Files
godot-build-scripts/build-release.sh
Rémi Verschelde 067d3f3a49 Refactor build scripts to allow building only Classical or Mono
The in-container build scripts now get passed CLASSICAL and MONO env
variables which can be used to build one or the other, or both
(default).

`build.sh`, `build-release.sh` and `build-templates.sh` now all expect
command line switches to specify the version details, and optionally
which flavor to build.

For example to build Mono only:

  ./build.sh -v 3.2-beta4 -g master -b mono
  ./build-release.sh -v 3.2-beta4 -b mono
  ./build-templates.sh -v 3.2-beta4 -t 3.2.beta4 -b mono

Also took the opportunity to do some extra cleanup, like removing
unnecessary `builtin_*` options since they all default to True, even
for Linux in 3.2, as well as `use_lto` and `use_static_cpp` options
on platforms which don't implement them.

And I improved the `build-release.sh` script to be a bit easier to
read, and avoid having too many stray folders to cleanup.
The build scripts should now generate the final structure that we'd use
on the official mirrors, with the `mono` distribution as a subfolder of
the main release folder.
2019-12-13 20:05:40 +01:00

380 lines
13 KiB
Bash
Executable File

#!/bin/bash
set -e
# Config
# For signing keystore and password.
source ./config.sh
can_sign=0
if [ ! -z "${SIGN_KEYSTORE}" ] && [ ! -z "${SIGN_PASSWORD}" ]; then
can_sign=1
else
echo "Disabling binary signing as config.sh does not define the required data."
fi
function sign {
if [ $can_sign == 0 ]; then
return
fi
./osslsigncode -pkcs12 ${SIGN_KEYSTORE} -pass "${SIGN_PASSWORD}" -n "${SIGN_NAME}" -i "${SIGN_URL}" -t http://timestamp.comodoca.com -in $1 -out $1-signed
mv $1-signed $1
}
godot_version=""
build_classical=1
build_mono=1
while getopts "h?v:b" opt; do
case "$opt" in
h|\?)
echo "Usage: $0 [OPTIONS...]"
echo
echo " -v godot version (e.g: 3.1-alpha5) [mandatory]"
echo " -b all|classical|mono (default: all)"
echo
exit 1
;;
v)
godot_version=$OPTARG
;;
b)
if [ "$OPTARG" == "classical" ]; then
build_mono=0
elif [ "$OPTARG" == "mono" ]; then
build_classical=0
fi
;;
esac
done
export basedir=$(pwd)
export reldir="${basedir}/releases/${godot_version}"
export reldir_mono="${reldir}/mono"
export tmpdir="${basedir}/tmp"
export templatesdir="${tmpdir}/templates"
export templatesdir_mono="${templatesdir}-mono"
export godot_basename="Godot_v${godot_version}"
# Cleanup and setup
rm -rf ${reldir}
rm -rf ${tmpdir}
mkdir -p ${reldir}
mkdir -p ${reldir_mono}
mkdir -p ${templatesdir}
mkdir -p ${templatesdir_mono}
# Tarball
zcat godot.tar.gz | xz -c > ${reldir}/godot-${godot_version}.tar.xz
pushd ${reldir}
sha256sum godot-${godot_version}.tar.xz > godot-${godot_version}.tar.xz.sha256
popd
# Classical
if [ "${build_classical}" == "1" ]; then
## Linux (Classical) ##
# Editor
binname="${godot_basename}_x11.64"
cp out/linux/x64/tools/godot.x11.opt.tools.64 ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
binname="${godot_basename}_x11.32"
cp out/linux/x86/tools/godot.x11.opt.tools.32 ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
# Templates
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 ${templatesdir}/linux_x11_32_debug
## Windows (Classical) ##
# Editor
binname="${godot_basename}_win64.exe"
cp out/windows/x64/tools/godot.windows.opt.tools.64.exe ${binname}
strip ${binname}
sign ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
binname="${godot_basename}_win32.exe"
cp out/windows/x86/tools/godot.windows.opt.tools.32.exe ${binname}
strip ${binname}
sign ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
# Templates
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
sign ${templatesdir}/windows_64_release.exe
sign ${templatesdir}/windows_64_debug.exe
sign ${templatesdir}/windows_32_release.exe
