'll copy all the contents
# outside the container for the MavenCentral upload.
rm -rf /root/godot/*
tar xf /root/godot.tar.gz --strip-components=1
$SCONS platform=android arch=arm32 $OPTIONS target=template_debug
$SCONS platform=android arch=arm32 $OPTIONS target=template_release
$SCONS platform=android arch=arm64 $OPTIONS target=template_debug
$SCONS platform=android arch=arm64 $OPTIONS target=template_release
$SCONS platform=android arch=x86_32 $OPTIONS target=template_debug
$SCONS platform=android arch=x86_32 $OPTIONS target=template_release
$SCONS platform=android arch=x86_64 $OPTIONS target=template_debug
$SCONS platform=android arch=x86_64 $OPTIONS target=template_release
$SCONS platform=android android_arch=x86_64 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=x86_64 $OPTIONS tools=no target=release
pushd platform/android/java
./gradlew generateGodotTemplates
if [ "$store_release" == "yes" ]; then
# Copy source folder with compiled libs so we can optionally use it
# in a separate script to upload the templates to MavenCentral.
cp -r /root/godot /root/out/source/
# Backup ~/.gradle too so we can reuse all the downloaded stuff.
cp -r /root/.gradle /root/out/source/.gradle
fi
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.template_release.aar /root/out/templates/
cp bin/android_source.zip /root/out/templates
cp bin/android_debug.apk /root/out/templates/android_debug.apk
cp bin/android_release.apk /root/out/templates/android_release.apk
cp bin/godot-lib.release.aar /root/out/templates/godot-lib.release.aar
fi
# Mono
@@ -89,29 +50,34 @@ fi
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/
cp -r /root/mono-glue/GodotSharp/GodotSharpEditor/Generated modules/mono/glue/GodotSharp/GodotSharpEditor/
$SCONS platform=android arch=arm32 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=android arch=arm32 $OPTIONS $OPTIONS_MONO target=template_release
$SCONS platform=android android_arch=armv7 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-armeabi-v7a-release tools=no target=release_debug
$SCONS platform=android android_arch=armv7 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-armeabi-v7a-release tools=no target=release
$SCONS platform=android arch=arm64 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=android arch=arm64 $OPTIONS $OPTIONS_MONO target=template_release
$SCONS platform=android android_arch=arm64v8 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-arm64-v8a-release tools=no target=release_debug
$SCONS platform=android android_arch=arm64v8 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-arm64-v8a-release tools=no target=release
$SCONS platform=android arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=android arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_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 arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=android arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_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.template_release.aar /root/out/templates-mono/
cp bin/android_source.zip /root/out/templates-mono
cp bin/android_debug.apk /root/out/templates-mono/android_debug.apk
cp bin/android_release.apk /root/out/templates-mono/android_release.apk
cp bin/godot-lib.release.aar /root/out/templates-mono/godot-lib.release.aar
mkdir -p /root/out/templates-mono/bcl
cp -r /root/mono-installs/android-bcl/* /root/out/templates-mono/bcl/
fi
echo "Android build successful"

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 publishTemplateReleasePublicationToSonatypeRepository --max-workers 1 closeAndReleaseSonatypeStagingRepository"

View File

@@ -8,10 +8,10 @@ export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
# Keep LTO disabled for iOS - it works but it makes linking apps on deploy very slow,
# which is seen as a regression in the current workflow.
export OPTIONS="production=yes use_lto=no"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export TERM=xterm
export IOS_SDK="17.5"
export IOS_SDK="14.4"
export IOS_LIPO="/root/ioscross/arm64/bin/arm-apple-darwin11-lipo"
rm -rf godot
@@ -25,32 +25,32 @@ if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for iOS..."
# arm64 device
$SCONS platform=ios $OPTIONS arch=arm64 ios_simulator=no target=template_debug \
IOS_SDK_PATH="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$SCONS platform=ios $OPTIONS arch=arm64 ios_simulator=no target=template_release \
IOS_SDK_PATH="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$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=ios $OPTIONS arch=arm64 ios_simulator=yes target=template_debug \
# IOS_SDK_PATH="/root/ioscross/arm64_sim/SDK/iPhoneSimulator${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$SCONS platform=ios $OPTIONS arch=arm64 ios_simulator=yes target=template_release \
# IOS_SDK_PATH="/root/ioscross/arm64_sim/SDK/iPhoneSimulator${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$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=ios $OPTIONS arch=x86_64 ios_simulator=yes target=template_debug \
IOS_SDK_PATH="/root/ioscross/x86_64_sim/SDK/iPhoneSimulator${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=ios $OPTIONS arch=x86_64 ios_simulator=yes target=template_release \
IOS_SDK_PATH="/root/ioscross/x86_64_sim/SDK/iPhoneSimulator${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=iphone $OPTIONS arch=x86_64 tools=no ios_simulator=yes target=release_debug \
IPHONESDK="/root/ioscross/x86_64_sim/SDK/iPhoneOS${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.ios.template_release.arm64.a /root/out/templates/libgodot.ios.a
cp bin/libgodot.ios.template_debug.arm64.a /root/out/templates/libgodot.ios.debug.a
#$IOS_LIPO -create bin/libgodot.ios.template_release.arm64.simulator.a bin/libgodot.ios.template_release.x86_64.simulator.a -output /root/out/templates/libgodot.ios.simulator.a
#$IOS_LIPO -create bin/libgodot.ios.template_debug.arm64.simulator.a bin/libgodot.ios.template_debug.x86_64.simulator.a -output /root/out/templates/libgodot.ios.debug.simulator.a
cp bin/libgodot.ios.template_release.x86_64.simulator.a /root/out/templates/libgodot.ios.simulator.a
cp bin/libgodot.ios.template_debug.x86_64.simulator.a /root/out/templates/libgodot.ios.debug.simulator.a
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
@@ -58,36 +58,59 @@ fi
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=ios $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=no target=template_debug \
IOS_SDK_PATH="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=no target=template_release \
IOS_SDK_PATH="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=no mono_prefix=/root/mono-installs/ios-arm64-release tools=no target=release_debug \
IPHONESDK="/root/ioscross/arm64/SDK/iPhoneOS${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=ios $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=yes target=template_debug \
# IOS_SDK_PATH="/root/ioscross/arm64_sim/SDK/iPhoneSimulator${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=yes target=template_release \
# IOS_SDK_PATH="/root/ioscross/arm64_sim/SDK/iPhoneSimulator${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=yes mono_prefix=/root/mono-installs/ios-arm64-sim-release tools=no target=release_debug \
# IPHONESDK="/root/ioscross/arm64_sim/SDK/iPhoneOS${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=ios $OPTIONS $OPTIONS_MONO arch=x86_64 ios_simulator=yes target=template_debug \
IOS_SDK_PATH="/root/ioscross/x86_64_sim/SDK/iPhoneSimulator${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=x86_64 ios_simulator=yes target=template_release \
IOS_SDK_PATH="/root/ioscross/x86_64_sim/SDK/iPhoneSimulator${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=x86_64 ios_simulator=yes mono_prefix=/root/mono-installs/ios-x86_64-release tools=no target=release_debug \
IPHONESDK="/root/ioscross/x86_64_sim/SDK/iPhoneOS${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.ios.template_release.arm64.a /root/out/templates-mono/libgodot.ios.a
cp bin/libgodot.ios.template_debug.arm64.a /root/out/templates-mono/libgodot.ios.debug.a
#$IOS_LIPO -create bin/libgodot.ios.template_release.arm64.simulator.a bin/libgodot.ios.template_release.x86_64.simulator.a -output /root/out/templates-mono/libgodot.ios.simulator.a
#$IOS_LIPO -create bin/libgodot.ios.template_debug.arm64.simulator.a bin/libgodot.ios.template_debug.x86_64.simulator.a -output /root/out/templates-mono/libgodot.ios.debug.simulator.a
cp bin/libgodot.ios.template_release.x86_64.simulator.a /root/out/templates-mono/libgodot.ios.simulator.a
cp bin/libgodot.ios.template_debug.x86_64.simulator.a /root/out/templates-mono/libgodot.ios.debug.simulator.a
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
View File

