ballistica/Makefile
2021-06-02 16:18:26 -05:00

880 lines
32 KiB
Makefile

# Released under the MIT License. See LICENSE for details.
#
# This Makefile encompasses most high level functionality you should need when
# working with Ballistica. These build rules are also handy as reference or a
# starting point if you need specific funtionality beyond that exposed here.
# Targets in this top level Makefile do not expect -jX to be passed to them
# and generally handle spawning an appropriate number of child jobs themselves.
# Prefix used for output of docs/changelogs/etc. targets for use in webpages.
DOCPREFIX = "ballisticacore_"
# Set env-var BA_ENABLE_IRONY_BUILD_DB=1 to enable creating/updating a
# cmake compile-commands database for use with irony for emacs (and possibly
# other tools).
ifeq ($(BA_ENABLE_IRONY_BUILD_DB),1)
PREREQ_IRONY = .cache/irony/compile_commands.json
endif
################################################################################
# #
# General #
# #
################################################################################
# List targets in this Makefile and basic descriptions for them.
help:
@tools/pcommand makefile_target_list Makefile
PREREQS = .cache/checkenv $(PREREQ_IRONY) .dir-locals.el \
.mypy.ini .pycheckers .pylintrc .style.yapf .clang-format \
ballisticacore-cmake/.clang-format .projectile .editorconfig
# Target that should be built before running most any other build.
# This installs tool config files, runs environment checks, etc.
prereqs: ${PREREQS}
prereqs-clean:
@rm -rf ${PREREQS}
# Build all assets for all platforms.
assets: prereqs
@cd assets && make -j${CPUS}
# Build assets required for cmake builds (linux, mac)
assets-cmake: prereqs
@cd assets && ${MAKE} -j${CPUS} cmake
# Build assets required for WINDOWS_PLATFORM windows builds.
assets-windows: prereqs
@cd assets && ${MAKE} -j${CPUS} win-${WINDOWS_PLATFORM}
# Build assets required for Win32 windows builds.
assets-windows-Win32: prereqs
@cd assets && ${MAKE} -j${CPUS} win-Win32
# Build assets required for x64 windows builds.
assets-windows-x64: prereqs
@cd assets && ${MAKE} -j${CPUS} win-x64
# Build assets required for mac xcode builds
assets-mac: prereqs
@cd assets && ${MAKE} -j${CPUS} mac
# Build assets required for ios.
assets-ios: prereqs
@cd assets && ${MAKE} -j${CPUS} ios
# Build assets required for android.
assets-android: prereqs
@cd assets && ${MAKE} -j${CPUS} android
# Clean all assets.
assets-clean:
@cd assets && ${MAKE} clean
# Build resources.
resources: prereqs
@tools/pcommand lazybuild resources_src ${LAZYBUILDDIR}/resources \
cd resources \&\& ${MAKE} -j${CPUS} resources
# Clean resources.
resources-clean:
@cd resources && ${MAKE} clean
@rm -f ${LAZYBUILDDIR}/resources
# Build our generated code.
# TODO: should perhaps make this a more standard component, including it
# in other standard targets such as checks and tests (at least once we're
# generating things that can affect the outcome of said checks/tests).
code: prereqs
@tools/pcommand lazybuild code_gen_src ${LAZYBUILDDIR}/code \
cd src/generated_src \&\& ${MAKE} -j${CPUS} generated_code
# Clean our generated code.
code-clean:
@cd src/generated_src && ${MAKE} clean
@rm -f ${LAZYBUILDDIR}/code
# Remove ALL files and directories that aren't managed by git
# (except for a few things such as localconfig.json).
clean:
@${CHECK_CLEAN_SAFETY}
@git clean -dfx ${ROOT_CLEAN_IGNORES}
# Show what clean would delete without actually deleting it.
clean-list:
