package_release_build.py for Clyde.
This commit is contained in:
@@ -5,4 +5,4 @@ BASEDIR=$(dirname "$0")
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echo "$BASEDIR"
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cd "$BASEDIR"
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./Godot --path ./SS14.Client.Godot
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mono ../Resources/SS14.Client.exe
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@@ -27,20 +27,23 @@ SHARED_IGNORED_RESOURCES = {
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"ss13model.7z",
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"ResourcePack.zip",
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"buildResourcePack.py",
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"CONTENT_GOES_HERE"
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"CONTENT_GOES_HERE",
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".gitignore"
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}
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CLIENT_IGNORED_RESOURCES = {
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"Maps",
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"emotes.xml"
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"emotes.xml",
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"Groups"
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}
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SERVER_IGNORED_RESOURCES = {
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"Textures",
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"Fonts"
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"Fonts",
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"Audio",
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"Scenes",
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"Nano",
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"Shaders",
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}
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GODOT = None
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def main():
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global GODOT
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parser = argparse.ArgumentParser(
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@@ -52,23 +55,8 @@ def main():
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nargs="*",
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help="Which platform to build for. If not provided, all platforms will be built")
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parser.add_argument("--godot",
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action="store",
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help="Path to the Godot executable used for exporting.")
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parser.add_argument("--windows-godot-build",
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action="store")
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parser.add_argument("--linux-godot-build",
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action="store")
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args = parser.parse_args()
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platforms = args.platform
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GODOT = args.godot
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if not GODOT:
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print("No Godot executable passed.")
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exit(1)
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if not platforms:
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platforms = ["windows", "mac", "linux"]
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@@ -83,17 +71,11 @@ def main():
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if "windows" in platforms:
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wipe_bin()
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if not args.windows_godot_build:
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print("No --window-godot-build passed")
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exit(1)
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build_windows(args.windows_godot_build)
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build_windows()
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if "linux" in platforms:
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wipe_bin()
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if not args.linux_godot_build:
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print("No --linux-godot-build passed")
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exit(1)
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build_linux(args.linux_godot_build)
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build_linux()
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if "mac" in platforms:
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wipe_bin()
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@@ -110,9 +92,9 @@ def wipe_bin():
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shutil.rmtree("bin")
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def build_windows(godot_build):
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def build_windows():
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# Run a full build.
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print(Fore.GREEN + "Building project for Windows amd64..." + Style.RESET_ALL)
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print(Fore.GREEN + "Building project for Windows x64..." + Style.RESET_ALL)
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subprocess.run(["msbuild",
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"SpaceStation14Content.sln",
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"/m",
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@@ -124,42 +106,29 @@ def build_windows(godot_build):
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"/t:Rebuild"
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], check=True)
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print(Fore.GREEN + "Packaging Windows amd64 client..." + Style.RESET_ALL)
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print(Fore.GREEN + "Packaging Windows x64 client..." + Style.RESET_ALL)
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os.makedirs("bin/win_export", exist_ok=True)
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subprocess.run([GODOT,
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"--verbose",
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"--export-debug",
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"win",
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"../../bin/win_export/SS14.Client.exe"],
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cwd="engine/SS14.Client.Godot")
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client_zip = zipfile.ZipFile(
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p("release", "SS14.Client_Windows_x64.zip"), "w",
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compression=zipfile.ZIP_DEFLATED)
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client_zip = zipfile.ZipFile(p("release", "SS14.Client_Windows_amd64.zip"), "w",
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compression=zipfile.ZIP_DEFLATED)
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# Write the launcher batch script.
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client_zip.writestr("spess.bat", "cd godot\ncall SS14.Client.exe --path SS14.Client.Godot")
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# Add a /godot/ directory to the zip and put the pck in there.
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client_zip.write(p("bin", "win_export"), "godot")
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client_zip.write(p("bin", "win_export", "SS14.Client.pck"), p("godot", "SS14.Client.pck"))
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# Write in the other files like mono dlls into the /godot/ directory.
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copy_dir_into_zip(godot_build, "godot", client_zip)
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# Copy the main client files into /bin/Client.
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copy_dir_into_zip(p("engine", "bin", "Client"), p("bin", "Client"), client_zip)
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# Copy all resources into /bin/Client/Resources.