@@ -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

@@ -6,7 +6,9 @@ set -e
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export MONO_PREFIX_X86_64="/root/mono-installs/desktop-linux-x86_64-release"
export MONO_PREFIX_X86="/root/mono-installs/desktop-linux-x86-release"
export TERM=xterm
rm -rf godot
@@ -21,54 +23,28 @@ if [ "${CLASSICAL}" == "1" ]; then
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS target=editor
mkdir -p /root/out/x86_64/tools
cp -rvp bin/* /root/out/x86_64/tools
$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
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS target=template_debug
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS target=template_release
mkdir -p /root/out/x86_64/templates
cp -rvp bin/* /root/out/x86_64/templates
$SCONS platform=x11 $OPTIONS tools=no target=release_debug
$SCONS platform=x11 $OPTIONS tools=no target=release
mkdir -p /root/out/x64/templates
cp -rvp bin/* /root/out/x64/templates
rm -rf bin
export PATH="${GODOT_SDK_LINUX_X86_32}/bin:${BASE_PATH}"
export PATH="${GODOT_SDK_LINUX_X86}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS target=editor
mkdir -p /root/out/x86_32/tools
cp -rvp bin/* /root/out/x86_32/tools
$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
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS target=template_debug
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS target=template_release
mkdir -p /root/out/x86_32/templates
cp -rvp bin/* /root/out/x86_32/templates
rm -rf bin
export PATH="${GODOT_SDK_LINUX_ARM64}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=arm64 $OPTIONS target=editor
mkdir -p /root/out/arm64/tools
cp -rvp bin/* /root/out/arm64/tools
rm -rf bin
$SCONS platform=linuxbsd arch=arm64 $OPTIONS target=template_debug
$SCONS platform=linuxbsd arch=arm64 $OPTIONS target=template_release
mkdir -p /root/out/arm64/templates
cp -rvp bin/* /root/out/arm64/templates
rm -rf bin
export PATH="${GODOT_SDK_LINUX_ARM32}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=arm32 $OPTIONS target=editor
mkdir -p /root/out/arm32/tools
cp -rvp bin/* /root/out/arm32/tools
rm -rf bin
$SCONS platform=linuxbsd arch=arm32 $OPTIONS target=template_debug
$SCONS platform=linuxbsd arch=arm32 $OPTIONS target=template_release
mkdir -p /root/out/arm32/templates
cp -rvp bin/* /root/out/arm32/templates
$SCONS platform=x11 $OPTIONS tools=no target=release_debug bits=32
$SCONS platform=x11 $OPTIONS tools=no target=release bits=32
mkdir -p /root/out/x86/templates
cp -rvp bin/* /root/out/x86/templates
rm -rf bin
fi
@@ -77,63 +53,36 @@ fi
if [ "${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=linuxbsd arch=x86_64 $OPTIONS $OPTIONS_MONO target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
mkdir -p /root/out/x86_64/tools-mono
cp -rvp bin/* /root/out/x86_64/tools-mono
$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=linuxbsd arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_release
mkdir -p /root/out/x86_64/templates-mono
cp -rvp bin/* /root/out/x86_64/templates-mono
$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_32}/bin:${BASE_PATH}"
export PATH="${GODOT_SDK_LINUX_X86}/bin:${BASE_PATH}"
export OPTIONS_MONO_PREFIX="${OPTIONS} ${OPTIONS_MONO} mono_prefix=${MONO_PREFIX_X86}"
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS $OPTIONS_MONO target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
mkdir -p /root/out/x86_32/tools-mono
cp -rvp bin/* /root/out/x86_32/tools-mono
$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=linuxbsd arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_release
mkdir -p /root/out/x86_32/templates-mono
cp -rvp bin/* /root/out/x86_32/templates-mono
rm -rf bin
export PATH="${GODOT_SDK_LINUX_ARM64}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=arm64 $OPTIONS $OPTIONS_MONO target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
mkdir -p /root/out/arm64/tools-mono
cp -rvp bin/* /root/out/arm64/tools-mono
rm -rf bin
$SCONS platform=linuxbsd arch=arm64 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=linuxbsd arch=arm64 $OPTIONS $OPTIONS_MONO target=template_release
mkdir -p /root/out/arm64/templates-mono
cp -rvp bin/* /root/out/arm64/templates-mono
rm -rf bin
export PATH="${GODOT_SDK_LINUX_ARM32}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=arm32 $OPTIONS $OPTIONS_MONO target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
mkdir -p /root/out/arm32/tools-mono
cp -rvp bin/* /root/out/arm32/tools-mono
rm -rf bin
$SCONS platform=linuxbsd arch=arm32 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=linuxbsd arch=arm32 $OPTIONS $OPTIONS_MONO target=template_release
mkdir -p /root/out/arm32/templates-mono
cp -rvp bin/* /root/out/arm32/templates-mono
$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

View File

@@ -1,71 +0,0 @@
#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="osxcross_sdk=darwin23.6 production=yes use_volk=no vulkan_sdk_path=/root/moltenvk angle_libs=/root/angle"
export OPTIONS_MONO="module_mono_enabled=yes"
export TERM=xterm
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for macOS..."
$SCONS platform=macos $OPTIONS arch=x86_64 target=editor
$SCONS platform=macos $OPTIONS arch=arm64 target=editor
lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
mkdir -p /root/out/tools
cp -rvp bin/* /root/out/tools
rm -rf bin
$SCONS platform=macos $OPTIONS arch=x86_64 target=template_debug
$SCONS platform=macos $OPTIONS arch=arm64 target=template_debug
lipo -create bin/godot.macos.template_debug.x86_64 bin/godot.macos.template_debug.arm64 -output bin/godot.macos.template_debug.universal
$SCONS platform=macos $OPTIONS arch=x86_64 target=template_release
$SCONS platform=macos $OPTIONS arch=arm64 target=template_release
lipo -create bin/godot.macos.template_release.x86_64 bin/godot.macos.template_release.arm64 -output bin/godot.macos.template_release.universal
mkdir -p /root/out/templates
cp -rvp bin/* /root/out/templates
rm -rf bin
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for macOS..."
cp -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=macos $OPTIONS $OPTIONS_MONO arch=x86_64 target=editor
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=arm64 target=editor
lipo -create bin/godot.macos.editor.x86_64.mono bin/godot.macos.editor.arm64.mono -output bin/godot.macos.editor.universal.mono
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=macos
mkdir -p /root/out/tools-mono
cp -rvp bin/* /root/out/tools-mono
rm -rf bin
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=x86_64 target=template_debug
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=arm64 target=template_debug
lipo -create bin/godot.macos.template_debug.x86_64.mono bin/godot.macos.template_debug.arm64.mono -output bin/godot.macos.template_debug.universal.mono
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=x86_64 target=template_release
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=arm64 target=template_release
lipo -create bin/godot.macos.template_release.x86_64.mono bin/godot.macos.template_release.arm64.mono -output bin/godot.macos.template_release.universal.mono
mkdir -p /root/out/templates-mono
cp -rvp bin/* /root/out/templates-mono
rm -rf bin
fi
echo "macOS build successful"