@${CHECK_CLEAN_SAFETY}
@git clean -dnx ${ROOT_CLEAN_IGNORES}
# Tell make which of these targets don't represent files.
.PHONY: help prereqs prereqs-clean assets assets-cmake assets-windows \
assets-windows-Win32 assets-windows-x64 \
assets-mac assets-ios assets-android assets-clean \
resources resources-clean code code-clean \
clean clean-list
################################################################################
# #
# Prefab #
# #
################################################################################
# Prebuilt binaries for various platforms.
# Assemble & run a debug build for this platform.
prefab-debug: prefab-debug-build
${${shell tools/pcommand prefab_run_var debug}}
# Assemble & run a release build for this platform.
prefab-release: prefab-release-build
${${shell tools/pcommand prefab_run_var release}}
# Assemble a debug build for this platform.
prefab-debug-build:
@tools/pcommand make_prefab debug
# Assemble a release build for this platform.
prefab-release-build:
@tools/pcommand make_prefab release
# Assemble & run a server debug build for this platform.
prefab-server-debug: prefab-server-debug-build
${${shell tools/pcommand prefab_run_var server-debug}}
# Assemble & run a server release build for this platform.
prefab-server-release: prefab-server-release-build
${${shell tools/pcommand prefab_run_var server-release}}
# Assemble a server debug build for this platform.
prefab-server-debug-build:
@tools/pcommand make_prefab server-debug
# Assemble a server release build for this platform.
prefab-server-release-build:
@tools/pcommand make_prefab server-release
# Clean all prefab builds.
prefab-clean:
rm -rf build/prefab
# Specific platform prefab targets:
# (what visual studio calls their x86 (32 bit) target platform)
WINPLAT_X86 = Win32
# Mac debug:
RUN_PREFAB_MAC_X86_64_DEBUG = cd build/prefab/full/mac_x86_64/debug \
&& ./ballisticacore
RUN_PREFAB_MAC_ARM64_DEBUG = cd build/prefab/full/mac_arm64/debug \
&& ./ballisticacore
prefab-mac-x86-64-debug: prefab-mac-x86-64-debug-build
@tools/pcommand ensure_prefab_platform mac_x86_64
@${RUN_PREFAB_MAC_X86_64_DEBUG}
prefab-mac-arm64-debug: prefab-mac-arm64-debug-build
@tools/pcommand ensure_prefab_platform mac_arm64
@${RUN_PREFAB_MAC_ARM64_DEBUG}
prefab-mac-x86-64-debug-build: prereqs assets-cmake \
build/prefab/full/mac_x86_64/debug/ballisticacore
@${STAGE_ASSETS} -cmake build/prefab/full/mac_x86_64/debug
prefab-mac-arm64-debug-build: prereqs assets-cmake \
build/prefab/full/mac_arm64/debug/ballisticacore
@${STAGE_ASSETS} -cmake build/prefab/full/mac_arm64/debug
build/prefab/full/mac_%/debug/ballisticacore: .efrocachemap
@tools/pcommand efrocache_get $@
build/prefab/lib/mac_%/debug/libballisticacore_internal.a: .efrocachemap
@tools/pcommand efrocache_get $@
# Mac release:
RUN_PREFAB_MAC_X86_64_RELEASE = cd build/prefab/full/mac_x86_64/release \
&& ./ballisticacore
RUN_PREFAB_MAC_ARM64_RELEASE = cd build/prefab/full/mac_arm64/release \
&& ./ballisticacore
prefab-mac-x86-64-release: prefab-mac-x86-64-release-build
@tools/pcommand ensure_prefab_platform mac_x86_64
@${RUN_PREFAB_MAC_X86_64_RELEASE}
prefab-mac-arm64-release: prefab-mac-arm64-release-build
@tools/pcommand ensure_prefab_platform mac_arm64
@${RUN_PREFAB_MAC_ARM64_RELEASE}
prefab-mac-x86-64-release-build: prereqs assets-cmake \
build/prefab/full/mac_x86_64/release/ballisticacore
