Merge branch 'master' into hex-color-pick

This commit is contained in:
Eric Froemling 2024-03-14 15:46:07 -07:00 committed by GitHub
commit ce71a48551
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GPG Key ID: B5690EEEBB952194
14 changed files with 381 additions and 228 deletions

56
.efrocachemap generated
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@ -4061,26 +4061,26 @@
"build/assets/windows/Win32/ucrtbased.dll": "2def5335207d41b21b9823f6805997f1",
"build/assets/windows/Win32/vc_redist.x86.exe": "b08a55e2e77623fe657bea24f223a3ae",
"build/assets/windows/Win32/vcruntime140d.dll": "865b2af4d1e26a1a8073c89acb06e599",
"build/prefab/full/linux_arm64_gui/debug/ballisticakit": "ae5d54179a3a0fae2de63332844033ad",
"build/prefab/full/linux_arm64_gui/release/ballisticakit": "6ee081b61d4f2fdbd93486ded4f9a64c",
"build/prefab/full/linux_arm64_server/debug/dist/ballisticakit_headless": "e7407d776c2109ff69a3cb5ba7ee96e3",
"build/prefab/full/linux_arm64_server/release/dist/ballisticakit_headless": "31a2f27c9f96e6514546c2c287e2b02a",
"build/prefab/full/linux_x86_64_gui/debug/ballisticakit": "afe92df503843db897e9d352f0f9d15d",
"build/prefab/full/linux_x86_64_gui/release/ballisticakit": "1c195ea2f0436b0857bcf1f53596c9ed",
"build/prefab/full/linux_x86_64_server/debug/dist/ballisticakit_headless": "cebf710fd74b426078849cfb61ddfe05",
"build/prefab/full/linux_x86_64_server/release/dist/ballisticakit_headless": "70444645dab4201857c281df50c7fbab",
"build/prefab/full/mac_arm64_gui/debug/ballisticakit": "4e65b35e7013a39b3c805e6b23f4c5be",
"build/prefab/full/mac_arm64_gui/release/ballisticakit": "a701d452a5a66b30b1a328c7e9da1d2f",
"build/prefab/full/mac_arm64_server/debug/dist/ballisticakit_headless": "90f94c72541a8b559fe5f937f59736cd",
"build/prefab/full/mac_arm64_server/release/dist/ballisticakit_headless": "4f003ada50c0dea27919ffaf12ed9290",
"build/prefab/full/mac_x86_64_gui/debug/ballisticakit": "20b922e9f65985fec9c19bd31b834542",
"build/prefab/full/mac_x86_64_gui/release/ballisticakit": "046391bb7ddf1a3e76c07a0299211572",
"build/prefab/full/mac_x86_64_server/debug/dist/ballisticakit_headless": "2101b917622227aa21533653b21f9192",
"build/prefab/full/mac_x86_64_server/release/dist/ballisticakit_headless": "09bd3c5237d9cc020c805252470a05f5",
"build/prefab/full/windows_x86_gui/debug/BallisticaKit.exe": "1af6ad786269c5b2f2790d51bf651eb3",
"build/prefab/full/windows_x86_gui/release/BallisticaKit.exe": "727fdbc097b2e24e12687ea9cf3c566a",
"build/prefab/full/windows_x86_server/debug/dist/BallisticaKitHeadless.exe": "a5e39a8fbb33b22b5c6791fe7a2c39f5",
"build/prefab/full/windows_x86_server/release/dist/BallisticaKitHeadless.exe": "8ba33e36b368e3f2e31da15399fcad99",
"build/prefab/full/linux_arm64_gui/debug/ballisticakit": "93a99cb9461e8c506c5605f9c63dce2d",
"build/prefab/full/linux_arm64_gui/release/ballisticakit": "54ceb7e159839e7f8c7959a5d71335da",
"build/prefab/full/linux_arm64_server/debug/dist/ballisticakit_headless": "fe821168d2dbd6e10acd3bdf70ab61af",
"build/prefab/full/linux_arm64_server/release/dist/ballisticakit_headless": "cce6d43ddec6691d8f43e3561ff299b6",
"build/prefab/full/linux_x86_64_gui/debug/ballisticakit": "38f68382d5f31c1295f796c3766c9426",
"build/prefab/full/linux_x86_64_gui/release/ballisticakit": "d2d222177bb3a60c46921f556b52ad06",
"build/prefab/full/linux_x86_64_server/debug/dist/ballisticakit_headless": "b1d01b76bcf92ebc144df17c9b5fcc07",
"build/prefab/full/linux_x86_64_server/release/dist/ballisticakit_headless": "8d9848fbfdd81c1b32ce1f431203e2b9",
"build/prefab/full/mac_arm64_gui/debug/ballisticakit": "5e2dd187f69557ef546b9361cecda199",
"build/prefab/full/mac_arm64_gui/release/ballisticakit": "e6c72fb374b823a92786861f01adc733",
"build/prefab/full/mac_arm64_server/debug/dist/ballisticakit_headless": "aca0400a32de3484178c4c93a9b430e5",
"build/prefab/full/mac_arm64_server/release/dist/ballisticakit_headless": "6be79f8695e63d7dadc8ff37756cc440",
"build/prefab/full/mac_x86_64_gui/debug/ballisticakit": "e578d0dc38ffec38e8cb7b9893caaf10",
"build/prefab/full/mac_x86_64_gui/release/ballisticakit": "824bac953cbe94f1f5a5bc714cc139a0",
"build/prefab/full/mac_x86_64_server/debug/dist/ballisticakit_headless": "7909565c7d5a006f2fdd2bced6cca2ba",
"build/prefab/full/mac_x86_64_server/release/dist/ballisticakit_headless": "64dd34b2fedb26c9890c509d1bc81531",
"build/prefab/full/windows_x86_gui/debug/BallisticaKit.exe": "df7d4ca2e5e1112c467635ce90bbb198",
"build/prefab/full/windows_x86_gui/release/BallisticaKit.exe": "3790fd6da37a7f3e2d263121ca52609f",
"build/prefab/full/windows_x86_server/debug/dist/BallisticaKitHeadless.exe": "dd8e29d218b374975e7981a4ef9510f1",
"build/prefab/full/windows_x86_server/release/dist/BallisticaKitHeadless.exe": "bbe238d97fcc1ddb0d4a094ce3affc04",
"build/prefab/lib/linux_arm64_gui/debug/libballisticaplus.a": "d9865523059d8cf11b2bef4b9da9a8c9",
"build/prefab/lib/linux_arm64_gui/release/libballisticaplus.a": "56d6440f62c271c4ce9ef520400395a3",
"build/prefab/lib/linux_arm64_server/debug/libballisticaplus.a": "d9865523059d8cf11b2bef4b9da9a8c9",
@ -4097,14 +4097,14 @@
"build/prefab/lib/mac_x86_64_gui/release/libballisticaplus.a": "c2cf0dc227e41a826c913d12e117c316",
"build/prefab/lib/mac_x86_64_server/debug/libballisticaplus.a": "fbdc80e41c5883b4a893d2f0786e377f",
"build/prefab/lib/mac_x86_64_server/release/libballisticaplus.a": "c2cf0dc227e41a826c913d12e117c316",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.lib": "73e6dd8dfba14ad1528d154ec43188c1",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.pdb": "dfdb92bb0d84c405374e7da63c0eea4d",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.lib": "c20a6bd8ea7212f52c291fb6134a9bad",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.pdb": "0e994a801d91149256f2200f75cf58d6",
"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.lib": "de98295b7373dcf3c31d3cc5a135578b",
"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.pdb": "65e5b683dfa92a02909e8182d6b25d6e",
"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.lib": "f1e4e29d76abdb38e92a93f45135d1d8",
"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.pdb": "8089cf4b541d14dc38ae71f3d05bde8e",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.lib": "1dfca87081151b7e5a06442214253dd5",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.pdb": "b940b29384c69fd72a36b850d169c026",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.lib": "bb66949717079167eec996e90ef69585",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.pdb": "46fcd10d6fea36f51f61d6a11ea94e16",
"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.lib": "12ae5b092aef3ea1770586f8f5d34a00",
"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.pdb": "374d9852e5489ece98043ee62fff9b4b",
"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.lib": "ef51d5e45ebb0d53da0bb1f901f03129",
"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.pdb": "e796ef2416394cd133bb5f52f8e0f6a2",
"src/assets/ba_data/python/babase/_mgen/__init__.py": "f885fed7f2ed98ff2ba271f9dbe3391c",
"src/assets/ba_data/python/babase/_mgen/enums.py": "b611c090513a21e2fe90e56582724e9d",
"src/ballistica/base/mgen/pyembed/binding_base.inc": "72bfed2cce8ff19741989dec28302f3f",