100
build-macosx/build.sh Executable file
View File

@@ -0,0 +1,100 @@
#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="osxcross_sdk=darwin20.2 production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export MONO_PREFIX_X86_64="/root/mono-installs/desktop-osx-x86_64-release"
export MONO_PREFIX_ARM64="/root/mono-installs/desktop-osx-arm64-release"
export STRIP="x86_64-apple-darwin20.2-strip -u -r"
export TERM=xterm
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
if [ "${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
# Somehow only included in x86_64 build.
cp tmp-lib/x86_64/libmono-btls-shared.dylib tmp-lib/
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"

View File

@@ -8,7 +8,6 @@ export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="debug_symbols=no use_static_cpp=no"
export TERM=xterm
export DISPLAY=:0
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
rm -rf godot
mkdir godot
@@ -20,12 +19,13 @@ tar xf ../godot.tar.gz --strip-components=1
if [ "${MONO}" == "1" ]; then
echo "Building and generating Mono glue..."
dotnet --info
mono --version
export PKG_CONFIG_PATH=$PKG_CONFIG_PATH:/usr/lib/pkgconfig/
${SCONS} platform=linuxbsd ${OPTIONS} target=editor module_mono_enabled=yes
${SCONS} platform=x11 bits=64 ${OPTIONS} target=release_debug tools=yes module_mono_enabled=yes mono_glue=no
rm -rf /root/mono-glue/*
bin/godot.linuxbsd.editor.x86_64.mono --headless --generate-mono-glue /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