@${STAGE_ASSETS} -cmake build/prefab/full/mac_x86_64/release
prefab-mac-arm64-release-build: prereqs assets-cmake \
build/prefab/full/mac_arm64/release/ballisticacore
@${STAGE_ASSETS} -cmake build/prefab/full/mac_arm64/release
build/prefab/full/mac_%/release/ballisticacore: .efrocachemap
@tools/pcommand efrocache_get $@
build/prefab/lib/mac_%/release/libballisticacore_internal.a: .efrocachemap
@tools/pcommand efrocache_get $@
# Mac server debug:
RUN_PREFAB_MAC_X86_64_SERVER_DEBUG = cd \
build/prefab/full/mac_x86_64_server/debug && ./ballisticacore_server
RUN_PREFAB_MAC_ARM64_SERVER_DEBUG = cd \
build/prefab/full/mac_arm64_server/debug && ./ballisticacore_server
prefab-mac-x86-64-server-debug: prefab-mac-x86-64-server-debug-build
@tools/pcommand ensure_prefab_platform mac_x86_64
@${RUN_PREFAB_MAC_X86_64_SERVER_DEBUG}
prefab-mac-arm64-server-debug: prefab-mac-arm64-server-debug-build
@tools/pcommand ensure_prefab_platform mac_arm64
@${RUN_PREFAB_MAC_ARM64_SERVER_DEBUG}
prefab-mac-x86-64-server-debug-build: prereqs assets-cmake \
build/prefab/full/mac_x86_64_server/debug/dist/ballisticacore_headless
@${STAGE_ASSETS} -cmakeserver -debug build/prefab/full/mac_x86_64_server/debug
prefab-mac-arm64-server-debug-build: prereqs assets-cmake \
build/prefab/full/mac_arm64_server/debug/dist/ballisticacore_headless
@${STAGE_ASSETS} -cmakeserver -debug build/prefab/full/mac_arm64_server/debug
build/prefab/full/mac_%_server/debug/dist/ballisticacore_headless: .efrocachemap
@tools/pcommand efrocache_get $@
build/prefab/lib/mac_%_server/debug/libballisticacore_internal.a: .efrocachemap
@tools/pcommand efrocache_get $@
# Mac server release:
RUN_PREFAB_MAC_X86_64_SERVER_RELEASE = cd \
build/prefab/full/mac_x86_64_server/release && ./ballisticacore_server
RUN_PREFAB_MAC_ARM64_SERVER_RELEASE = cd \
build/prefab/full/mac_arm64_server/release && ./ballisticacore_server
prefab-mac-x86-64-server-release: prefab-mac-x86-64-server-release-build
@tools/pcommand ensure_prefab_platform mac_x86_64
@${RUN_PREFAB_MAC_X86_64_SERVER_RELEASE}
prefab-mac-arm64-server-release: prefab-mac-arm64-server-release-build
@tools/pcommand ensure_prefab_platform mac_arm64
@${RUN_PREFAB_MAC_ARM64_SERVER_RELEASE}
prefab-mac-x86-64-server-release-build: prereqs assets-cmake \
build/prefab/full/mac_x86_64_server/release/dist/ballisticacore_headless
@${STAGE_ASSETS} -cmakeserver -release \
build/prefab/full/mac_x86_64_server/release
prefab-mac-arm64-server-release-build: prereqs assets-cmake \
build/prefab/full/mac_arm64_server/release/dist/ballisticacore_headless
@${STAGE_ASSETS} -cmakeserver -release \
build/prefab/full/mac_arm64_server/release
build/prefab/full/mac_%_server/release/dist/ballisticacore_headless: .efrocachemap
@tools/pcommand efrocache_get $@
build/prefab/lib/mac_%_server/release/libballisticacore_internal.a: .efrocachemap
@tools/pcommand efrocache_get $@
# Linux debug:
RUN_PREFAB_LINUX_X86_64_DEBUG = cd \
build/prefab/full/linux_x86_64/debug && ./ballisticacore
RUN_PREFAB_LINUX_ARM64_DEBUG = cd \
build/prefab/full/linux_arm64/debug && ./ballisticacore
prefab-linux-x86-64-debug: prefab-linux-x86-64-debug-build
@tools/pcommand ensure_prefab_platform linux_x86_64
@${RUN_PREFAB_LINUX_X86_64_DEBUG}
prefab-linux-arm64-debug: prefab-linux-arm64-debug-build
@tools/pcommand ensure_prefab_platform linux_arm64
@${RUN_PREFAB_LINUX_ARM64_DEBUG}
prefab-linux-x86-64-debug-build: prereqs assets-cmake \