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copy_resources(p("bin", "Client", "Resources"), client_zip, server=False)
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copy_dir_into_zip(p("engine", "bin", "Client"), "", client_zip)
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copy_resources("Resources", client_zip, server=False)
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copy_content_assemblies(p("Resources", "Assemblies"), client_zip, server=False)
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# Cool we're done.
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client_zip.close()
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print(Fore.GREEN + "Packaging Windows amd64 server..." + Style.RESET_ALL)
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server_zip = zipfile.ZipFile(p("release", "SS14.Server_Windows_amd64.zip"), "w",
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print(Fore.GREEN + "Packaging Windows x64 server..." + Style.RESET_ALL)
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server_zip = zipfile.ZipFile(p("release", "SS14.Server_Windows_x64.zip"), "w",
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compression=zipfile.ZIP_DEFLATED)
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copy_dir_into_zip(p("engine", "bin", "Server"), "", server_zip)
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copy_resources(p("Resources"), server_zip, server=True)
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copy_content_assemblies(p("Resources", "Assemblies"), server_zip, server=True)
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server_zip.close()
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def build_macos():
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print(Fore.GREEN + "Building project for macOS amd64..." + Style.RESET_ALL)
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print(Fore.GREEN + "Building project for macOS x64..." + Style.RESET_ALL)
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subprocess.run(["msbuild",
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"SpaceStation14Content.sln",
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"/m",
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@@ -171,38 +140,31 @@ def build_macos():
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"/t:Rebuild"
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], check=True)
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print(Fore.GREEN + "Packaging macOS amd64 client..." + Style.RESET_ALL)
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print(Fore.GREEN + "Packaging macOS x64 client..." + Style.RESET_ALL)
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# Client has to go in an app bundle.
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subprocess.run([GODOT,
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"--verbose",
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"--export-debug",
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"mac",
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"../../release/SS14.Client_macOS_amd64.zip"],
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cwd="engine/SS14.Client.Godot",
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check=True)
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client_zip = zipfile.ZipFile(p("release", "SS14.Client_macOS_amd64.zip"), "a",
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client_zip = zipfile.ZipFile(p("release", "SS14.Client_macOS_x64.zip"), "a",
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compression=zipfile.ZIP_DEFLATED)
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contents = p("Space Station 14.app", "Contents")
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# Copy the main client files into /Space Station 14.app/Contents/bin/Client.
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# Yes Apple would have me put this shit in /Space Station 14.app/Contents/Resources but screw that.
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copy_dir_into_zip(p("engine", "bin", "Client"), p(contents, "bin", "Client"), client_zip)
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contents = p("Space Station 14.app", "Contents", "Resources")
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copy_dir_into_zip(p("BuildFiles", "Mac", "Space Station 14.app"), "Space Station 14.app", client_zip)
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copy_dir_into_zip(p("engine", "bin", "Client"), contents, client_zip)
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# Copy all resources into /Space Station 14.app/Contents/bin/Client/Resources.
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copy_resources(p(contents, "bin", "Client", "Resources"), client_zip, server=False)
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copy_resources(p(contents, "Resources"), client_zip, server=False)
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copy_content_assemblies(p(contents, "Resources", "Assemblies"), client_zip, server=False)
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client_zip.close()
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print(Fore.GREEN + "Packaging macOS amd64 server..." + Style.RESET_ALL)
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server_zip = zipfile.ZipFile(p("release", "SS14.Server_macOS_amd64.zip"), "w",
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print(Fore.GREEN + "Packaging macOS x64 server..." + Style.RESET_ALL)
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server_zip = zipfile.ZipFile(p("release", "SS14.Server_macOS_x64.zip"), "w",
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compression=zipfile.ZIP_DEFLATED)
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copy_dir_into_zip(p("engine", "bin", "Server"), "", server_zip)
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copy_resources(p("Resources"), server_zip, server=True)
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copy_content_assemblies(p("Resources", "Assemblies"), server_zip, server=True)
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server_zip.close()
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def build_linux(godot_build):
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print(Fore.GREEN + "Building project for Linux amd64..." + Style.RESET_ALL)
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def build_linux():
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# Run a full build.