@@ -1,7 +1,6 @@
#!/bin/bash
set -e
export basedir=$(pwd)
# Config
@@ -27,7 +26,7 @@ sign_macos() {
if [ -z "${OSX_HOST}" ]; then
return
fi
_macos_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_osx_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_reldir="$1"
_binname="$2"
_is_mono="$3"
@@ -35,35 +34,37 @@ sign_macos() {
if [[ "${_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}:${_macos_tmpdir}"
scp "${basedir}/git/misc/dist/macos/editor.entitlements" "${OSX_HOST}:${_macos_tmpdir}"
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 --entitlements editor.entitlements \
-s ${OSX_KEY_ID} -v ${_appname} && \
-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 \"${APPLE_ID_PASSWORD}\" --no-progress --output-format json")
_request_uuid=$(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
_request_uuid=$(ssh "${OSX_HOST}" "xcrun altool --notarize-app --primary-bundle-id \"${OSX_BUNDLE_ID}\" --username \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\" --file ${_osx_tmpdir}/${_binname}_signed.zip")
_request_uuid=$(echo ${_request_uuid} | sed -e 's/.*RequestUUID = //')
ssh "${OSX_HOST}" "while xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\" | grep -q Status:\ in\ progress; do echo Waiting on Apple notarization...; sleep 30s; done"
if ! ssh "${OSX_HOST}" "xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\" | grep -q Status:\ success"; then
echo "Notarization failed."
_notarization_log=$(ssh "${OSX_HOST}" "xcrun notarytool log ${_request_uuid} --team-id \"${APPLE_TEAM}\" --apple-id \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\"")
_notarization_log=$(ssh "${OSX_HOST}" "xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\"")
echo "${_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 ${_osx_tmpdir}"
fi
}
@@ -71,74 +72,40 @@ sign_macos_template() {
if [ -z "${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}/macos.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} && \
unzip macos.zip && \
cd ${_osx_tmpdir} && \
unzip osx.zip && \
codesign --force -s - \
--options=linker-signed \
-v macos_template.app/Contents/MacOS/* && \
zip -r macos_signed.zip macos_template.app"
-v ${_extra_files} osx_template.app/Contents/MacOS/* && \
zip -r osx_signed.zip osx_template.app"
scp "${OSX_HOST}:${_macos_tmpdir}/macos_signed.zip" "${_reldir}/macos.zip"
ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}"
}
can_publish_nuget=0
if [ ! -z "${NUGET_SOURCE}" ] && [ ! -z "${NUGET_API_KEY}" ] && [[ $(type -P "dotnet") ]]; then
can_publish_nuget=1
else
echo "Disabling NuGet package publishing as config.sh does not define the required data (NUGET_SOURCE, NUGET_API_KEY), or dotnet can't be found in PATH."
fi
publish_nuget_packages() {
if [ $can_publish_nuget == 0 ]; then
return
fi
for pkg in "$@"; do
dotnet nuget push $pkg --source "${NUGET_SOURCE}" --api-key "${NUGET_API_KEY}" --skip-duplicate
done
}
can_publish_maven=0
if [ ! -d "${basedir}/deps/keystore" ]; then
echo "Disabling Android library publishing as ${basedir}/deps/keystore doesn't exist."
else
can_publish_maven=1
fi
publish_maven_library() {
if [ $can_publish_maven == 0 ]; then
return
fi
# FIXME: Might be worth reworking the script to make it all sudo-safe and use appropriate users throughout.
sudo sh build-android/upload-mavencentral.sh
scp "${OSX_HOST}:${_osx_tmpdir}/osx_signed.zip" "${_reldir}/osx.zip"
ssh "${OSX_HOST}" "rm -rf ${_osx_tmpdir}"
}
godot_version=""
templates_version=""
do_cleanup=1
make_tarball=1
build_classical=1
build_mono=1
publish_nuget=0
publish_maven=0
while getopts "h?v:t:b:p:n-:" opt; do
while getopts "h?v:t:b:" opt; do
case "$opt" in
h|\?)
echo "Usage: $0 [OPTIONS...]"
echo
echo " -v godot version (e.g: 3.2-stable) [mandatory]"
echo " -t templates version (e.g. 3.2.stable) [mandatory]"
echo " -b build target: all|classical|mono|none (default: all)"
echo " -p publish target: all|nuget|maven|none (default: none)"
echo " --no-cleanup disable deleting pre-existing output folders (default: false)"
echo " --no-tarball disable generating source tarball (default: false)"
echo " -b all|classical|mono (default: all)"
echo
exit 1
;;
@@ -153,37 +120,8 @@ while getopts "h?v:t:b:p:n-:" opt; do
build_mono=0
elif [ "$OPTARG" == "mono" ]; then
build_classical=0
elif [ "$OPTARG" == "none" ]; then
build_classical=0
build_mono=0
fi
;;
p)
if [ "$OPTARG" == "nuget" ]; then
publish_nuget=1
elif [ "$OPTARG" == "maven" ]; then
publish_maven=1
elif [ "$OPTARG" == "all" ]; then
publish_nuget=1
publish_maven=1
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
@@ -195,6 +133,7 @@ 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="${reldir}/mono"
@@ -206,30 +145,22 @@ export godot_basename="Godot_v${godot_version}"
# Cleanup and setup
if [ "${do_cleanup}" == "1" ]; then
rm -rf ${webdir}
rm -rf ${reldir}
rm -rf ${tmpdir}
rm -rf ${webdir}
rm -rf ${reldir}
rm -rf ${tmpdir}
mkdir -p ${webdir}
mkdir -p ${reldir}
mkdir -p ${reldir_mono}
mkdir -p ${templatesdir}
mkdir -p ${templatesdir_mono}
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-${godot_version}.tar.xz.sha256
popd
# Classical
@@ -238,136 +169,112 @@ if [ "${build_classical}" == "1" ]; then
## Linux (Classical) ##
# Editor
binname="${godot_basename}_linux.x86_64"
cp out/linux/x86_64/tools/godot.linuxbsd.editor.x86_64 ${binname}
binname="${godot_basename}_x11.64"
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}_linux.x86_32"
cp out/linux/x86_32/tools/godot.linuxbsd.editor.x86_32 ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
binname="${godot_basename}_linux.arm64"
cp out/linux/arm64/tools/godot.linuxbsd.editor.arm64 ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
binname="${godot_basename}_linux.arm32"
cp out/linux/arm32/tools/godot.linuxbsd.editor.arm32 ${binname}
binname="${godot_basename}_x11.32"
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.linuxbsd.template_release.x86_64 ${templatesdir}/linux_release.x86_64
cp out/linux/x86_64/templates/godot.linuxbsd.template_debug.x86_64 ${templatesdir}/linux_debug.x86_64
cp out/linux/x86_32/templates/godot.linuxbsd.template_release.x86_32 ${templatesdir}/linux_release.x86_32
cp out/linux/x86_32/templates/godot.linuxbsd.template_debug.x86_32 ${templatesdir}/linux_debug.x86_32
cp out/linux/arm64/templates/godot.linuxbsd.template_release.arm64 ${templatesdir}/linux_release.arm64
cp out/linux/arm64/templates/godot.linuxbsd.template_debug.arm64 ${templatesdir}/linux_debug.arm64
cp out/linux/arm32/templates/godot.linuxbsd.template_release.arm32 ${templatesdir}/linux_release.arm32
cp out/linux/arm32/templates/godot.linuxbsd.template_debug.arm32 ${templatesdir}/linux_debug.arm32
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"
wrpname="${godot_basename}_win64_console.exe"
cp out/windows/x86_64/tools/godot.windows.editor.x86_64.exe ${binname}
cp out/windows/x64/tools/godot.windows.opt.tools.64.exe ${binname}
strip ${binname}
sign_windows ${binname}
cp out/windows/x86_64/tools/godot.windows.editor.x86_64.console.exe ${wrpname}
sign_windows ${wrpname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${wrpname}
rm ${binname} ${wrpname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
binname="${godot_basename}_win32.exe"
wrpname="${godot_basename}_win32_console.exe"
cp out/windows/x86_32/tools/godot.windows.editor.x86_32.exe ${binname}
cp out/windows/x86/tools/godot.windows.opt.tools.32.exe ${binname}
strip ${binname}
sign_windows ${binname}
cp out/windows/x86_32/tools/godot.windows.editor.x86_32.console.exe ${wrpname}
sign_windows ${wrpname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${wrpname}
rm ${binname} ${wrpname}
binname="${godot_basename}_windows_arm64.exe"
wrpname="${godot_basename}_windows_arm64_console.exe"
cp out/windows/arm64/tools/godot.windows.editor.arm64.llvm.exe ${binname}
sign_windows ${binname}
cp out/windows/arm64/tools/godot.windows.editor.arm64.llvm.console.exe ${wrpname}
sign_windows ${wrpname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${wrpname}
rm ${binname} ${wrpname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
# Templates
cp out/windows/x86_64/templates/godot.windows.template_release.x86_64.exe ${templatesdir}/windows_release_x86_64.exe
cp out/windows/x86_64/templates/godot.windows.template_debug.x86_64.exe ${templatesdir}/windows_debug_x86_64.exe
cp out/windows/x86_32/templates/godot.windows.template_release.x86_32.exe ${templatesdir}/windows_release_x86_32.exe
cp out/windows/x86_32/templates/godot.windows.template_debug.x86_32.exe ${templatesdir}/windows_debug_x86_32.exe
cp out/windows/arm64/templates/godot.windows.template_release.arm64.llvm.exe ${templatesdir}/windows_release_arm64.exe
cp out/windows/arm64/templates/godot.windows.template_debug.arm64.llvm.exe ${templatesdir}/windows_debug_arm64.exe
cp out/windows/x86_64/templates/godot.windows.template_release.x86_64.console.exe ${templatesdir}/windows_release_x86_64_console.exe
cp out/windows/x86_64/templates/godot.windows.template_debug.x86_64.console.exe ${templatesdir}/windows_debug_x86_64_console.exe
cp out/windows/x86_32/templates/godot.windows.template_release.x86_32.console.exe ${templatesdir}/windows_release_x86_32_console.exe
cp out/windows/x86_32/templates/godot.windows.template_debug.x86_32.console.exe ${templatesdir}/windows_debug_x86_32_console.exe
cp out/windows/arm64/templates/godot.windows.template_release.arm64.llvm.console.exe ${templatesdir}/windows_release_arm64_console.exe
cp out/windows/arm64/templates/godot.windows.template_debug.arm64.llvm.console.exe ${templatesdir}/windows_debug_arm64_console.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}_macos.universal"
binname="${godot_basename}_osx.universal"
rm -rf Godot.app
cp -r git/misc/dist/macos_tools.app Godot.app
cp -r git/misc/dist/osx_tools.app Godot.app
mkdir -p Godot.app/Contents/MacOS
cp out/macos/tools/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot
cp out/macosx/tools/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
chmod +x Godot.app/Contents/MacOS/Godot
zip -q -9 -r "${reldir}/${binname}.zip" Godot.app
rm -rf Godot.app
sign_macos ${reldir} ${binname} 0
# Templates
rm -rf macos_template.app
cp -r git/misc/dist/macos_template.app .
mkdir -p macos_template.app/Contents/MacOS
rm -rf osx_template.app
cp -r git/misc/dist/osx_template.app .
mkdir -p osx_template.app/Contents/MacOS
cp out/macos/templates/godot.macos.template_release.universal macos_template.app/Contents/MacOS/godot_macos_release.universal
cp out/macos/templates/godot.macos.template_debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal
chmod +x macos_template.app/Contents/MacOS/godot_macos*
zip -q -9 -r "${templatesdir}/macos.zip" macos_template.app
rm -rf macos_template.app
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 ${templatesdir} 0
## Web (Classical) ##
## Server (Classical) ##
# Headless (editor)
binname="${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/web/tools/godot.web.editor.wasm32.zip -d ${webdir}/
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/web/tools/godot.web.editor.wasm32.zip ${reldir}/${binname}
cp out/javascript/tools/godot.javascript.opt.tools.threads.zip ${reldir}/${binname}
# Templates
cp out/web/templates/godot.web.template_release.wasm32.zip ${templatesdir}/web_release.zip
cp out/web/templates/godot.web.template_debug.wasm32.zip ${templatesdir}/web_debug.zip
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/web/templates/godot.web.template_release.wasm32.nothreads.zip ${templatesdir}/web_nothreads_release.zip
cp out/web/templates/godot.web.template_debug.wasm32.nothreads.zip ${templatesdir}/web_nothreads_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/web/templates/godot.web.template_release.wasm32.dlink.zip ${templatesdir}/web_dlink_release.zip
cp out/web/templates/godot.web.template_debug.wasm32.dlink.zip ${templatesdir}/web_dlink_debug.zip