build/prefab/full/linux_x86_64/debug/ballisticacore
@${STAGE_ASSETS} -cmake build/prefab/full/linux_x86_64/debug
prefab-linux-arm64-debug-build: prereqs assets-cmake \
build/prefab/full/linux_arm64/debug/ballisticacore
@${STAGE_ASSETS} -cmake build/prefab/full/linux_arm64/debug
build/prefab/full/linux_%/debug/ballisticacore: .efrocachemap
@tools/pcommand efrocache_get $@
build/prefab/lib/linux_%/debug/libballisticacore_internal.a: .efrocachemap
@tools/pcommand efrocache_get $@
# Linux release:
RUN_PREFAB_LINUX_X86_64_RELEASE = cd \
build/prefab/full/linux_x86_64/release && ./ballisticacore
RUN_PREFAB_LINUX_ARM64_RELEASE = cd \
build/prefab/full/linux_arm64/release && ./ballisticacore
prefab-linux-x86-64-release: prefab-linux-x86-64-release-build
@tools/pcommand ensure_prefab_platform linux_x86_64
@${RUN_PREFAB_LINUX_X86_64_RELEASE}
prefab-linux-arm64-release: prefab-linux-arm64-release-build
@tools/pcommand ensure_prefab_platform linux_arm64
@${RUN_PREFAB_LINUX_ARM64_RELEASE}
prefab-linux-x86-64-release-build: prereqs assets-cmake \
build/prefab/full/linux_x86_64/release/ballisticacore
@${STAGE_ASSETS} -cmake build/prefab/full/linux_x86_64/release
prefab-linux-arm64-release-build: prereqs assets-cmake \
build/prefab/full/linux_arm64/release/ballisticacore
@${STAGE_ASSETS} -cmake build/prefab/full/linux_arm64/release
build/prefab/full/linux_%/release/ballisticacore: .efrocachemap
@tools/pcommand efrocache_get $@
build/prefab/lib/linux_%/release/libballisticacore_internal.a: .efrocachemap
@tools/pcommand efrocache_get $@
# Linux server debug:
RUN_PREFAB_LINUX_X86_64_SERVER_DEBUG = cd \
build/prefab/full/linux_x86_64_server/debug && ./ballisticacore_server
RUN_PREFAB_LINUX_ARM64_SERVER_DEBUG = cd \
build/prefab/full/linux_arm64_server/debug && ./ballisticacore_server
prefab-linux-x86-64-server-debug: prefab-linux-x86-64-server-debug-build
@tools/pcommand ensure_prefab_platform linux_x86_64
@${RUN_PREFAB_LINUX_X86_64_SERVER_DEBUG}
prefab-linux-arm64-server-debug: prefab-linux-arm64-server-debug-build
@tools/pcommand ensure_prefab_platform linux_arm64
@${RUN_PREFAB_LINUX_ARM64_SERVER_DEBUG}
prefab-linux-x86-64-server-debug-build: prereqs assets-cmake \
build/prefab/full/linux_x86_64_server/debug/dist/ballisticacore_headless
@${STAGE_ASSETS} -cmakeserver -debug \
build/prefab/full/linux_x86_64_server/debug
prefab-linux-arm64-server-debug-build: prereqs assets-cmake \
build/prefab/full/linux_arm64_server/debug/dist/ballisticacore_headless
@${STAGE_ASSETS} -cmakeserver -debug \
build/prefab/full/linux_arm64_server/debug
build/prefab/full/linux_%_server/debug/dist/ballisticacore_headless: .efrocachemap
@tools/pcommand efrocache_get $@
build/prefab/lib/linux_%_server/debug/libballisticacore_internal.a: .efrocachemap
@tools/pcommand efrocache_get $@
# Linux server release:
RUN_PREFAB_LINUX_X86_64_SERVER_RELEASE = cd \
build/prefab/full/linux_x86_64_server/release && ./ballisticacore_server
RUN_PREFAB_LINUX_ARM64_SERVER_RELEASE = cd \
build/prefab/full/linux_arm64_server/release && ./ballisticacore_server
prefab-linux-x86-64-server-release: prefab-linux-x86-64-server-release-build
@tools/pcommand ensure_prefab_platform linux_x86_64
@${RUN_PREFAB_LINUX_X86_64_SERVER_RELEASE}
prefab-linux-arm64-server-release: prefab-linux-arm64-server-release-build
@tools/pcommand ensure_prefab_platform linux_arm64
@${RUN_PREFAB_LINUX_ARM64_SERVER_RELEASE}