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@ -1,4 +1,4 @@
### 1.7.33 (build 21779, api 8, 2024-03-13)
### 1.7.33 (build 21788, api 8, 2024-03-14)
- Stress test input-devices are now a bit smarter; they won't press any buttons
while UIs are up (this could cause lots of chaos if it happened).
- Added a 'Show Demos When Idle' option in advanced settings. If enabled, the
@ -41,9 +41,14 @@
- Added a UI for customizing Series Length in Teams and Points-to-Win in FFA
(Thanks EraOSBeta!)
- Implemented HEX code support to the advanced color picker (Thanks 3alTemp!)
- Players leaving the game after getting hurt will now grant kills. (Thanks
Temp!)
- Sphinx based Python documentation generation is now wired up (Thanks
Loup-Garou911XD!)
- Renaming & overwriting existing profiles is no longer possible (Thanks Temp!)
- Cleaned up builds when running under WSL. Things like `make mypy` should now
work correctly there, and it should now be possible to build and run either
Linux or Windows builds there.
### 1.7.32 (build 21741, api 8, 2023-12-20)
- Fixed a screen message that no one will ever see (Thanks vishal332008?...)

122
Makefile
View File

@ -151,7 +151,7 @@ meta-clean:
# few things such as localconfig.json).
clean:
$(CHECK_CLEAN_SAFETY)
rm -rf build # Handle this part ourself; can confuse git.
rm -rf build # Kill build ourself; may confuse git if contains other repos.
git clean -dfx $(ROOT_CLEAN_IGNORES)
# Show what clean would delete without actually deleting it.
@ -210,37 +210,42 @@ pcommandbatch_speed_test: prereqs
# Prebuilt binaries for various platforms.
# WSL is Linux but running under Windows, so it can target either. By default
# we want these top level targets (prefab-gui-debug, etc.) to yield native
# Windows builds from WSL, but this env var can be set to override that.
BA_WSL_TARGETS_WINDOWS ?= 1
# Assemble & run a gui debug build for this platform.
prefab-gui-debug: prefab-gui-debug-build
$($(shell $(PCOMMAND) prefab_run_var gui-debug))
$($(shell $(WSLU) $(PCOMMAND) prefab_run_var gui-debug))
# Assemble & run a gui release build for this platform.
prefab-gui-release: prefab-gui-release-build
$($(shell $(PCOMMAND) prefab_run_var gui-release))
$($(shell $(WSLU) $(PCOMMAND) prefab_run_var gui-release))
# Assemble a debug build for this platform.
prefab-gui-debug-build:
@$(PCOMMAND) make_prefab gui-debug
$(WSLU) $(PCOMMAND) make_prefab gui-debug
# Assemble a release build for this platform.
prefab-gui-release-build:
@$(PCOMMAND) make_prefab gui-release
$(WSLU) $(PCOMMAND) make_prefab gui-release
# Assemble & run a server debug build for this platform.
prefab-server-debug: prefab-server-debug-build
$($(shell $(PCOMMAND) prefab_run_var server-debug))
$($(shell $(WSLU) $(PCOMMAND) prefab_run_var server-debug))
# Assemble & run a server release build for this platform.
prefab-server-release: prefab-server-release-build
$($(shell $(PCOMMAND) prefab_run_var server-release))
$($(shell $(WSLU) $(PCOMMAND) prefab_run_var server-release))
# Assemble a server debug build for this platform.
prefab-server-debug-build:
@$(PCOMMAND) make_prefab server-debug
$(WSLU) $(PCOMMAND) make_prefab server-debug
# Assemble a server release build for this platform.
prefab-server-release-build:
@$(PCOMMAND) make_prefab server-release
$(WSLU) $(PCOMMAND) make_prefab server-release
# Clean all prefab builds.
prefab-clean:
@ -261,11 +266,11 @@ RUN_PREFAB_MAC_ARM64_GUI_DEBUG = cd build/prefab/full/mac_arm64_gui/debug \
prefab-mac-x86-64-gui-debug: prefab-mac-x86-64-gui-debug-build
@$(PCOMMAND) ensure_prefab_platform mac_x86_64
@$(RUN_PREFAB_MAC_X86_64_GUI_DEBUG)
$(RUN_PREFAB_MAC_X86_64_GUI_DEBUG)
prefab-mac-arm64-gui-debug: prefab-mac-arm64-gui-debug-build
@$(PCOMMAND) ensure_prefab_platform mac_arm64
@$(RUN_PREFAB_MAC_ARM64_GUI_DEBUG)
$(RUN_PREFAB_MAC_ARM64_GUI_DEBUG)
prefab-mac-x86-64-gui-debug-build: prereqs assets-cmake \
build/prefab/full/mac_x86_64_gui/debug/ballisticakit
@ -291,11 +296,11 @@ RUN_PREFAB_MAC_ARM64_GUI_RELEASE = cd build/prefab/full/mac_arm64_gui/release \
prefab-mac-x86-64-gui-release: prefab-mac-x86-64-gui-release-build
@$(PCOMMAND) ensure_prefab_platform mac_x86_64
@$(RUN_PREFAB_MAC_X86_64_GUI_RELEASE)
$(RUN_PREFAB_MAC_X86_64_GUI_RELEASE)
prefab-mac-arm64-gui-release: prefab-mac-arm64-gui_release-build
@$(PCOMMAND) ensure_prefab_platform mac_arm64
@$(RUN_PREFAB_MAC_ARM64_GUI_RELEASE)
$(RUN_PREFAB_MAC_ARM64_GUI_RELEASE)
prefab-mac-x86-64-gui-release-build: prereqs assets-cmake \
build/prefab/full/mac_x86_64_gui/release/ballisticakit
@ -325,7 +330,7 @@ prefab-mac-x86-64-server-debug: prefab-mac-x86-64-server-debug-build
prefab-mac-arm64-server-debug: prefab-mac-arm64-server-debug-build
@$(PCOMMAND) ensure_prefab_platform mac_arm64
@$(RUN_PREFAB_MAC_ARM64_SERVER_DEBUG)
$(RUN_PREFAB_MAC_ARM64_SERVER_DEBUG)
prefab-mac-x86-64-server-debug-build: prereqs assets-server \
build/prefab/full/mac_x86_64_server/debug/dist/ballisticakit_headless
@ -351,11 +356,11 @@ RUN_PREFAB_MAC_ARM64_SERVER_RELEASE = cd \