cp out/web/templates/godot.web.template_release.wasm32.nothreads.dlink.zip ${templatesdir}/web_dlink_nothreads_release.zip
cp out/web/templates/godot.web.template_debug.wasm32.nothreads.dlink.zip ${templatesdir}/web_dlink_nothreads_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.template_release.aar ${reldir}/godot-lib.${templates_version}.template_release.aar
# Editor
binname="${godot_basename}_android_editor.apk"
cp out/android/tools/android_editor.apk ${reldir}/${binname}
binname="${godot_basename}_android_editor.aab"
cp out/android/tools/android_editor.aab ${reldir}/${binname}
cp out/android/templates/godot-lib.release.aar ${reldir}/godot-lib.${templates_version}.release.aar
# Templates
cp out/android/templates/*.apk ${templatesdir}/
@@ -377,17 +284,52 @@ if [ "${build_classical}" == "1" ]; then
rm -rf ios_xcode
cp -r git/misc/dist/ios_xcode ios_xcode
cp out/ios/templates/libgodot.ios.simulator.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates/libgodot.ios.debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates/libgodot.ios.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates/libgodot.ios.debug.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
cp -r deps/moltenvk/MoltenVK/MoltenVK.xcframework ios_xcode/
rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}*
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 "${templatesdir}/ios.zip" *
zip -q -9 -r "${templatesdir}/iphone.zip" *
cd ..
rm -rf ios_xcode
## UWP (Classical) ##
if [ ! -d "deps/angle" ]; then
echo "Downloading ANGLE binaries from https://github.com/GodotBuilder/godot-builds/releases/tag/_tools"
mkdir -p deps && cd deps
curl -LO https://github.com/GodotBuilder/godot-builds/releases/download/_tools/angle.7z
7z x angle.7z && rm -f angle.7z
cd ..
fi
rm -rf uwp_template_*
for arch in ARM Win32 x64; do
cp -r git/misc/dist/uwp_template uwp_template_${arch}
cp deps/angle/winrt/10/src/Release_${arch}/libEGL.dll \
deps/angle/winrt/10/src/Release_${arch}/libGLESv2.dll \
uwp_template_${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}" > ${templatesdir}/version.txt
@@ -412,154 +354,161 @@ if [ "${build_mono}" == "1" ]; then
## Linux (Mono) ##
# Editor
binbasename="${godot_basename}_mono_linux"
mkdir -p ${binbasename}_x86_64
cp out/linux/x86_64/tools-mono/godot.linuxbsd.editor.x86_64.mono ${binbasename}_x86_64/${binbasename}.x86_64
cp -rp out/linux/x86_64/tools-mono/GodotSharp ${binbasename}_x86_64/
zip -r -q -9 "${reldir_mono}/${binbasename}_x86_64.zip" ${binbasename}_x86_64
rm -rf ${binbasename}_x86_64
binbasename="${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_linux"
mkdir -p ${binbasename}_x86_32
cp out/linux/x86_32/tools-mono/godot.linuxbsd.editor.x86_32.mono ${binbasename}_x86_32/${binbasename}.x86_32
cp -rp out/linux/x86_32/tools-mono/GodotSharp/ ${binbasename}_x86_32/
zip -r -q -9 "${reldir_mono}/${binbasename}_x86_32.zip" ${binbasename}_x86_32
rm -rf ${binbasename}_x86_32
binbasename="${godot_basename}_mono_linux"
mkdir -p ${binbasename}_arm64
cp out/linux/arm64/tools-mono/godot.linuxbsd.editor.arm64.mono ${binbasename}_arm64/${binbasename}.arm64
cp -rp out/linux/arm64/tools-mono/GodotSharp/ ${binbasename}_arm64/
zip -r -q -9 "${reldir_mono}/${binbasename}_arm64.zip" ${binbasename}_arm64
rm -rf ${binbasename}_arm64
binbasename="${godot_basename}_mono_linux"
mkdir -p ${binbasename}_arm32
cp out/linux/arm32/tools-mono/godot.linuxbsd.editor.arm32.mono ${binbasename}_arm32/${binbasename}.arm32
cp -rp out/linux/arm32/tools-mono/GodotSharp/ ${binbasename}_arm32/
zip -r -q -9 "${reldir_mono}/${binbasename}_arm32.zip" ${binbasename}_arm32
rm -rf ${binbasename}_arm32
binbasename="${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 out/linux/x86_64/templates-mono/godot.linuxbsd.template_debug.x86_64.mono ${templatesdir_mono}/linux_debug.x86_64
cp out/linux/x86_64/templates-mono/godot.linuxbsd.template_release.x86_64.mono ${templatesdir_mono}/linux_release.x86_64
cp out/linux/x86_32/templates-mono/godot.linuxbsd.template_debug.x86_32.mono ${templatesdir_mono}/linux_debug.x86_32
cp out/linux/x86_32/templates-mono/godot.linuxbsd.template_release.x86_32.mono ${templatesdir_mono}/linux_release.x86_32
cp out/linux/arm64/templates-mono/godot.linuxbsd.template_debug.arm64.mono ${templatesdir_mono}/linux_debug.arm64
cp out/linux/arm64/templates-mono/godot.linuxbsd.template_release.arm64.mono ${templatesdir_mono}/linux_release.arm64
cp out/linux/arm32/templates-mono/godot.linuxbsd.template_debug.arm32.mono ${templatesdir_mono}/linux_debug.arm32
cp out/linux/arm32/templates-mono/godot.linuxbsd.template_release.arm32.mono ${templatesdir_mono}/linux_release.arm32
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"
wrpname="${godot_basename}_mono_win64_console"
mkdir -p ${binname}
cp out/windows/x86_64/tools-mono/godot.windows.editor.x86_64.mono.exe ${binname}/${binname}.exe
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/x86_64/tools-mono/GodotSharp ${binname}/
cp out/windows/x86_64/tools-mono/godot.windows.editor.x86_64.mono.console.exe ${binname}/${wrpname}.exe
sign_windows ${binname}/${wrpname}.exe
cp -rp out/windows/x64/tools-mono/GodotSharp ${binname}/
cp -rp out/aot-compilers ${binname}/GodotSharp/Tools/
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
binname="${godot_basename}_mono_win32"
wrpname="${godot_basename}_mono_win32_console"
mkdir -p ${binname}
cp out/windows/x86_32/tools-mono/godot.windows.editor.x86_32.mono.exe ${binname}/${binname}.exe
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_32/tools-mono/GodotSharp ${binname}/
cp out/windows/x86_32/tools-mono/godot.windows.editor.x86_32.mono.console.exe ${binname}/${wrpname}.exe
sign_windows ${binname}/${wrpname}.exe
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
binname="${godot_basename}_mono_windows_arm64"
wrpname="${godot_basename}_mono_windows_arm64_console"
mkdir -p ${binname}
cp out/windows/arm64/tools-mono/godot.windows.editor.arm64.llvm.mono.exe ${binname}/${binname}.exe
sign_windows ${binname}/${binname}.exe
cp -rp out/windows/arm64/tools-mono/GodotSharp ${binname}/
cp out/windows/arm64/tools-mono/godot.windows.editor.arm64.llvm.mono.console.exe ${binname}/${wrpname}.exe
sign_windows ${binname}/${wrpname}.exe
cp -rp out/windows/x86/tools-mono/GodotSharp ${binname}/
cp -rp out/aot-compilers ${binname}/GodotSharp/Tools/
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
# Templates
cp out/windows/x86_64/templates-mono/godot.windows.template_debug.x86_64.mono.exe ${templatesdir_mono}/windows_debug_x86_64.exe
cp out/windows/x86_64/templates-mono/godot.windows.template_release.x86_64.mono.exe ${templatesdir_mono}/windows_release_x86_64.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_debug.x86_32.mono.exe ${templatesdir_mono}/windows_debug_x86_32.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_release.x86_32.mono.exe ${templatesdir_mono}/windows_release_x86_32.exe
cp out/windows/arm64/templates-mono/godot.windows.template_debug.arm64.llvm.mono.exe ${templatesdir_mono}/windows_debug_arm64.exe
cp out/windows/arm64/templates-mono/godot.windows.template_release.arm64.llvm.mono.exe ${templatesdir_mono}/windows_release_arm64.exe
cp out/windows/x86_64/templates-mono/godot.windows.template_debug.x86_64.mono.console.exe ${templatesdir_mono}/windows_debug_x86_64_console.exe
cp out/windows/x86_64/templates-mono/godot.windows.template_release.x86_64.mono.console.exe ${templatesdir_mono}/windows_release_x86_64_console.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_debug.x86_32.mono.console.exe ${templatesdir_mono}/windows_debug_x86_32_console.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_release.x86_32.mono.console.exe ${templatesdir_mono}/windows_release_x86_32_console.exe
cp out/windows/arm64/templates-mono/godot.windows.template_debug.arm64.llvm.mono.console.exe ${templatesdir_mono}/windows_debug_arm64_console.exe
cp out/windows/arm64/templates-mono/godot.windows.template_release.arm64.llvm.mono.console.exe ${templatesdir_mono}/windows_release_arm64_console.exe
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
## macOS (Mono) ##
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_macos.universal"
binname="${godot_basename}_mono_osx.universal"
rm -rf Godot_mono.app
cp -r git/misc/dist/macos_tools.app Godot_mono.app
cp -r git/misc/dist/osx_tools.app Godot_mono.app
mkdir -p Godot_mono.app/Contents/{MacOS,Resources}
cp out/macos/tools-mono/godot.macos.editor.universal.mono Godot_mono.app/Contents/MacOS/Godot
cp -rp out/macos/tools-mono/GodotSharp Godot_mono.app/Contents/Resources/GodotSharp
cp out/macosx/tools-mono/godot.osx.opt.tools.universal.mono Godot_mono.app/Contents/MacOS/Godot
cp -rp out/macosx/tools-mono/GodotSharp Godot_mono.app/Contents/Resources/GodotSharp
cp -rp out/aot-compilers Godot_mono.app/Contents/Resources/GodotSharp/Tools/
chmod +x Godot_mono.app/Contents/MacOS/Godot
zip -q -9 -r "${reldir_mono}/${binname}.zip" Godot_mono.app
rm -rf Godot_mono.app
sign_macos ${reldir_mono} ${binname} 1
# Templates
rm -rf macos_template.app
cp -r git/misc/dist/macos_template.app .
mkdir -p macos_template.app/Contents/{MacOS,Resources}
cp out/macos/templates-mono/godot.macos.template_debug.universal.mono macos_template.app/Contents/MacOS/godot_macos_debug.universal
cp out/macos/templates-mono/godot.macos.template_release.universal.mono macos_template.app/Contents/MacOS/godot_macos_release.universal
chmod +x macos_template.app/Contents/MacOS/godot_macos*
zip -q -9 -r "${templatesdir_mono}/macos.zip" macos_template.app
rm -rf macos_template.app
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.template_release.aar ${reldir_mono}/godot-lib.${templates_version}.mono.template_release.aar
cp out/android/templates-mono/godot-lib.release.aar ${reldir_mono}/godot-lib.${templates_version}.mono.release.aar
# 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 ${templatesdir_mono}/bcl/
## iOS (Mono) ##
rm -rf ios_xcode
cp -r git/misc/dist/ios_xcode ios_xcode
cp out/ios/templates-mono/libgodot.ios.simulator.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.ios.debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.ios.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates-mono/libgodot.ios.debug.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
cp -r deps/moltenvk/MoltenVK/MoltenVK.xcframework ios_xcode/
rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}*
cp out/ios/templates-mono/libgodot.iphone.simulator.a ios_xcode/libgodot.iphone.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.iphone.debug.simulator.a ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.iphone.a ios_xcode/libgodot.iphone.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates-mono/libgodot.iphone.debug.a ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64/libgodot.a
cd ios_xcode
zip -q -9 -r "${templatesdir_mono}/ios.zip" *
zip -q -9 -r "${templatesdir_mono}/iphone.zip" *
cd ..
rm -rf ios_xcode
# No .NET support for those platforms yet.
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}
if false; then
## UWP (Mono) ##
## Web (Mono) ##
# Templates
cp out/web/templates-mono/godot.web.template_debug.wasm32.mono.zip ${templatesdir_mono}/web_debug.zip
cp out/web/templates-mono/godot.web.template_release.wasm32.mono.zip ${templatesdir_mono}/web_release.zip
fi
# Not supported yet.
## Templates TPZ (Mono) ##
@@ -578,22 +527,4 @@ if [ "${build_mono}" == "1" ]; then
fi
# NuGet packages
if [ "${publish_nuget}" == "1" ]; then
echo "Publishing NuGet packages..."
publish_nuget_packages out/linux/x86_64/tools-mono/GodotSharp/Tools/nupkgs/*.nupkg
fi
# Godot Android library
if [ "${publish_maven}" == "1" ]; then
echo "Publishing Android library to MavenCentral..."
publish_maven_library
fi
echo "All editor binaries and templates prepared successfully for release"