prefab-linux-x86-64-server-release-build: prereqs assets-cmake \
build/prefab/full/linux_x86_64_server/release/dist/ballisticacore_headless
@${STAGE_ASSETS} -cmakeserver -release \
build/prefab/full/linux_x86_64_server/release
prefab-linux-arm64-server-release-build: prereqs assets-cmake \
build/prefab/full/linux_arm64_server/release/dist/ballisticacore_headless
@${STAGE_ASSETS} -cmakeserver -release \
build/prefab/full/linux_arm64_server/release
build/prefab/full/linux_%_server/release/dist/ballisticacore_headless: .efrocachemap
@tools/pcommand efrocache_get $@
build/prefab/lib/linux_%_server/release/libballisticacore_internal.a: .efrocachemap
@tools/pcommand efrocache_get $@
# Windows prefab debug:
RUN_PREFAB_WINDOWS_X86_DEBUG = cd build/prefab/full/windows_x86/debug \
&& ./BallisticaCore.exe
prefab-windows-x86-debug: prefab-windows-x86-debug-build
@tools/pcommand ensure_prefab_platform windows_x86
@{RUN_PREFAB_WINDOWS_X86_DEBUG}
prefab-windows-x86-debug-build: prereqs assets-windows-${WINPLAT_X86} \
build/prefab/full/windows_x86/debug/BallisticaCore.exe
@${STAGE_ASSETS} -win-${WINPLAT_X86}-Debug \
build/prefab/full/windows_x86/debug
build/prefab/full/windows_x86/debug/BallisticaCore.exe: .efrocachemap
@tools/pcommand efrocache_get $@
# Windows prefab release:
RUN_PREFAB_WINDOWS_X86_RELEASE = cd build/prefab/full/windows_x86/release \
&& ./BallisticaCore.exe
prefab-windows-x86-release: prefab-windows-x86-release-build
@tools/pcommand ensure_prefab_platform windows_x86
@{RUN_PREFAB_WINDOWS_X86_RELEASE}
prefab-windows-x86-release-build: prereqs \
assets-windows-${WINPLAT_X86} \
build/prefab/full/windows_x86/release/BallisticaCore.exe
@${STAGE_ASSETS} -win-${WINPLAT_X86}-Release \
build/prefab/full/windows_x86/release
build/prefab/full/windows_x86/release/BallisticaCore.exe: .efrocachemap
@tools/pcommand efrocache_get $@
# Windows prefab server debug:
RUN_PREFAB_WINDOWS_X86_SERVER_DEBUG = cd \
build/prefab/full/windows_x86_server/debug \
&& dist/python_d.exe ballisticacore_server.py
prefab-windows-x86-server-debug: prefab-windows-x86-server-debug-build
@tools/pcommand ensure_prefab_platform windows_x86
@{RUN_PREFAB_WINDOWS_X86_SERVER_DEBUG}
prefab-windows-x86-server-debug-build: prereqs \
assets-windows-${WINPLAT_X86} \
build/prefab/full/windows_x86_server/debug/dist/BallisticaCoreHeadless.exe
@${STAGE_ASSETS} -winserver-${WINPLAT_X86}-Debug \
build/prefab/full/windows_x86_server/debug
build/prefab/full/windows_x86_server/debug/dist/BallisticaCoreHeadless.exe: .efrocachemap
@tools/pcommand efrocache_get $@
# Windows prefab server release:
RUN_PREFAB_WINDOWS_X86_SERVER_RELEASE = cd \
build/prefab/full/windows_x86_server/release \
&& dist/python.exe -O ballisticacore_server.py
prefab-windows-x86-server-release: prefab-windows-x86-server-release-build
@tools/pcommand ensure_prefab_platform windows_x86
@{RUN_PREFAB_WINDOWS_X86_SERVER_RELEASE}
prefab-windows-x86-server-release-build: prereqs \
assets-windows-${WINPLAT_X86} \
build/prefab/full/windows_x86_server/release/dist/BallisticaCoreHeadless.exe
@${STAGE_ASSETS} -winserver-${WINPLAT_X86}-Release \
build/prefab/full/windows_x86_server/release
build/prefab/full/windows_x86_server/release/dist/BallisticaCoreHeadless.exe: .efrocachemap
@tools/pcommand efrocache_get $@
# Windows visual-studio-compiled debug
ballisticacore-windows/build/Debug_%/BallisticaCoreGenericInternal.lib: .efrocachemap
