package_release_build.py for Clyde.

This commit is contained in:
Pieter-Jan Briers
2019-03-21 21:19:18 +01:00
parent 6649d06fd8
commit 1d0ed83967
2 changed files with 68 additions and 101 deletions

View File

@@ -5,4 +5,4 @@ BASEDIR=$(dirname "$0")
echo "$BASEDIR"
cd "$BASEDIR"
./Godot --path ./SS14.Client.Godot
mono ../Resources/SS14.Client.exe

View File

@@ -27,20 +27,23 @@ SHARED_IGNORED_RESOURCES = {
"ss13model.7z",
"ResourcePack.zip",
"buildResourcePack.py",
"CONTENT_GOES_HERE"
"CONTENT_GOES_HERE",
".gitignore"
}
CLIENT_IGNORED_RESOURCES = {
"Maps",
"emotes.xml"
"emotes.xml",
"Groups"
}
SERVER_IGNORED_RESOURCES = {
"Textures",
"Fonts"
"Fonts",
"Audio",
"Scenes",
"Nano",
"Shaders",
}
GODOT = None
def main():
global GODOT
parser = argparse.ArgumentParser(
@@ -52,23 +55,8 @@ def main():
nargs="*",
help="Which platform to build for. If not provided, all platforms will be built")
parser.add_argument("--godot",
action="store",
help="Path to the Godot executable used for exporting.")
parser.add_argument("--windows-godot-build",
action="store")
parser.add_argument("--linux-godot-build",
action="store")
args = parser.parse_args()
platforms = args.platform
GODOT = args.godot
if not GODOT:
print("No Godot executable passed.")
exit(1)
if not platforms:
platforms = ["windows", "mac", "linux"]
@@ -83,17 +71,11 @@ def main():
if "windows" in platforms:
wipe_bin()
if not args.windows_godot_build:
print("No --window-godot-build passed")
exit(1)
build_windows(args.windows_godot_build)
build_windows()
if "linux" in platforms:
wipe_bin()
if not args.linux_godot_build:
print("No --linux-godot-build passed")
exit(1)
build_linux(args.linux_godot_build)
build_linux()
if "mac" in platforms:
wipe_bin()
@@ -110,9 +92,9 @@ def wipe_bin():
shutil.rmtree("bin")
def build_windows(godot_build):
def build_windows():
# Run a full build.
print(Fore.GREEN + "Building project for Windows amd64..." + Style.RESET_ALL)
print(Fore.GREEN + "Building project for Windows x64..." + Style.RESET_ALL)
subprocess.run(["msbuild",
"SpaceStation14Content.sln",
"/m",
@@ -124,42 +106,29 @@ def build_windows(godot_build):
"/t:Rebuild"
], check=True)
print(Fore.GREEN + "Packaging Windows amd64 client..." + Style.RESET_ALL)
print(Fore.GREEN + "Packaging Windows x64 client..." + Style.RESET_ALL)
os.makedirs("bin/win_export", exist_ok=True)
subprocess.run([GODOT,
"--verbose",
"--export-debug",
"win",
"../../bin/win_export/SS14.Client.exe"],
cwd="engine/SS14.Client.Godot")
client_zip = zipfile.ZipFile(
p("release", "SS14.Client_Windows_x64.zip"), "w",
compression=zipfile.ZIP_DEFLATED)
client_zip = zipfile.ZipFile(p("release", "SS14.Client_Windows_amd64.zip"), "w",
compression=zipfile.ZIP_DEFLATED)
# Write the launcher batch script.
client_zip.writestr("spess.bat", "cd godot\ncall SS14.Client.exe --path SS14.Client.Godot")
# Add a /godot/ directory to the zip and put the pck in there.
client_zip.write(p("bin", "win_export"), "godot")
client_zip.write(p("bin", "win_export", "SS14.Client.pck"), p("godot", "SS14.Client.pck"))
# Write in the other files like mono dlls into the /godot/ directory.
copy_dir_into_zip(godot_build, "godot", client_zip)
# Copy the main client files into /bin/Client.
copy_dir_into_zip(p("engine", "bin", "Client"), p("bin", "Client"), client_zip)