54
build-server/build.sh Executable file
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@@ -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
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@@ -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
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@@ -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
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@@ -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

@@ -1,97 +0,0 @@
#!/bin/bash
set -e
# Config
# To speed up builds with single-threaded full LTO linking,
# we run all builds in parallel each from their own folder.
export NUM_JOBS=5
declare -a JOBS=(
"target=template_debug"
"target=template_release"
"target=template_debug dlink_enabled=yes"
"target=template_release dlink_enabled=yes"
)
declare -a JOBS_NOTHREADS=(
"target=template_debug threads=no"
"target=template_release threads=no"
"target=template_debug dlink_enabled=yes threads=no"
"target=template_release dlink_enabled=yes threads=no"
)
export SCONS="scons -j$(expr ${NUM_CORES} / ${NUM_JOBS}) verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes -j${NUM_CORES}"
export TERM=xterm
source /root/emsdk/emsdk_env.sh
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Web..."
for i in {0..3}; do
cp -r /root/godot /root/godot$i
cd /root/godot$i
echo "$SCONS platform=web ${OPTIONS} ${JOBS[$i]}"
$SCONS platform=web ${OPTIONS} ${JOBS[$i]} &
pids[$i]=$!
done
cd /root/godot
echo "$SCONS platform=web ${OPTIONS} target=editor use_closure_compiler=yes"
$SCONS platform=web ${OPTIONS} target=editor use_closure_compiler=yes &
pid_editor=$!
for pid in ${pids[*]}; do
wait $pid
done
wait $pid_editor
for i in {0..3}; do
cp -r /root/godot /root/godot-nothreads$i
cd /root/godot-nothreads$i
echo "$SCONS platform=web ${OPTIONS} ${JOBS_NOTHREADS[$i]}"
$SCONS platform=web ${OPTIONS} ${JOBS_NOTHREADS[$i]} &
pids_nothreads[$i]=$!
done
for pid in ${pids_nothreads[*]}; do
wait $pid
done
mkdir -p /root/out/tools
cp -rvp /root/godot/bin/*.editor*.zip /root/out/tools
mkdir -p /root/out/templates
for i in {0..3}; do
cp -rvp /root/godot$i/bin/*.zip /root/out/templates
cp -rvp /root/godot-nothreads$i/bin/*.zip /root/out/templates
done
fi
# Mono
# No Web support with .NET 6 yet.
#if [ "${MONO}" == "1" ]; then
if false; then
echo "Starting Mono build for Web..."
cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
$SCONS platform=web ${OPTIONS} ${OPTIONS_MONO} target=template_debug
$SCONS platform=web ${OPTIONS} ${OPTIONS_MONO} target=template_release
mkdir -p /root/out/templates-mono
cp -rvp bin/*.zip /root/out/templates-mono
rm -f bin/*.zip
fi
echo "Web build successful"