@tools/pcommand efrocache_get $@
ballisticacore-windows/Generic/BallisticaCore.ico: .efrocachemap
@tools/pcommand efrocache_get $@
ballisticacore-windows/build/Debug_%/BallisticaCoreGenericInternal.exe: \
ballisticacore-windows/build/Debug_%/BallisticaCoreGenericInternal.lib \
ballisticacore-windows/Generic/BallisticaCore.ico \
prereqs code resources
WINDOWS_PROJECT=Generic WINDOWS_CONFIGURATION=Debug WINDOWS_PLATFORM=$* \
${MAKE} _windows-wsl-build
# Tell make which of these targets don't represent files.
.PHONY: prefab-debug prefab-release prefab-debug-build prefab-release-build \
prefab-server-debug prefab-server-release prefab-server-debug-build \
prefab-server-release-build prefab-clean _cmake_prefab_binary \
_cmake_prefab_server_binary prefab-mac-x86-64-debug prefab-mac-arm64-debug \
prefab-mac-x86-64-debug-build prefab-mac-arm64-debug-build \
prefab-mac-x86-64-release prefab-mac-arm64-release \
prefab-mac-x86-64-release-build prefab-mac-arm64-release-build \
prefab-mac-x86-64-server-debug prefab-mac-arm64-server-debug \
prefab-mac-x86-64-server-debug-build prefab-mac-arm64-server-debug-build \
prefab-mac-x86-64-server-release prefab-mac-arm64-server-release \
prefab-mac-x86-64-server-release-build prefab-mac-arm64-server-release-build \
prefab-linux-x86-64-debug prefab-linux-arm64-debug \
prefab-linux-x86-64-debug-build prefab-linux-arm64-debug-build \
prefab-linux-x86-64-release prefab-linux-arm64-release \
prefab-linux-x86-64-release-build prefab-linux-arm64-release-build \
prefab-linux-x86-64-server-debug prefab-linux-arm64-server-debug \
prefab-linux-x86-64-server-debug-build prefab-linux-arm64-server-debug-build \
prefab-linux-x86-64-server-release prefab-linux-arm64-server-release \
prefab-linux-x86-64-server-release-build \
prefab-linux-arm64-server-release-build \
prefab-windows-x86-debug prefab-windows-x86-debug-build \
prefab-windows-x86-release prefab-windows-x86-release-build \
prefab-windows-x86-server-debug prefab-windows-x86-server-debug-build \
prefab-windows-x86-server-release prefab-windows-x86-server-release-build
################################################################################
# #
# Updating #
# #
################################################################################
# Update any project files that need it (does NOT build projects).
update: prereqs
@tools/pcommand update_project
# Don't update but fail if anything needs it.
update-check: prereqs
@tools/pcommand update_project --check
# Tell make which of these targets don't represent files.
.PHONY: update update-check
################################################################################
# #
# Formatting #
# #
################################################################################
# Run formatting on all files in the project considered 'dirty'.
format:
@${MAKE} -j3 format-code format-scripts format-makefile
@tools/pcommand echo BLD Formatting complete!
# Same but always formats; ignores dirty state.
format-full:
@${MAKE} -j3 format-code-full format-scripts-full format-makefile
@tools/pcommand echo BLD Formatting complete!
# Run formatting for compiled code sources (.cc, .h, etc.).
format-code: prereqs
@tools/pcommand formatcode
# Same but always formats; ignores dirty state.
format-code-full: prereqs
@tools/pcommand formatcode -full
# Runs formatting for scripts (.py, etc).
format-scripts: prereqs
@tools/pcommand formatscripts
# Same but always formats; ignores dirty state.
format-scripts-full: prereqs
@tools/pcommand formatscripts -full
# Runs formatting on the project Makefile.
format-makefile: prereqs
@tools/pcommand formatmakefile
.PHONY: format format-full format-code format-code-full format-scripts \
format-scripts-full
################################################################################
# #
# Checking #
# #
################################################################################
# Run all project checks. (static analysis)
check: update-check
@${MAKE} -j3 cpplint pylint mypy
@tools/pcommand echo SGRN BLD ALL CHECKS PASSED!
# Same as check but no caching (all files are checked).
check-full: update-check
@${MAKE} -j3 cpplint-full pylint-full mypy-full
@tools/pcommand echo SGRN BLD ALL CHECKS PASSED!
# Same as 'check' plus optional/slow extra checks.
check2: update-check
@${MAKE} -j4 cpplint pylint mypy pycharm
@tools/pcommand echo SGRN BLD ALL CHECKS PASSED!
# Same as check2 but no caching (all files are checked).
check2-full: update-check
@${MAKE} -j4 cpplint-full pylint-full mypy-full pycharm-full
@tools/pcommand echo SGRN BLD ALL CHECKS PASSED!
# Run Cpplint checks on all C/C++ code.
cpplint: prereqs
@tools/pcommand cpplint
# Run Cpplint checks without caching (all files are checked).
cpplint-full: prereqs
@tools/pcommand cpplint -full
# Run Pylint checks on all Python Code.
pylint: prereqs
@tools/pcommand pylint
# Run Pylint checks without caching (all files are checked).
pylint-full: prereqs
@tools/pcommand pylint -full
# Run Mypy checks on all Python code.
mypy: prereqs
@tools/pcommand mypy
# Run Mypy checks without caching (all files are checked).
mypy-full: prereqs
@tools/pcommand mypy -full
# Run Mypy checks on all Python code using daemon mode.
dmypy: prereqs
@tools/pcommand dmypy
# Stop the mypy daemon
dmypy-stop: prereqs
@tools/pcommand dmypy -stop
# Run PyCharm checks on all Python code.
pycharm: prereqs
@tools/pcommand pycharm
# Run PyCharm checks without caching (all files are checked).
pycharm-full: prereqs
@tools/pcommand pycharm -full
# Tell make which of these targets don't represent files.
.PHONY: check check-full check2 check2-full \
cpplint cpplint-full pylint pylint-full mypy \
mypy-full pycharm pycharm-full
################################################################################
# #
# Testing #
# #
################################################################################
# Run all tests. (live execution verification)
test: prereqs
@tools/pcommand echo BLU Running all tests...