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print(Fore.GREEN + "Building project for Linux x64..." + Style.RESET_ALL)
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subprocess.run(["msbuild",
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"SpaceStation14Content.sln",
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"/m",
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@@ -214,39 +176,24 @@ def build_linux(godot_build):
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"/t:Rebuild"
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], check=True)
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print(Fore.GREEN + "Packaging Linux amd64 client..." + Style.RESET_ALL)
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print(Fore.GREEN + "Packaging Linux x64 client..." + Style.RESET_ALL)
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os.makedirs("bin/linux_export", exist_ok=True)
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subprocess.run([GODOT,
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"--verbose",
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"--export-debug",
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"x11",
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"../../bin/linux_export/SS14.Client.x86_64"],
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cwd="engine/SS14.Client.Godot")
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client_zip = zipfile.ZipFile(
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p("release", "SS14.Client_Linux_x64.zip"), "w",
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compression=zipfile.ZIP_DEFLATED)
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client_zip = zipfile.ZipFile(p("release", "SS14.Client_Linux_amd64.zip"), "w",
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compression=zipfile.ZIP_DEFLATED)
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# Write the launcher shell script.
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info = zipfile.ZipInfo("spess.sh")
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info.external_attr = (0o755 << 16) # Give it -rwxr-xr-x permissions.
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client_zip.writestr(info, "#!/bin/sh\ncd godot\n./SS14.Client.x86_64")
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# Add a /godot/ directory to the zip and put the pck in there.
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client_zip.write(p("bin", "linux_export"), "godot")
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client_zip.write(p("bin", "linux_export", "SS14.Client.pck"), p("godot", "SS14.Client.pck"))
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# Write in the other files like mono dlls into the /godot/ directory.
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copy_dir_into_zip(godot_build, "godot", client_zip)
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# Copy the main client files into /bin/Client.
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copy_dir_into_zip(p("engine", "bin", "Client"), p("bin", "Client"), client_zip)
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# Copy all resources into /bin/Client/Resources.
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copy_resources(p("bin", "Client", "Resources"), client_zip, server=False)
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copy_dir_into_zip(p("engine", "bin", "Client"), "", client_zip)
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copy_resources("Resources", client_zip, server=False)
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copy_content_assemblies(p("Resources", "Assemblies"), client_zip, server=False)
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# Cool we're done.
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client_zip.close()
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print(Fore.GREEN + "Packaging Linux amd64 server..." + Style.RESET_ALL)
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server_zip = zipfile.ZipFile(p("release", "SS14.Server_Linux_amd64.zip"), "w",
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print(Fore.GREEN + "Packaging Linux x64 server..." + Style.RESET_ALL)
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server_zip = zipfile.ZipFile(p("release", "SS14.Server_Linux_x64.zip"), "w",
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compression=zipfile.ZIP_DEFLATED)
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copy_dir_into_zip(p("engine", "bin", "Server"), "", server_zip)
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copy_resources(p("Resources"), server_zip, server=True)
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copy_content_assemblies(p("Resources", "Assemblies"), server_zip, server=True)
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server_zip.close()
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@@ -262,6 +209,10 @@ def do_resource_copy(target, source, zipf, server):
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or filename in (SERVER_IGNORED_RESOURCES if server else CLIENT_IGNORED_RESOURCES):
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continue
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# Get rid of Godot .import files, thanks.
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if filename.endswith(".import"):
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continue
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path = p(source, filename)
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target_path = p(target, filename)
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if os.path.isdir(path):
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@@ -305,6 +256,22 @@ def copy_dir_into_zip(directory, basepath, zipf):
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zipf.write(filepath, zippath)
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def copy_content_assemblies(target, zipf, server):
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if server:
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source_dir = p("bin", "Content.Server")
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files = ["Content.Shared.dll", "Content.Server.dll"]
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else:
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source_dir = p("bin", "Content.Client")
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files = ["Content.Shared.dll", "Content.Client.dll"]
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# Write assemblies dir if necessary.
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if not zip_entry_exists(zipf, target):
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zipf.write(".", target)
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for x in files:
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zipf.write(p(source_dir, x), p(target, x))
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def copy_godot_scenes():
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target_dir = p("engine", "SS14.Client.Godot", "Scenes")
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from_dir = p("Resources", "Scenes")
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