View File

@@ -5,9 +5,10 @@ set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes use_mingw=yes angle_libs=/root/angle mesa_libs=/root/mesa d3d12=yes"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_LLVM="use_llvm=yes mingw_prefix=/root/llvm-mingw"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export MONO_PREFIX_X86_64="/root/mono-installs/desktop-windows-x86_64-release"
export MONO_PREFIX_X86="/root/mono-installs/desktop-windows-x86-release"
export TERM=xterm
rm -rf godot
@@ -20,49 +21,27 @@ tar xf /root/godot.tar.gz --strip-components=1
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Windows..."
$SCONS platform=windows arch=x86_64 $OPTIONS target=editor
mkdir -p /root/out/x86_64/tools
cp -rvp bin/* /root/out/x86_64/tools
$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 arch=x86_64 $OPTIONS target=template_debug
$SCONS platform=windows arch=x86_64 $OPTIONS target=template_release
mkdir -p /root/out/x86_64/templates
cp -rvp bin/* /root/out/x86_64/templates
$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 arch=x86_32 $OPTIONS target=editor
mkdir -p /root/out/x86_32/tools
cp -rvp bin/* /root/out/x86_32/tools
$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 arch=x86_32 $OPTIONS target=template_debug
$SCONS platform=windows arch=x86_32 $OPTIONS target=template_release
mkdir -p /root/out/x86_32/templates
cp -rvp bin/* /root/out/x86_32/templates
$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
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_LLVM target=editor
mkdir -p /root/out/arm64/tools
cp -rvp bin/* /root/out/arm64/tools
rm -rf bin
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_LLVM target=template_debug
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_LLVM target=template_release
mkdir -p /root/out/arm64/templates
cp -rvp bin/* /root/out/arm64/templates
rm -rf bin
if [ "${STEAM}" == "1" ]; then
build_name=${BUILD_NAME}
export BUILD_NAME="steam"
$SCONS platform=windows arch=x86_64 $OPTIONS target=editor steamapi=yes
$SCONS platform=windows arch=x86_32 $OPTIONS target=editor steamapi=yes
mkdir -p /root/out/steam
cp -rvp bin/* /root/out/steam
rm -rf bin
export BUILD_NAME=${build_name}
fi
fi
# Mono
@@ -70,43 +49,34 @@ fi
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/
$SCONS platform=windows arch=x86_64 $OPTIONS $OPTIONS_MONO target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=windows
mkdir -p /root/out/x86_64/tools-mono
cp -rvp bin/* /root/out/x86_64/tools-mono
export OPTIONS_MONO_PREFIX="${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 arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=windows arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_release
mkdir -p /root/out/x86_64/templates-mono
cp -rvp bin/* /root/out/x86_64/templates-mono
$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
$SCONS platform=windows arch=x86_32 $OPTIONS $OPTIONS_MONO target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=windows
mkdir -p /root/out/x86_32/tools-mono
cp -rvp bin/* /root/out/x86_32/tools-mono
export OPTIONS_MONO_PREFIX="${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 arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=windows arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_release
mkdir -p /root/out/x86_32/templates-mono
cp -rvp bin/* /root/out/x86_32/templates-mono
rm -rf bin
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_MONO $OPTIONS_LLVM target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=windows
mkdir -p /root/out/arm64/tools-mono
cp -rvp bin/* /root/out/arm64/tools-mono
rm -rf bin
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_MONO $OPTIONS_LLVM target=template_debug
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_MONO $OPTIONS_LLVM target=template_release
mkdir -p /root/out/arm64/templates-mono
cp -rvp bin/* /root/out/arm64/templates-mono
$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