prefab-mac-x86-64-server-release: prefab-mac-x86-64-server-release-build
@$(PCOMMAND) ensure_prefab_platform mac_x86_64
@$(RUN_PREFAB_MAC_X86_64_SERVER_RELEASE)
$(RUN_PREFAB_MAC_X86_64_SERVER_RELEASE)
prefab-mac-arm64-server-release: prefab-mac-arm64-server-release-build
@$(PCOMMAND) ensure_prefab_platform mac_arm64
@$(RUN_PREFAB_MAC_ARM64_SERVER_RELEASE)
$(RUN_PREFAB_MAC_ARM64_SERVER_RELEASE)
prefab-mac-x86-64-server-release-build: prereqs assets-server \
build/prefab/full/mac_x86_64_server/release/dist/ballisticakit_headless
@ -382,12 +387,12 @@ RUN_PREFAB_LINUX_ARM64_GUI_DEBUG = cd \
build/prefab/full/linux_arm64_gui/debug && ./ballisticakit
prefab-linux-x86-64-gui-debug: prefab-linux-x86-64-gui-debug-build
@$(PCOMMAND) ensure_prefab_platform linux_x86_64
@$(RUN_PREFAB_LINUX_X86_64_GUI_DEBUG)
@$(WSLL) $(PCOMMAND) ensure_prefab_platform linux_x86_64
$(RUN_PREFAB_LINUX_X86_64_GUI_DEBUG)
prefab-linux-arm64-gui-debug: prefab-linux-arm64-gui-debug-build
@$(PCOMMAND) ensure_prefab_platform linux_arm64
@$(RUN_PREFAB_LINUX_ARM64_GUI_DEBUG)
@$(WSLL) $(PCOMMAND) ensure_prefab_platform linux_arm64
$(RUN_PREFAB_LINUX_ARM64_GUI_DEBUG)
prefab-linux-x86-64-gui-debug-build: prereqs assets-cmake \
build/prefab/full/linux_x86_64_gui/debug/ballisticakit
@ -412,12 +417,12 @@ RUN_PREFAB_LINUX_ARM64_GUI_RELEASE = cd \
build/prefab/full/linux_arm64_gui/release && ./ballisticakit
prefab-linux-x86-64-gui-release: prefab-linux-x86-64-gui-release-build
@$(PCOMMAND) ensure_prefab_platform linux_x86_64
@$(RUN_PREFAB_LINUX_X86_64_GUI_RELEASE)
@$(WSLL) $(PCOMMAND) ensure_prefab_platform linux_x86_64
$(RUN_PREFAB_LINUX_X86_64_GUI_RELEASE)
prefab-linux-arm64-gui-release: prefab-linux-arm64-gui-release-build
@$(PCOMMAND) ensure_prefab_platform linux_arm64
@$(RUN_PREFAB_LINUX_ARM64_GUI_RELEASE)
@$(WSLL) $(PCOMMAND) ensure_prefab_platform linux_arm64
$(RUN_PREFAB_LINUX_ARM64_GUI_RELEASE)
prefab-linux-x86-64-gui-release-build: prereqs assets-cmake \
build/prefab/full/linux_x86_64_gui/release/ballisticakit
@ -442,12 +447,12 @@ RUN_PREFAB_LINUX_ARM64_SERVER_DEBUG = cd \
build/prefab/full/linux_arm64_server/debug && ./ballisticakit_server
prefab-linux-x86-64-server-debug: prefab-linux-x86-64-server-debug-build
@$(PCOMMAND) ensure_prefab_platform linux_x86_64
@$(RUN_PREFAB_LINUX_X86_64_SERVER_DEBUG)
@$(WSLL) $(PCOMMAND) ensure_prefab_platform linux_x86_64
$(RUN_PREFAB_LINUX_X86_64_SERVER_DEBUG)
prefab-linux-arm64-server-debug: prefab-linux-arm64-server-debug-build
@$(PCOMMAND) ensure_prefab_platform linux_arm64
@$(RUN_PREFAB_LINUX_ARM64_SERVER_DEBUG)
@$(WSLL) $(PCOMMAND) ensure_prefab_platform linux_arm64
$(RUN_PREFAB_LINUX_ARM64_SERVER_DEBUG)
prefab-linux-x86-64-server-debug-build: prereqs assets-server \
build/prefab/full/linux_x86_64_server/debug/dist/ballisticakit_headless
@ -474,12 +479,12 @@ RUN_PREFAB_LINUX_ARM64_SERVER_RELEASE = cd \
build/prefab/full/linux_arm64_server/release && ./ballisticakit_server
prefab-linux-x86-64-server-release: prefab-linux-x86-64-server-release-build
@$(PCOMMAND) ensure_prefab_platform linux_x86_64
@$(RUN_PREFAB_LINUX_X86_64_SERVER_RELEASE)
@$(WSLL) $(PCOMMAND) ensure_prefab_platform linux_x86_64
$(RUN_PREFAB_LINUX_X86_64_SERVER_RELEASE)
prefab-linux-arm64-server-release: prefab-linux-arm64-server-release-build
@$(PCOMMAND) ensure_prefab_platform linux_arm64
@$(RUN_PREFAB_LINUX_ARM64_SERVER_RELEASE)
@$(WSLL) $(PCOMMAND) ensure_prefab_platform linux_arm64
$(RUN_PREFAB_LINUX_ARM64_SERVER_RELEASE)
prefab-linux-x86-64-server-release-build: prereqs assets-server \
build/prefab/full/linux_x86_64_server/release/dist/ballisticakit_headless
@ -503,8 +508,8 @@ RUN_PREFAB_WINDOWS_X86_GUI_DEBUG = cd build/prefab/full/windows_x86_gui/debug \
&& ./BallisticaKit.exe
prefab-windows-x86-gui-debug: prefab-windows-x86-gui-debug-build
@$(PCOMMAND) ensure_prefab_platform windows_x86
@$(RUN_PREFAB_WINDOWS_X86_GUI_DEBUG)
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
$(RUN_PREFAB_WINDOWS_X86_GUI_DEBUG)
prefab-windows-x86-gui-debug-build: prereqs assets-windows-$(WINPLAT_X86) \
build/prefab/full/windows_x86_gui/debug/BallisticaKit.exe
@ -526,8 +531,8 @@ RUN_PREFAB_WINDOWS_X86_GUI_RELEASE = cd \
build/prefab/full/windows_x86_gui/release && ./BallisticaKit.exe
prefab-windows-x86-gui-release: prefab-windows-x86-gui-release-build
@$(PCOMMAND) ensure_prefab_platform windows_x86
@$(RUN_PREFAB_WINDOWS_X86_GUI_RELEASE)
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
$(RUN_PREFAB_WINDOWS_X86_GUI_RELEASE)
prefab-windows-x86-gui-release-build: prereqs \
assets-windows-$(WINPLAT_X86) \
@ -551,8 +556,8 @@ RUN_PREFAB_WINDOWS_X86_SERVER_DEBUG = cd \
&& dist/python_d.exe ballisticakit_server.py
prefab-windows-x86-server-debug: prefab-windows-x86-server-debug-build
@$(PCOMMAND) ensure_prefab_platform windows_x86
@$(RUN_PREFAB_WINDOWS_X86_SERVER_DEBUG)
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
$(RUN_PREFAB_WINDOWS_X86_SERVER_DEBUG)
prefab-windows-x86-server-debug-build: prereqs \