# Copy all resources into /bin/Client/Resources.
copy_resources(p("bin", "Client", "Resources"), client_zip, server=False)
copy_dir_into_zip(p("engine", "bin", "Client"), "", client_zip)
copy_resources("Resources", client_zip, server=False)
copy_content_assemblies(p("Resources", "Assemblies"), client_zip, server=False)
# Cool we're done.
client_zip.close()
print(Fore.GREEN + "Packaging Windows amd64 server..." + Style.RESET_ALL)
server_zip = zipfile.ZipFile(p("release", "SS14.Server_Windows_amd64.zip"), "w",
print(Fore.GREEN + "Packaging Windows x64 server..." + Style.RESET_ALL)
server_zip = zipfile.ZipFile(p("release", "SS14.Server_Windows_x64.zip"), "w",
compression=zipfile.ZIP_DEFLATED)
copy_dir_into_zip(p("engine", "bin", "Server"), "", server_zip)
copy_resources(p("Resources"), server_zip, server=True)
copy_content_assemblies(p("Resources", "Assemblies"), server_zip, server=True)
server_zip.close()
def build_macos():
print(Fore.GREEN + "Building project for macOS amd64..." + Style.RESET_ALL)
print(Fore.GREEN + "Building project for macOS x64..." + Style.RESET_ALL)
subprocess.run(["msbuild",
"SpaceStation14Content.sln",
"/m",
@@ -171,38 +140,31 @@ def build_macos():
"/t:Rebuild"
], check=True)
print(Fore.GREEN + "Packaging macOS amd64 client..." + Style.RESET_ALL)
print(Fore.GREEN + "Packaging macOS x64 client..." + Style.RESET_ALL)
# Client has to go in an app bundle.
subprocess.run([GODOT,
"--verbose",
"--export-debug",
"mac",
"../../release/SS14.Client_macOS_amd64.zip"],
cwd="engine/SS14.Client.Godot",
check=True)
client_zip = zipfile.ZipFile(p("release", "SS14.Client_macOS_amd64.zip"), "a",
client_zip = zipfile.ZipFile(p("release", "SS14.Client_macOS_x64.zip"), "a",
compression=zipfile.ZIP_DEFLATED)
contents = p("Space Station 14.app", "Contents")
# Copy the main client files into /Space Station 14.app/Contents/bin/Client.
# Yes Apple would have me put this shit in /Space Station 14.app/Contents/Resources but screw that.
copy_dir_into_zip(p("engine", "bin", "Client"), p(contents, "bin", "Client"), client_zip)
contents = p("Space Station 14.app", "Contents", "Resources")
copy_dir_into_zip(p("BuildFiles", "Mac", "Space Station 14.app"), "Space Station 14.app", client_zip)
copy_dir_into_zip(p("engine", "bin", "Client"), contents, client_zip)
# Copy all resources into /Space Station 14.app/Contents/bin/Client/Resources.
copy_resources(p(contents, "bin", "Client", "Resources"), client_zip, server=False)
copy_resources(p(contents, "Resources"), client_zip, server=False)
copy_content_assemblies(p(contents, "Resources", "Assemblies"), client_zip, server=False)
client_zip.close()
print(Fore.GREEN + "Packaging macOS amd64 server..." + Style.RESET_ALL)
server_zip = zipfile.ZipFile(p("release", "SS14.Server_macOS_amd64.zip"), "w",
print(Fore.GREEN + "Packaging macOS x64 server..." + Style.RESET_ALL)
server_zip = zipfile.ZipFile(p("release", "SS14.Server_macOS_x64.zip"), "w",
compression=zipfile.ZIP_DEFLATED)
copy_dir_into_zip(p("engine", "bin", "Server"), "", server_zip)
copy_resources(p("Resources"), server_zip, server=True)
copy_content_assemblies(p("Resources", "Assemblies"), server_zip, server=True)
server_zip.close()
def build_linux(godot_build):
print(Fore.GREEN + "Building project for Linux amd64..." + Style.RESET_ALL)
def build_linux():