sign ${templatesdir}/windows_32_debug.exe
## OSX (Classical) ##
# Editor
binname="${godot_basename}_osx.64"
rm -rf Godot.app
cp -r git/misc/dist/osx_tools.app Godot.app
mkdir -p Godot.app/Contents/MacOS
cp out/macosx/x64/tools/godot.osx.opt.tools.64 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
# Templates
rm -rf osx_template.app
cp -r git/misc/dist/osx_template.app .
mkdir -p osx_template.app/Contents/MacOS
cp out/macosx/x64/templates/godot.osx.opt.64 osx_template.app/Contents/MacOS/godot_osx_release.64
cp out/macosx/x64/templates/godot.osx.opt.debug.64 osx_template.app/Contents/MacOS/godot_osx_debug.64
chmod +x osx_template.app/Contents/MacOS/godot_osx*
zip -q -9 -r "${templatesdir}/osx.zip" osx_template.app
rm -rf osx_template.app
## Server (Classical) ##
# Headless (editor)
binname="${godot_basename}_linux_headless.64"
cp out/server/x64/tools/godot_server.x11.opt.tools.64 ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
# Server (template)
binname="${godot_basename}_linux_server.64"
cp out/server/x64/templates/godot_server.x11.opt.64 ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
## Javascript (Classical) ##
# Templates
cp out/javascript/templates/godot.javascript.opt.zip ${templatesdir}/webassembly_release.zip
cp out/javascript/templates/godot.javascript.opt.debug.zip ${templatesdir}/webassembly_debug.zip
## Android (Classical) ##
# Templates
cp out/android/templates/*.apk ${templatesdir}/
cp out/android/templates/android_source.zip ${templatesdir}/
## iOS (Classical) ##
rm -rf ios_xcode
cp -r git/misc/dist/ios_xcode ios_xcode
for suffix in "" "_arkit_module" "_camera_module"; do
cp out/ios/libgodot${suffix}.iphone.opt.fat ios_xcode/libgodot${suffix}.iphone.release.fat.a
cp out/ios/libgodot${suffix}.iphone.opt.debug.fat ios_xcode/libgodot${suffix}.iphone.debug.fat.a
done
chmod +x ios_xcode/libgodot*.iphone.*
cd ios_xcode
zip -q -9 -r "${templatesdir}/iphone.zip" *
cd ..
rm -rf ios_xcode
## UWP (Classical) ##
if [ ! -d "angle" ]; then
echo "Downloading ANGLE binaries from https://github.com/GodotBuilder/godot-builds/releases/tag/_tools"
curl -LO https://github.com/GodotBuilder/godot-builds/releases/download/_tools/angle.7z
7z x angle.7z && rm -f angle.7z
fi
rm -rf uwp_template_*
for arch in ARM Win32 x64; do
cp -r git/misc/dist/uwp_template uwp_template_${arch}
cp angle/winrt/10/src/Release_${arch}/libEGL.dll \
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
sign uwp_template_ARM/godot.uwp.exe
sign 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
sign uwp_template_Win32/godot.uwp.exe
sign 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
sign uwp_template_x64/godot.uwp.exe
sign 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*
fi
# Mono
if [ "${build_mono}" == "1" ]; then
## Linux (Mono) ##
# Editor
binbasename="${godot_basename}_mono_x11"
mkdir -p ${binbasename}_64
cp out/linux/x64/tools-mono/godot.x11.opt.tools.64.mono ${binbasename}_64/${binbasename}.64
cp -rp out/linux/x64/tools-mono/GodotSharp ${binbasename}_64/
zip -r -q -9 "${reldir_mono}/${binbasename}_64.zip" ${binbasename}_64
rm -rf ${binbasename}_64
binbasename="${godot_basename}_mono_x11"
mkdir -p ${binbasename}_32
cp out/linux/x86/tools-mono/godot.x11.opt.tools.32.mono ${binbasename}_32/${binbasename}.32
cp -rp out/linux/x86/tools-mono/GodotSharp/ ${binbasename}_32/
zip -r -q -9 "${reldir_mono}/${binbasename}_32.zip" ${binbasename}_32
rm -rf ${binbasename}_32
# Templates
cp -rp out/linux/x64/templates-mono/data.mono.x11.64.* ${templatesdir_mono}/
cp out/linux/x64/templates-mono/godot.x11.opt.debug.64.mono ${templatesdir_mono}/linux_x11_64_debug
cp out/linux/x64/templates-mono/godot.x11.opt.64.mono ${templatesdir_mono}/linux_x11_64_release
cp -rp out/linux/x86/templates-mono/data.mono.x11.32.* ${templatesdir_mono}/