assets-windows-$(WINPLAT_X86) \
@ -576,8 +581,8 @@ RUN_PREFAB_WINDOWS_X86_SERVER_RELEASE = cd \
&& dist/python.exe -O ballisticakit_server.py
prefab-windows-x86-server-release: prefab-windows-x86-server-release-build
@$(PCOMMAND) ensure_prefab_platform windows_x86
@$(RUN_PREFAB_WINDOWS_X86_SERVER_RELEASE)
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
$(RUN_PREFAB_WINDOWS_X86_SERVER_RELEASE)
prefab-windows-x86-server-release-build: prereqs \
assets-windows-$(WINPLAT_X86) \
@ -964,66 +969,66 @@ WINDOWS_CONFIGURATION ?= Debug
# Stage assets and other files so a built binary will run.
windows-staging: assets-windows resources meta
$(STAGE_BUILD) -win-$(WINPLT) -$(WINCFGLC) build/windows/$(WINCFG)_$(WINPLT)
@$(STAGE_BUILD) -win-$(WINPLT) -$(WINCFGLC) build/windows/$(WINCFG)_$(WINPLT)
# Build and run a debug windows build (from WSL).
windows-debug: windows-debug-build
@$(PCOMMAND) ensure_prefab_platform windows_x86
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
build/windows/Debug_Win32/BallisticaKitGeneric.exe
# Build and run a release windows build (from WSL).
windows-release: windows-release-build
@$(PCOMMAND) ensure_prefab_platform windows_x86
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
build/windows/Release_Win32/BallisticaKitGeneric.exe
# Build a debug windows build (from WSL).
windows-debug-build: \
windows-debug-build: prereqs \
build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.lib \
build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.pdb
@$(PCOMMAND) ensure_prefab_platform windows_x86
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
@$(PCOMMAND) wsl_build_check_win_drive
WINDOWS_CONFIGURATION=Debug WINDOWS_PLATFORM=Win32 $(MAKE) windows-staging
WINDOWS_PROJECT=Generic WINDOWS_CONFIGURATION=Debug WINDOWS_PLATFORM=Win32 \
$(MAKE) _windows-wsl-build
# Rebuild a debug windows build (from WSL).
windows-debug-rebuild: \
windows-debug-rebuild: prereqs \
build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.lib \
build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.pdb
@$(PCOMMAND) ensure_prefab_platform windows_x86
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
@$(PCOMMAND) wsl_build_check_win_drive
WINDOWS_CONFIGURATION=Debug WINDOWS_PLATFORM=Win32 $(MAKE) windows-staging
WINDOWS_PROJECT=Generic WINDOWS_CONFIGURATION=Debug WINDOWS_PLATFORM=Win32 \
$(MAKE) _windows-wsl-rebuild
# Build a release windows build (from WSL).
windows-release-build: \
windows-release-build: prereqs \
build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.lib \
build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.pdb
@$(PCOMMAND) ensure_prefab_platform windows_x86
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
@$(PCOMMAND) wsl_build_check_win_drive
WINDOWS_CONFIGURATION=Release WINDOWS_PLATFORM=Win32 $(MAKE) windows-staging
WINDOWS_PROJECT=Generic WINDOWS_CONFIGURATION=Release WINDOWS_PLATFORM=Win32 \
$(MAKE) _windows-wsl-build
# Rebuild a release windows build (from WSL).
windows-release-rebuild: \
windows-release-rebuild: prereqs \
build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.lib \
build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.pdb
@$(PCOMMAND) ensure_prefab_platform windows_x86
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
@$(PCOMMAND) wsl_build_check_win_drive
WINDOWS_CONFIGURATION=Release WINDOWS_PLATFORM=Win32 $(MAKE) windows-staging
WINDOWS_PROJECT=Generic WINDOWS_CONFIGURATION=Release WINDOWS_PLATFORM=Win32 \
$(MAKE) _windows-wsl-rebuild
# Remove all non-git-managed files in windows subdir.
windows-clean:
windows-clean: prereqs
@$(CHECK_CLEAN_SAFETY)
git clean -dfx ballisticakit-windows
rm -rf build/windows $(LAZYBUILDDIR)
# Show what would be cleaned.
windows-clean-list:
windows-clean-list: prereqs
@$(CHECK_CLEAN_SAFETY)
git clean -dnx ballisticakit-windows
echo would also remove build/windows $(LAZYBUILDDIR)
@ -1145,8 +1150,8 @@ cmake-modular-server-clean:
# Stage assets for building/running within CLion.
clion-staging: assets-cmake resources meta
$(STAGE_BUILD) -cmake -debug build/clion_debug
$(STAGE_BUILD) -cmake -release build/clion_release
@$(STAGE_BUILD) -cmake -debug build/clion_debug
@$(STAGE_BUILD) -cmake -release build/clion_release
# Tell make which of these targets don't represent files.
.PHONY: cmake cmake-build cmake-clean cmake-server cmake-server-build \
@ -1245,6 +1250,13 @@ _WMSBE_2 = \\Community\\MSBuild\\Current\\Bin\\MSBuild.exe\"
_WMSBE_1B = /mnt/c/Program Files/Microsoft Visual Studio/2022
_WMSBE_2B = /Community/MSBuild/Current/Bin/MSBuild.exe
# Sets WSL build type to the user's choice (defaults to Windows).
WSLU=BA_WSL_TARGETS_WINDOWS=$(BA_WSL_TARGETS_WINDOWS)
# Sets WSL build type to Linux.
WSLL=BA_WSL_TARGETS_WINDOWS=0
# Sets WSL build type to Windows.
WSLW=BA_WSL_TARGETS_WINDOWS=1
VISUAL_STUDIO_VERSION = -property:VisualStudioVersion=17
WIN_MSBUILD_EXE = $(_WMSBE_1)$(_WMSBE_2)
WIN_MSBUILD_EXE_B = "$(_WMSBE_1B)$(_WMSBE_2B)"