# Run a full build.
print(Fore.GREEN + "Building project for Linux x64..." + Style.RESET_ALL)
subprocess.run(["msbuild",
"SpaceStation14Content.sln",
"/m",
@@ -214,39 +176,24 @@ def build_linux(godot_build):
"/t:Rebuild"
], check=True)
print(Fore.GREEN + "Packaging Linux amd64 client..." + Style.RESET_ALL)
print(Fore.GREEN + "Packaging Linux x64 client..." + Style.RESET_ALL)
os.makedirs("bin/linux_export", exist_ok=True)
subprocess.run([GODOT,
"--verbose",
"--export-debug",
"x11",
"../../bin/linux_export/SS14.Client.x86_64"],
cwd="engine/SS14.Client.Godot")
client_zip = zipfile.ZipFile(
p("release", "SS14.Client_Linux_x64.zip"), "w",
compression=zipfile.ZIP_DEFLATED)
client_zip = zipfile.ZipFile(p("release", "SS14.Client_Linux_amd64.zip"), "w",
compression=zipfile.ZIP_DEFLATED)
# Write the launcher shell script.
info = zipfile.ZipInfo("spess.sh")
info.external_attr = (0o755 << 16) # Give it -rwxr-xr-x permissions.
client_zip.writestr(info, "#!/bin/sh\ncd godot\n./SS14.Client.x86_64")
# Add a /godot/ directory to the zip and put the pck in there.
client_zip.write(p("bin", "linux_export"), "godot")
client_zip.write(p("bin", "linux_export", "SS14.Client.pck"), p("godot", "SS14.Client.pck"))
# Write in the other files like mono dlls into the /godot/ directory.
copy_dir_into_zip(godot_build, "godot", client_zip)
# Copy the main client files into /bin/Client.
copy_dir_into_zip(p("engine", "bin", "Client"), p("bin", "Client"), client_zip)
# Copy all resources into /bin/Client/Resources.
copy_resources(p("bin", "Client", "Resources"), client_zip, server=False)
copy_dir_into_zip(p("engine", "bin", "Client"), "", client_zip)
copy_resources("Resources", client_zip, server=False)
copy_content_assemblies(p("Resources", "Assemblies"), client_zip, server=False)
# Cool we're done.
client_zip.close()
print(Fore.GREEN + "Packaging Linux amd64 server..." + Style.RESET_ALL)
server_zip = zipfile.ZipFile(p("release", "SS14.Server_Linux_amd64.zip"), "w",
print(Fore.GREEN + "Packaging Linux x64 server..." + Style.RESET_ALL)
server_zip = zipfile.ZipFile(p("release", "SS14.Server_Linux_x64.zip"), "w",
compression=zipfile.ZIP_DEFLATED)
copy_dir_into_zip(p("engine", "bin", "Server"), "", server_zip)
copy_resources(p("Resources"), server_zip, server=True)
copy_content_assemblies(p("Resources", "Assemblies"), server_zip, server=True)
server_zip.close()
@@ -262,6 +209,10 @@ def do_resource_copy(target, source, zipf, server):
or filename in (SERVER_IGNORED_RESOURCES if server else CLIENT_IGNORED_RESOURCES):
continue
# Get rid of Godot .import files, thanks.
if filename.endswith(".import"):
continue
path = p(source, filename)
target_path = p(target, filename)
if os.path.isdir(path):
@@ -305,6 +256,22 @@ def copy_dir_into_zip(directory, basepath, zipf):
zipf.write(filepath, zippath)
def copy_content_assemblies(target, zipf, server):
if server:
source_dir = p("bin", "Content.Server")
files = ["Content.Shared.dll", "Content.Server.dll"]
else:
source_dir = p("bin", "Content.Client")
files = ["Content.Shared.dll", "Content.Client.dll"]
# Write assemblies dir if necessary.
if not zip_entry_exists(zipf, target):
zipf.write(".", target)
for x in files:
zipf.write(p(source_dir, x), p(target, x))
def copy_godot_scenes():
target_dir = p("engine", "SS14.Client.Godot", "Scenes")
from_dir = p("Resources", "Scenes")