109
build.sh
View File

@@ -28,7 +28,6 @@ godot_version=""
git_treeish="master"
build_classical=1
build_mono=1
build_steam=0
force_download=0
skip_download=1
skip_git_checkout=0
@@ -84,7 +83,21 @@ while getopts "h?r:u:p:v:g:b:fsc" opt; do
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!"
@@ -101,10 +114,6 @@ case "$choice" in
esac
export GODOT_VERSION_STATUS="${status}"
if [ "${status}" == "stable" ]; then
build_steam=1
fi
if [ ! -z "${username}" ] && [ ! -z "${password}" ]; then
if ${podman} login ${registry} -u "${username}" -p "${password}"; then
export logged_in=true
@@ -113,7 +122,7 @@ fi
if [ $skip_download == 0 ]; then
echo "Fetching images"
for image in windows linux web; do
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"
@@ -125,7 +134,7 @@ if [ $skip_download == 0 ]; then
if [ ! -z "${logged_in}" ]; then
echo "Fetching private images"
for image in macosx android ios; do
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"
@@ -136,62 +145,6 @@ if [ $skip_download == 0 ]; then
fi
fi
# macOS needs MoltenVK
if [ ! -d "deps/moltenvk" ]; then
echo "Missing MoltenVK for macOS, downloading it."
mkdir -p deps/moltenvk
pushd deps/moltenvk
curl -L -o moltenvk.tar https://github.com/godotengine/moltenvk-osxcross/releases/download/vulkan-sdk-1.3.283.0-2/MoltenVK-all.tar
tar xf moltenvk.tar && rm -f moltenvk.tar
mv MoltenVK/MoltenVK/include/ MoltenVK/
mv MoltenVK/MoltenVK/static/MoltenVK.xcframework/ MoltenVK/
popd
fi
# Windows and macOS need ANGLE
if [ ! -d "deps/angle" ]; then
echo "Missing ANGLE libraries, downloading them."
mkdir -p deps/angle
pushd deps/angle
base_url=https://github.com/godotengine/godot-angle-static/releases/download/chromium%2F6601.2/godot-angle-static
curl -L -o windows_arm64.zip $base_url-arm64-llvm-release.zip
curl -L -o windows_x86_64.zip $base_url-x86_64-gcc-release.zip
curl -L -o windows_x86_32.zip $base_url-x86_32-gcc-release.zip
curl -L -o macos_arm64.zip $base_url-arm64-macos-release.zip
curl -L -o macos_x86_64.zip $base_url-x86_64-macos-release.zip
unzip -o windows_arm64.zip && rm -f windows_arm64.zip
unzip -o windows_x86_64.zip && rm -f windows_x86_64.zip
unzip -o windows_x86_32.zip && rm -f windows_x86_32.zip
unzip -o macos_arm64.zip && rm -f macos_arm64.zip
unzip -o macos_x86_64.zip && rm -f macos_x86_64.zip
popd
fi
if [ ! -d "deps/mesa" ]; then
echo "Missing Mesa/NIR libraries, downloading them."
mkdir -p deps/mesa
pushd deps/mesa
curl -L -o mesa_arm64.zip https://github.com/godotengine/godot-nir-static/releases/download/23.1.9-1/godot-nir-static-arm64-llvm-release.zip
curl -L -o mesa_x86_64.zip https://github.com/godotengine/godot-nir-static/releases/download/23.1.9-1/godot-nir-static-x86_64-gcc-release.zip
curl -L -o mesa_x86_32.zip https://github.com/godotengine/godot-nir-static/releases/download/23.1.9-1/godot-nir-static-x86_32-gcc-release.zip
unzip -o mesa_arm64.zip && rm -f mesa_arm64.zip
unzip -o mesa_x86_64.zip && rm -f mesa_x86_64.zip
unzip -o mesa_x86_32.zip && rm -f mesa_x86_32.zip
popd
fi
# Keystore for Android editor signing
# Optional - the config.sh will be copied but if it's not filled in,
# it will do an unsigned build.
if [ ! -d "deps/keystore" ]; then
mkdir -p deps/keystore
cp config.sh deps/keystore/
if [ ! -z "$GODOT_ANDROID_SIGN_KEYSTORE" ]; then
cp "$GODOT_ANDROID_SIGN_KEYSTORE" deps/keystore/
sed -i deps/keystore/config.sh -e "s@$GODOT_ANDROID_SIGN_KEYSTORE@/root/keystore/$GODOT_ANDROID_SIGN_KEYSTORE@"
fi
fi
if [ "${skip_git_checkout}" == 0 ]; then
git clone https://github.com/godotengine/godot git || /bin/true
pushd git
@@ -222,32 +175,42 @@ fi
export basedir="$(pwd)"
mkdir -p ${basedir}/out
mkdir -p ${basedir}/out/logs
mkdir -p ${basedir}/mono-glue
export podman_run="${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 ${basedir}/mono-glue:/root/mono-glue -w /root/"
export img_version=$IMAGE_VERSION
export img_version=3.x-mono-6.12.0.158
# 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 ${basedir}/build-mono-glue:/root/build localhost/godot-linux:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/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 -v ${basedir}/deps/angle:/root/angle -v ${basedir}/deps/mesa:/root/mesa --env STEAM=${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 -v ${basedir}/deps/moltenvk:/root/moltenvk -v ${basedir}/deps/angle:/root/angle localhost/godot-osx:${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 -v ${basedir}/deps/keystore:/root/keystore localhost/godot-android:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/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
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
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
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 +0,0 @@
#!/bin/bash
rm -rf releases tmp web

View File

@@ -1,4 +0,0 @@
#!/bin/bash
rm -rf godot*.tar.gz mono-glue out releases tmp web
git status

View File

@@ -3,28 +3,16 @@
# 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'
# 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'
# Version string of the images to use in build.sh.
export IMAGE_VERSION='4.x-f36'
export REGISTRY="registry.prehensile-tales.com"
# Default build name used to distinguish between official and custom builds.
export BUILD_NAME='custom_build'
export BUILD_NAME="custom_build"
# Default number of parallel cores for each build.
export NUM_CORES=16
@@ -33,51 +21,24 @@ export NUM_CORES=16
# If you do not fill all SIGN_* fields, signing will be skipped.
# Path to pkcs12 archive.
export SIGN_KEYSTORE=''
export SIGN_KEYSTORE=""
# Password for the private key.
export SIGN_PASSWORD=''
export SIGN_PASSWORD=""
# Name and URL of the signed application.
# Use your own when making a thirdparty build.
export SIGN_NAME=''
export 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=''
# Username/password for Apple's signing APIs (used for notarytool)
export APPLE_TEAM=''
export APPLE_ID=''
export APPLE_ID_PASSWORD=''
export OSX_BUNDLE_ID=""
# Username/password for Apple's signing APIs (used for atltool)
export APPLE_ID=""
export APPLE_ID_PASSWORD=""
# NuGet source for publishing .NET packages
export NUGET_SOURCE='nuget.org'
# API key for publishing NuGet packages to nuget.org
export NUGET_API_KEY=''
# MavenCentral (sonatype) credentials
export OSSRH_GROUP_ID=''
export OSSRH_USERNAME=''
export OSSRH_PASSWORD=''
# Sonatype assigned ID used to upload the generated artifacts
export SONATYPE_STAGING_PROFILE_ID=''
# Used to sign the artifacts after they're built
# ID of the GPG key pair, the last eight characters of its fingerprint
export SIGNING_KEY_ID=''
# Passphrase of the key pair
export SIGNING_PASSWORD=''
# Base64 encoded private GPG key
export SIGNING_KEY=''
# Android signing configs
# Path to the Android keystore file used to sign the release build
export GODOT_ANDROID_SIGN_KEYSTORE=''
# Key alias used for signing the release build
export GODOT_ANDROID_KEYSTORE_ALIAS=''
# Password for the key used for signing the release build
export GODOT_ANDROID_SIGN_PASSWORD=''