View File

@ -52,7 +52,7 @@ if TYPE_CHECKING:
# Build number and version of the ballistica binary we expect to be
# using.
TARGET_BALLISTICA_BUILD = 21779
TARGET_BALLISTICA_BUILD = 21788
TARGET_BALLISTICA_VERSION = '1.7.33'

View File

@ -223,10 +223,21 @@ class PlayerSpaz(Spaz):
elif isinstance(msg, bs.DieMessage):
# Report player deaths to the game.
if not self._dead:
# Immediate-mode or left-game deaths don't count as 'kills'.
killed = (
not msg.immediate and msg.how is not bs.DeathType.LEFT_GAME
# Was this player killed while being held?
was_held = self.held_count > 0 and self.last_player_held_by
# Was this player attacked before death?
was_attacked_recently = (
self.last_player_attacked_by
and bs.time() - self.last_attacked_time < 4.0
)
# Leaving the game doesn't count as a kill *unless*
# someone does it intentionally while being attacked.
left_game_cleanly = (
msg.how is bs.DeathType.LEFT_GAME
and not (was_held or was_attacked_recently)
)
killed = not (msg.immediate or left_game_cleanly)
activity = self._activity()
@ -236,7 +247,7 @@ class PlayerSpaz(Spaz):
else:
# If this player was being held at the time of death,
# the holder is the killer.
if self.held_count > 0 and self.last_player_held_by:
if was_held:
killerplayer = self.last_player_held_by
else:
# Otherwise, if they were attacked by someone in the
@ -246,10 +257,7 @@ class PlayerSpaz(Spaz):
# all bot kills would register as suicides; need to
# change this from last_player_attacked_by to
# something like last_actor_attacked_by to fix that.
if (
self.last_player_attacked_by
and bs.time() - self.last_attacked_time < 4.0
):
if was_attacked_recently:
killerplayer = self.last_player_attacked_by
else:
# ok, call it a suicide unless we're in co-op

View File

@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
namespace ballistica {
// These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 21779;
const int kEngineBuildNumber = 21788;
const char* kEngineVersion = "1.7.33";
const int kEngineApiVersion = 8;

View File

@ -328,7 +328,6 @@ void EventLoop::BootstrapThread_() {
assert(!bootstrapped_);
assert(g_core);
thread_id_ = std::this_thread::get_id();
const char* id_string;
switch (identifier_) {
case EventLoopID::kLogic:

View File

@ -165,11 +165,16 @@ int get_running_server_port_(const struct Context_* ctx,
cJSON* state_dict = cJSON_Parse(buf);
if (!state_dict) {
// An un-parseable state file is not a recoverable error; go down hard.
// State files are written and then moved into place so we should never
// see something like a half-written file.
fprintf(stderr,
"Error: pcommandbatch client %s_%d (pid %d): failed to parse state "
"value.\n",
ctx->instance_prefix, ctx->instance_num, ctx->pid);
return -1;
"Fatal Error: pcommandbatch client %s_%d (pid %d):"
" failed to parse state file value of size %zu.\n",
ctx->instance_prefix, ctx->instance_num, ctx->pid, amt);
fflush(stderr);
abort();
// return -1;
}
// If results included output, print it.