@tools/pcommand pytest -v tests
# Run tests with any caching disabled.
test-full: test
# Individual test with extra output enabled.
test-assetmanager:
@tools/pcommand pytest -o log_cli=true -o log_cli_level=debug -s -vv \
tests/test_ba/test_assetmanager.py::test_assetmanager
# Individual test with extra output enabled.
test-dataclassio:
@tools/pcommand pytest -o log_cli=true -o log_cli_level=debug -s -vv \
tests/test_efro/test_dataclassio.py
# Individual test with extra output enabled.
test-entity:
@tools/pcommand pytest -o log_cli=true -o log_cli_level=debug -s -vv \
tests/test_efro/test_entity.py
# Tell make which of these targets don't represent files.
.PHONY: test test-full test-assetmanager
################################################################################
# #
# Preflighting #
# #
################################################################################
# Format, update, check, & test the project. Do this before commits.
preflight:
@${MAKE} format
@${MAKE} update
@${MAKE} -j4 cpplint pylint mypy test
@tools/pcommand echo SGRN BLD PREFLIGHT SUCCESSFUL!
# Same as 'preflight' without caching (all files are visited).
preflight-full:
@${MAKE} format-full
@${MAKE} update
@${MAKE} -j4 cpplint-full pylint-full mypy-full test-full
@tools/pcommand echo SGRN BLD PREFLIGHT SUCCESSFUL!
# Same as 'preflight' plus optional/slow extra checks.
preflight2:
@${MAKE} format
@${MAKE} update
@${MAKE} -j5 cpplint pylint mypy pycharm test
@tools/pcommand echo SGRN BLD PREFLIGHT SUCCESSFUL!
# Same as 'preflight2' but without caching (all files visited).
preflight2-full:
@${MAKE} format-full
@${MAKE} update
@${MAKE} -j5 cpplint-full pylint-full mypy-full pycharm-full test-full
@tools/pcommand echo SGRN BLD PREFLIGHT SUCCESSFUL!
# Tell make which of these targets don't represent files.
.PHONY: preflight preflight-full preflight2 preflight2-full
################################################################################
# #
# CMake #
# #
################################################################################
# Set the following from the command line to influence the build:
# This can be Debug or Release.
CMAKE_BUILD_TYPE ?= Debug
# Build and run the cmake build.
cmake: cmake-build
@cd build/cmake/$(CM_BT_LC) && ./ballisticacore
# Build but don't run it.
cmake-build: assets-cmake resources code
@tools/pcommand cmake_prep_dir build/cmake/$(CM_BT_LC)
@tools/pcommand update_cmake_prefab_lib standard ${CM_BT_LC} build/cmake/${CM_BT_LC}
@${STAGE_ASSETS} -cmake build/cmake/$(CM_BT_LC)
@cd build/cmake/$(CM_BT_LC) && test -f Makefile \
|| cmake -DCMAKE_BUILD_TYPE=$(CMAKE_BUILD_TYPE) \
${PWD}/ballisticacore-cmake
@cd build/cmake/$(CM_BT_LC) && ${MAKE} -j${CPUS}
cmake-clean:
rm -rf build/cmake/$(CM_BT_LC)
cmake-server: cmake-server-build
@cd build/cmake/server-$(CM_BT_LC) && ./ballisticacore_server
cmake-server-build: assets-cmake resources code
@tools/pcommand cmake_prep_dir build/cmake/server-$(CM_BT_LC)/dist
@tools/pcommand update_cmake_prefab_lib server ${CM_BT_LC} build/cmake/server-${CM_BT_LC}/dist
@${STAGE_ASSETS} -cmakeserver -${CM_BT_LC} build/cmake/server-$(CM_BT_LC)
@cd build/cmake/server-$(CM_BT_LC)/dist && test -f Makefile \
|| cmake -DCMAKE_BUILD_TYPE=$(CMAKE_BUILD_TYPE) -DHEADLESS=true \
${PWD}/ballisticacore-cmake
@cd build/cmake/server-$(CM_BT_LC)/dist && ${MAKE} -j${CPUS}
@cd build/cmake/server-$(CM_BT_LC)/dist && test -f ballisticacore_headless \
|| ln -sf ballisticacore ballisticacore_headless
cmake-server-clean:
rm -rf build/cmake/server-$(CM_BT_LC)