cp out/linux/x86/templates-mono/godot.x11.opt.debug.32.mono ${templatesdir_mono}/linux_x11_32_debug
cp out/linux/x86/templates-mono/godot.x11.opt.32.mono ${templatesdir_mono}/linux_x11_32_release
## Windows (Mono) ##
# Editor
binname="${godot_basename}_mono_win64"
mkdir -p ${binname}
cp out/windows/x64/tools-mono/godot.windows.opt.tools.64.mono.exe ${binname}/${binname}.exe
strip ${binname}/${binname}.exe
sign ${binname}/${binname}.exe
cp -rp out/windows/x64/tools-mono/GodotSharp ${binname}/
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
binname="${godot_basename}_mono_win32"
mkdir -p ${binname}
cp out/windows/x86/tools-mono/godot.windows.opt.tools.32.mono.exe ${binname}/${binname}.exe
strip ${binname}/${binname}.exe
sign ${binname}/${binname}.exe
cp -rp out/windows/x86/tools-mono/GodotSharp ${binname}/
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
# Templates
cp -rp out/windows/x64/templates-mono/data.mono.windows.64.* ${templatesdir_mono}/
cp out/windows/x64/templates-mono/godot.windows.opt.debug.64.mono.exe ${templatesdir_mono}/windows_64_debug.exe
cp out/windows/x64/templates-mono/godot.windows.opt.64.mono.exe ${templatesdir_mono}/windows_64_release.exe
cp -rp out/windows/x86/templates-mono/data.mono.windows.32.* ${templatesdir_mono}/
cp out/windows/x86/templates-mono/godot.windows.opt.debug.32.mono.exe ${templatesdir_mono}/windows_32_debug.exe
cp out/windows/x86/templates-mono/godot.windows.opt.32.mono.exe ${templatesdir_mono}/windows_32_release.exe
strip ${templatesdir_mono}/windows*.exe
sign ${templatesdir_mono}/windows_64_debug.exe
sign ${templatesdir_mono}/windows_64_release.exe
sign ${templatesdir_mono}/windows_32_debug.exe
sign ${templatesdir_mono}/windows_32_release.exe
## OSX (Mono) ##
# Editor
binname="${godot_basename}_mono_osx.64"
rm -rf Godot_mono.app
cp -r git/misc/dist/osx_tools.app Godot_mono.app
mkdir -p Godot_mono.app/Contents/MacOS
cp out/macosx/x64/tools-mono/godot.osx.opt.tools.64.mono Godot_mono.app/Contents/MacOS/Godot
mkdir -p Godot_mono.app/Contents/{Frameworks,Resources}
mkdir -p Godot_mono.app/Contents/{Frameworks,Resources}/GodotSharp
mkdir -p Godot_mono.app/Contents/{Frameworks,Resources}/GodotSharp/Mono
cp -rp out/macosx/x64/tools-mono/GodotSharp/Api Godot_mono.app/Contents/Frameworks/GodotSharp
cp -rp out/macosx/x64/tools-mono/GodotSharp/Mono/lib Godot_mono.app/Contents/Frameworks/GodotSharp/Mono
cp -rp out/macosx/x64/tools-mono/GodotSharp/Tools Godot_mono.app/Contents/Frameworks/GodotSharp
cp -rp out/macosx/x64/tools-mono/GodotSharp/Mono/etc Godot_mono.app/Contents/Resources/GodotSharp/Mono
chmod +x Godot_mono.app/Contents/MacOS/Godot
zip -q -9 -r "${reldir_mono}/${binname}.zip" Godot_mono.app
rm -rf Godot_mono.app
# Templates
rm -rf osx_template.app
cp -r git/misc/dist/osx_template.app .
mkdir -p osx_template.app/Contents/MacOS
cp out/macosx/x64/templates-mono/godot.osx.opt.debug.64.mono osx_template.app/Contents/MacOS/godot_osx_debug.64
cp out/macosx/x64/templates-mono/godot.osx.opt.64.mono osx_template.app/Contents/MacOS/godot_osx_release.64
cp -rp out/macosx/x64/templates-mono/data.mono.osx.64.* osx_template.app/Contents/MacOS/
chmod +x osx_template.app/Contents/MacOS/godot_osx*
zip -q -9 -r "${templatesdir_mono}/osx.zip" osx_template.app
rm -rf osx_template.app
## Server (Mono) ##
# Headless (editor)
binbasename="${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
cp -rp out/server/x64/tools-mono/GodotSharp ${binbasename}_64/
zip -r -q -9 "${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
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) ##
# 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/monodroid ${templatesdir_mono}/bcl/
## iOS (Mono) ##
# Not supported yet.
## UWP (Mono) ##
# Not supported yet.
fi
echo "All editor binaries and templates prepared successfully for release"