View File

@ -1,6 +1,6 @@
# Released under the MIT License. See LICENSE for details.
#
"""Utils for wrangling runs of the app.
"""Utils for wrangling running the app as part of a build.
Manages constructing or downloading it as well as running it.
"""
@ -105,6 +105,9 @@ def acquire_binary(assets: bool, purpose: str) -> str:
if os.environ.get('BA_APP_RUN_ENABLE_BUILDS') == '1':
# Going the build-it-ourselves route.
# Don't need any env mods for this path.
env = None
if os.environ.get('BA_APP_RUN_BUILD_HEADLESS') == '1':
# User has opted for headless builds.
if assets:
@ -141,16 +144,23 @@ def acquire_binary(assets: bool, purpose: str) -> str:
binary_build_command = ['make', 'cmake-binary']
binary_path = 'build/cmake/debug/staged/ballisticakit'
else:
# Ok; going with prefab headless stuff.
# Ok; going with a downloaded prefab headless build.
# Let the user know how to use their own binaries instead.
# By default, prefab build targets on WSL (Linux running on
# Windows) will give us Windows builds which won't work right
# here. Ask it for Linux builds instead.
env = dict(os.environ, BA_WSL_TARGETS_WINDOWS='0')
# Let the user know how to use their own built binaries instead
# if they prefer.
note = '\n' + textwrap.fill(
'NOTE: You can set env-var BA_APP_RUN_ENABLE_BUILDS=1'
f' to use locally-built binaries for {purpose}'
' instead of prefab ones. This will properly reflect any changes'
' you\'ve made to the C/C++ layer.',
f'NOTE: You can set env-var BA_APP_RUN_ENABLE_BUILDS=1'
f' to use locally-built binaries for {purpose} instead'
f' of prefab ones. This will properly reflect any changes'
f' you\'ve made to the C/C++ layer.',
80,
)
if assets:
print(
f'{Clr.SMAG}Fetching prefab binary & assets for'
@ -160,6 +170,7 @@ def acquire_binary(assets: bool, purpose: str) -> str:
binary_path = (
subprocess.run(
['tools/pcommand', 'prefab_binary_path', 'server-release'],
env=env,
check=True,
capture_output=True,
)
@ -176,6 +187,7 @@ def acquire_binary(assets: bool, purpose: str) -> str:
binary_path = (
subprocess.run(
['tools/pcommand', 'prefab_binary_path', 'server-release'],
env=env,
check=True,
capture_output=True,
)
@ -184,7 +196,7 @@ def acquire_binary(assets: bool, purpose: str) -> str:
)
binary_build_command = ['make', binary_path]
subprocess.run(binary_build_command, check=True)
subprocess.run(binary_build_command, env=env, check=True)
if not os.path.exists(binary_path):
raise RuntimeError(
f"Binary not found at expected path '{binary_path}'."

View File

@ -76,6 +76,87 @@ class PrefabTarget(Enum):
GUI_RELEASE = 'gui-release'
SERVER_RELEASE = 'server-release'
@property
def buildtype(self) -> str:
"""Return the build type for this target."""
return self.value.split('-')[0]
@property
def buildmode(self) -> str:
"""Return the build mode for this target."""
return self.value.split('-')[1]
class PrefabPlatform(Enum):
"""Distinct os/cpu-arch/etc. combos we support for prefab builds."""
MAC_X86_64 = 'mac_x86_64'
MAC_ARM64 = 'mac_arm64'
WINDOWS_X86 = 'windows_x86'
LINUX_X86_64 = 'linux_x86_64'
LINUX_ARM64 = 'linux_arm64'
@classmethod
def get_current(
cls, wsl_targets_windows: bool | None = None
) -> PrefabPlatform:
"""Get an identifier for the platform running this build.
Pass a bool `wsl_targets_windows` value to cause WSL to target
either native Windows (True) or Linux (False). If this value is
not passed, the env var BA_WSL_TARGETS_WINDOWS is used, and if that
is not set, the default is False (Linux builds).
Throws a RuntimeError on unsupported platforms.
"""
import platform
if wsl_targets_windows is None:
wsl_targets_windows = (
os.environ.get('BA_WSL_TARGETS_WINDOWS', '0') == '1'
)
system = platform.system()
machine = platform.machine()
if system == 'Darwin':
if machine == 'x86_64':
return cls.MAC_X86_64
if machine == 'arm64':
return cls.MAC_ARM64
raise RuntimeError(
f'PrefabPlatform.get_current:'
f' unsupported mac machine type:'
f' {machine}.'
)
if system == 'Linux':
# If it looks like we're in Windows Subsystem for Linux, we may
# want to operate on Windows versions.
if wsl_targets_windows:
if 'microsoft' in platform.uname().release.lower():
if machine == 'x86_64':
# Currently always targeting 32 bit for prefab stuff.
return cls.WINDOWS_X86
# TODO: add support for arm windows
raise RuntimeError(
f'make_prefab: unsupported win machine type: {machine}.'
)
if machine == 'x86_64':
return cls.LINUX_X86_64
if machine == 'aarch64':
return cls.LINUX_ARM64
raise RuntimeError(
f'PrefabPlatform.get_current:'
f' unsupported linux machine type:'
f' {machine}.'
)
raise RuntimeError(
f'PrefabPlatform.get_current:'
f' unrecognized platform:'
f' {platform.system()}.'
)
class LazyBuildCategory(Enum):
"""Types of sources."""
@ -296,49 +377,6 @@ def archive_old_builds(
)
def get_current_prefab_platform(wsl_gives_windows: bool = True) -> str:
"""Get an identifier for the platform running this build.
Throws a RuntimeError on unsupported platforms.
"""
import platform
system = platform.system()
machine = platform.machine()
if system == 'Darwin':
if machine == 'x86_64':
return 'mac_x86_64'
if machine == 'arm64':
return 'mac_arm64'
raise RuntimeError(
f'make_prefab: unsupported mac machine type:' f' {machine}.'
)
if system == 'Linux':
# If it looks like we're in Windows Subsystem for Linux,
# we may want to operate on Windows versions.
if wsl_gives_windows:
if 'microsoft' in platform.uname().release.lower():
if machine == 'x86_64':
# Currently always targeting 32 bit for prefab stuff.
return 'windows_x86'
# TODO: add support for arm windows
raise RuntimeError(
f'make_prefab: unsupported win machine type: {machine}.'
)
if machine == 'x86_64':
return 'linux_x86_64'
if machine == 'aarch64':
return 'linux_arm64'
raise RuntimeError(
f'make_prefab: unsupported linux machine type:' f' {machine}.'
)
raise RuntimeError(
f'make_prefab: unrecognized platform:' f' {platform.system()}.'
)
def _vstr(nums: Sequence[int]) -> str:
return '.'.join(str(i) for i in nums)