# Tell make which of these targets don't represent files.
.PHONY: cmake cmake-build cmake-clean cmake-server cmake-server-build \
cmake-server-clean
################################################################################
# #
# Auxiliary #
# #
################################################################################
# This should give the cpu count on linux and mac; may need to expand this
# if using this on other platforms.
CPUS = $(shell getconf _NPROCESSORS_ONLN || echo 8)
PROJ_DIR = ${abspath ${CURDIR}}
VERSION = $(shell tools/version_utils version)
BUILD_NUMBER = $(shell tools/version_utils build)
BUILD_DIR = ${PROJ_DIR}/build
LAZYBUILDDIR = .cache/lazybuild
STAGE_ASSETS = ${PROJ_DIR}/tools/pcommand stage_assets
# Things to ignore when doing root level cleans.
ROOT_CLEAN_IGNORES = --exclude=assets/src_master \
--exclude=config/localconfig.json \
--exclude=.spinoffdata
CHECK_CLEAN_SAFETY = ${PROJ_DIR}/tools/pcommand check_clean_safety
# Some tool configs that need filtering (mainly injecting projroot path).
TOOL_CFG_INST = tools/pcommand tool_config_install
# Anything that affects tool-config generation.
TOOL_CFG_SRC = tools/efrotools/pcommand.py config/config.json
# Anything that should trigger an environment-check when changed.
ENV_SRC = tools/pcommand tools/batools/build.py
.clang-format: config/toolconfigsrc/clang-format ${TOOL_CFG_SRC}
@${TOOL_CFG_INST} $< $@
.style.yapf: config/toolconfigsrc/style.yapf ${TOOL_CFG_SRC}
@${TOOL_CFG_INST} $< $@
.pylintrc: config/toolconfigsrc/pylintrc ${TOOL_CFG_SRC}
@${TOOL_CFG_INST} $< $@
.projectile: config/toolconfigsrc/projectile ${TOOL_CFG_SRC}
@${TOOL_CFG_INST} $< $@
.editorconfig: config/toolconfigsrc/editorconfig ${TOOL_CFG_SRC}
@${TOOL_CFG_INST} $< $@
.dir-locals.el: config/toolconfigsrc/dir-locals.el ${TOOL_CFG_SRC}
@${TOOL_CFG_INST} $< $@
.mypy.ini: config/toolconfigsrc/mypy.ini ${TOOL_CFG_SRC}
@${TOOL_CFG_INST} $< $@
.pycheckers: config/toolconfigsrc/pycheckers ${TOOL_CFG_SRC}
@${TOOL_CFG_INST} $< $@
# Set this to 1 to skip environment checks.
SKIP_ENV_CHECKS ?= 0
.cache/checkenv: ${ENV_SRC}
@if [ ${SKIP_ENV_CHECKS} -ne 1 ]; then \
tools/pcommand checkenv && mkdir -p .cache && touch .cache/checkenv; \
fi
# CMake build-type lowercase
CM_BT_LC = $(shell echo $(CMAKE_BUILD_TYPE) | tr A-Z a-z)
# When using CLion, our cmake dir is root. Expose .clang-format there too.
ballisticacore-cmake/.clang-format: .clang-format
@cd ballisticacore-cmake && ln -sf ../.clang-format .
# Simple target for CI to build a binary but not download/assemble assets/etc.
_cmake-simple-ci-server-build:
SKIP_ENV_CHECKS=1 ${MAKE} code
rm -rf build/cmake_simple_ci_server_build
mkdir -p build/cmake_simple_ci_server_build
tools/pcommand update_cmake_prefab_lib \
server debug build/cmake_simple_ci_server_build
cd build/cmake_simple_ci_server_build && \
cmake -DCMAKE_BUILD_TYPE=Debug -DHEADLESS=true ${PWD}/ballisticacore-cmake
cd build/cmake_simple_ci_server_build && ${MAKE} -j${CPUS}
# Irony in emacs requires us to use cmake to generate a full
# list of compile commands for all files; lets try to keep it up to date
# whenever CMakeLists changes.
.cache/irony/compile_commands.json: ballisticacore-cmake/CMakeLists.txt
@tools/pcommand echo BLU Updating Irony build commands db...
@echo Generating Irony compile-commands-list...
@mkdir -p .cache/irony
@cd .cache/irony \
&& cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -DCMAKE_BUILD_TYPE=Debug \
${PWD}/ballisticacore-cmake
@mv .cache/irony/compile_commands.json . \
&& rm -rf .cache/irony \
&& mkdir .cache/irony \
&& mv compile_commands.json .cache/irony
@tools/pcommand echo BLU Created Irony build db at $@
# Tell make which of these targets don't represent files.
.PHONY: _cmake-simple-ci-server-build