View File

@ -487,34 +487,6 @@ def efrocache_get() -> None:
pcommand.clientprint(output)
def get_modern_make() -> None:
"""Print name of a modern make command."""
import platform
import subprocess
pcommand.disallow_in_batch()
# Mac gnu make is outdated (due to newer versions using GPL3 I believe).
# so let's return 'gmake' there which will point to homebrew make which
# should be up to date.
if platform.system() == 'Darwin':
if (
subprocess.run(
['which', 'gmake'], check=False, capture_output=True
).returncode
!= 0
):
print(
'WARNING: this requires gmake (mac system make is too old).'
" Install it with 'brew install make'",
file=sys.stderr,
flush=True,
)
print('gmake')
else:
print('make')
def warm_start_asset_build() -> None:
"""Prep asset builds to run faster."""
import os
@ -608,6 +580,24 @@ def checkenv() -> None:
batools.build.checkenv()
def prefab_platform() -> None:
"""Print the current prefab-platform value."""
from efro.error import CleanError
from batools.build import PrefabPlatform
# Platform determination uses env vars; won't work in batch.
pcommand.disallow_in_batch()
args = pcommand.get_args()
if len(args) != 0:
raise CleanError('No arguments expected.')
current = PrefabPlatform.get_current()
print(current.value, end='')
def ensure_prefab_platform() -> None:
"""Ensure we are running on a particular prefab platform.
@ -616,50 +606,90 @@ def ensure_prefab_platform() -> None:
the prefab platform may be Windows; not Linux. Also, a 64-bit
os may be targeting a 32-bit platform.
"""
import batools.build
from efro.error import CleanError
from batools.build import PrefabPlatform
# Platform determination uses env vars; won't work in batch.
pcommand.disallow_in_batch()
args = pcommand.get_args()
if len(args) != 1:
raise CleanError('Expected 1 platform name arg.')
needed = args[0]
current = batools.build.get_current_prefab_platform()
if current != needed:
options = ', '.join(t.value for t in PrefabPlatform)
raise CleanError(
f'Incorrect platform: we are {current}, this requires {needed}.'
f'Expected 1 PrefabPlatform arg. Options are {options}.'
)
needed = PrefabPlatform(args[0])
current = PrefabPlatform.get_current()
if current is not needed:
raise CleanError(
f'Incorrect platform: we are {current.value},'
f' this requires {needed.value}.'
)
def prefab_run_var() -> None:
"""Print the current platform prefab run target var."""
import batools.build
from batools.build import PrefabPlatform
# Platform determination uses env vars; won't work in batch.
pcommand.disallow_in_batch()
args = pcommand.get_args()
if len(args) != 1:
raise RuntimeError('Expected 1 arg.')
base = args[0].replace('-', '_').upper()
platform = batools.build.get_current_prefab_platform().upper()
platform = PrefabPlatform.get_current().value.upper()
pcommand.clientprint(f'RUN_PREFAB_{platform}_{base}', end='')
def prefab_binary_path() -> None:
"""Print the current platform prefab binary path."""
import batools.build
"""Print the path to the current prefab binary."""
from typing import assert_never
from efro.error import CleanError
from batools.build import PrefabPlatform, PrefabTarget
# Platform determination uses env vars; won't work in batch.
pcommand.disallow_in_batch()
if len(sys.argv) != 3:
raise RuntimeError('Expected 1 arg.')
buildtype, buildmode = sys.argv[2].split('-')
platform = batools.build.get_current_prefab_platform()
if buildtype == 'gui':
binpath = 'ballisticakit'
elif buildtype == 'server':
binpath = 'dist/ballisticakit_headless'
options = ', '.join(t.value for t in PrefabTarget)
raise CleanError(f'Expected 1 PrefabTarget arg. Options are {options}.')
target = PrefabTarget(sys.argv[2])
buildtype = target.buildtype
buildmode = target.buildmode
platform = PrefabPlatform.get_current()
if platform is PrefabPlatform.WINDOWS_X86:
if buildtype == 'gui':
binpath = 'BallisticaKit.exe'
elif buildtype == 'server':
binpath = 'dist/BallisticaKitHeadless.exe'
else:
raise ValueError(f"Invalid buildtype '{buildtype}'.")
elif (
platform is PrefabPlatform.MAC_ARM64
or platform is PrefabPlatform.MAC_X86_64
or platform is PrefabPlatform.LINUX_ARM64
or platform is PrefabPlatform.LINUX_X86_64
):
if buildtype == 'gui':
binpath = 'ballisticakit'
elif buildtype == 'server':
binpath = 'dist/ballisticakit_headless'
else:
raise ValueError(f"Invalid buildtype '{buildtype}'.")
else:
raise ValueError(f"Invalid buildtype '{buildtype}'.")
# Make sure we're covering all options.
assert_never(platform)
print(
f'build/prefab/full/{platform}_{buildtype}/{buildmode}/{binpath}',
f'build/prefab/full/{platform.value}_{buildtype}/{buildmode}/{binpath}',
end='',
)
@ -667,20 +697,21 @@ def prefab_binary_path() -> None:
def make_prefab() -> None:
"""Run prefab builds for the current platform."""
import subprocess
import batools.build
from batools.build import PrefabPlatform, PrefabTarget
# Platform determination uses env vars; won't work in batch.
pcommand.disallow_in_batch()
if len(sys.argv) != 3:
raise RuntimeError('Expected one argument')
target = batools.build.PrefabTarget(sys.argv[2])
platform = batools.build.get_current_prefab_platform()
targetstr = PrefabTarget(sys.argv[2]).value
platformstr = PrefabPlatform.get_current().value
# We use dashes instead of underscores in target names.
platform = platform.replace('_', '-')
platformstr = platformstr.replace('_', '-')
try:
subprocess.run(
['make', f'prefab-{platform}-{target.value}-build'], check=True
['make', f'prefab-{platformstr}-{targetstr}-build'], check=True
)
except (Exception, KeyboardInterrupt) as exc:
if str(exc):
@ -697,6 +728,7 @@ def lazybuild() -> None:
# This command is not a good candidate for batch since it can be
# long running and prints various stuff throughout the process.
pcommand.disallow_in_batch()
args = pcommand.get_args()
if len(args) < 3:

View File

@ -204,7 +204,7 @@ def win_ci_install_prereqs() -> None:
# We'll need to pull a handful of things out of efrocache for the
# build to succeed. Normally this would happen through our Makefile
# targets but we can't use them under raw window so we need to just
# targets but we can't use them under raw Windows so we need to just
# hard-code whatever we need here.
lib_dbg_win32 = 'build/prefab/lib/windows/Debug_Win32'
needed_targets: set[str] = {
@ -256,11 +256,11 @@ def win_ci_binary_build() -> None:
def update_cmake_prefab_lib() -> None:
"""Update prefab internal libs for builds."""
"""Update prefab internal libs; run as part of a build."""
import subprocess
import os
from efro.error import CleanError
import batools.build
from batools.build import PrefabPlatform
pcommand.disallow_in_batch()
@ -275,14 +275,18 @@ def update_cmake_prefab_lib() -> None:
raise CleanError(f'Invalid buildtype: {buildtype}')
if mode not in {'debug', 'release'}:
raise CleanError(f'Invalid mode: {mode}')
platform = batools.build.get_current_prefab_platform(
wsl_gives_windows=False
)
suffix = '_server' if buildtype == 'server' else '_gui'
target = f'build/prefab/lib/{platform}{suffix}/{mode}/libballisticaplus.a'
# Build the target and then copy it to dst if it doesn't exist there yet
# or the existing one is older than our target.
# Our 'cmake' build targets use the Linux side of WSL; not native
# Windows.
platform = PrefabPlatform.get_current(wsl_targets_windows=False)
suffix = '_server' if buildtype == 'server' else '_gui'
target = (
f'build/prefab/lib/{platform.value}{suffix}/{mode}/libballisticaplus.a'
)
# Build the target and then copy it to dst if it doesn't exist there
# yet or the existing one is older than our target.
subprocess.run(['make', target], check=True)
libdir = os.path.join(builddir, 'prefablib')
@ -431,7 +435,7 @@ def wsl_build_check_win_drive() -> None:
!= 0
):
raise CleanError(
'wslpath not found; you must run this from a WSL environment'
"'wslpath' not found. This does not seem to be a WSL environment."
)
if os.environ.get('WSL_BUILD_CHECK_WIN_DRIVE_IGNORE') == '1':
@ -448,9 +452,12 @@ def wsl_build_check_win_drive() -> None:
.strip()
)
# If we're sitting under the linux filesystem, our path
# will start with \\wsl$; fail in that case and explain why.
if not path.startswith('\\\\wsl$'):
# If we're sitting under the linux filesystem, our path will start
# with '\\wsl$' or '\\wsl.localhost' or '\\wsl\'; fail in that case
# and explain why.
if not any(
path.startswith(x) for x in ['\\\\wsl$', '\\\\wsl.', '\\\\wsl\\']
):
return
def _wrap(txt: str) -> str:
@ -475,7 +482,7 @@ def wsl_build_check_win_drive() -> None:
'Note that WSL2 filesystem performance'
' is poor when accessing'
' native Windows drives, so if Visual Studio builds are not'
' needed it may be best to keep things'
' needed it may be best to keep things here'
' on the Linux filesystem.'
' This behavior may differ under WSL1 (untested).'
),
@ -540,3 +547,31 @@ def wsl_path_to_win() -> None:
if escape:
out = out.replace('\\', '\\\\')
print(out, end='')
def get_modern_make() -> None:
"""Print name of a modern make command."""
import platform
import subprocess
pcommand.disallow_in_batch()
# Mac gnu make is outdated (due to newer versions using GPL3 I believe).
# so let's return 'gmake' there which will point to homebrew make which
# should be up to date.
if platform.system() == 'Darwin':
if (
subprocess.run(
['which', 'gmake'], check=False, capture_output=True
).returncode
!= 0
):
print(
'WARNING: this requires gmake (mac system make is too old).'
" Install it with 'brew install make'",
file=sys.stderr,
flush=True,
)
print('gmake')
else:
print('make')

View File

@ -11,6 +11,7 @@ import subprocess
from functools import partial
from typing import TYPE_CHECKING
from efro.terminal import Clr
from efrotools import PYVER, extract_arg, extract_flag
if TYPE_CHECKING:
@ -39,6 +40,7 @@ class AssetStager:
def __init__(self, projroot: str) -> None:
self.projroot = projroot
self.desc = 'unknown'
# We always calc src relative to this script.
self.src = f'{self.projroot}/build/assets'
self.dst: str | None = None
@ -71,6 +73,12 @@ class AssetStager:
"""Do the thing."""
self._parse_args(args)
print(
f'{Clr.BLU}Staging for {Clr.MAG}{Clr.BLD}{self.desc}{Clr.RST}'
f'{Clr.BLU} at {Clr.MAG}{Clr.BLD}{self.dst}'
f'{Clr.RST}{Clr.BLU}...{Clr.RST}'
)
# Ok, now for every top level dir in src, come up with a nice single
# command to sync the needed subset of it to dst.
@ -140,22 +148,27 @@ class AssetStager:
)
if platform_arg == '-android':
self.desc = 'android'
self._parse_android_args(args)
elif platform_arg.startswith('-win'):
self.desc = 'windows'
self._parse_win_args(platform_arg, args)
elif platform_arg == '-cmake':
self.desc = 'cmake'
self.dst = args[-1]
self.tex_suffix = '.dds'
# Link/copy in a binary *if* builddir is provided.
self.include_binary_executable = self.builddir is not None
self.executable_name = 'ballisticakit'
elif platform_arg == '-cmakemodular':
self.desc = 'cmake modular'
self.dst = args[-1]
self.tex_suffix = '.dds'
self.include_python_dylib = True
self.include_shell_executable = True
self.executable_name = 'ballisticakit'
elif platform_arg == '-cmakeserver':
self.desc = 'cmake server'
self.dst = os.path.join(args[-1], 'dist')
self.serverdst = args[-1]
self.include_textures = False
@ -165,6 +178,7 @@ class AssetStager:
self.include_binary_executable = self.builddir is not None
self.executable_name = 'ballisticakit_headless'
elif platform_arg == '-cmakemodularserver':
self.desc = 'cmake modular server'
self.dst = os.path.join(args[-1], 'dist')
self.serverdst = args[-1]
self.include_textures = False
@ -175,6 +189,7 @@ class AssetStager:
self.executable_name = 'ballisticakit_headless'
elif platform_arg == '-xcode-mac':
self.desc = 'xcode mac'
self.src = os.environ['SOURCE_ROOT'] + '/../build/assets'
self.dst = (
os.environ['TARGET_BUILD_DIR']
@ -184,17 +199,8 @@ class AssetStager:
self.include_pylib = True
self.pylib_src_name = 'pylib-apple'
self.tex_suffix = '.dds'
elif platform_arg == '-xcode-mac-old':
self.src = os.environ['SOURCE_ROOT'] + '/build/assets'
self.dst = (
os.environ['TARGET_BUILD_DIR']
+ '/'
+ os.environ['UNLOCALIZED_RESOURCES_FOLDER_PATH']
)
self.include_pylib = True
self.pylib_src_name = 'pylib-apple'
self.tex_suffix = '.dds'
elif platform_arg == '-xcode-ios':
self.desc = 'xcode ios'
self.src = os.environ['SOURCE_ROOT'] + '/build/assets'
self.dst = (
os.environ['TARGET_BUILD_DIR']

View File

@ -96,13 +96,13 @@ from batools.pcommands import (
upper,
efrocache_update,
efrocache_get,
get_modern_make,
warm_start_asset_build,
gen_docs_pdoc,
gen_docs_sphinx,
list_pip_reqs,
install_pip_reqs,
checkenv,
prefab_platform,
ensure_prefab_platform,
prefab_run_var,
prefab_binary_path,
@ -135,6 +135,7 @@ from batools.pcommands2 import (
tests_warm_start,
wsl_path_to_win,
wsl_build_check_win_drive,
get_modern_make,
)
# pylint: enable=unused-import