godot/editor/icons/editor_icons_builders.py
Viktor Ferenczi c5bd0c37ce Running builder (content generator) functions in subprocesses on Windows
- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function

There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.

Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.

Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.

Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
2018-07-27 21:37:55 +02:00

96 lines
2.7 KiB
Python

"""Functions used to generate source files during build time
All such functions are invoked in a subprocess on Windows to prevent build flakiness.
"""
import os
from platform_methods import subprocess_main
from compat import StringIO
def make_editor_icons_action(target, source, env):
dst = target[0]
svg_icons = source
icons_string = StringIO()
for f in svg_icons:
fname = str(f)
icons_string.write('\t"')
with open(fname, 'rb') as svgf:
b = svgf.read(1)
while(len(b) == 1):
icons_string.write("\\" + str(hex(ord(b)))[1:])
b = svgf.read(1)
icons_string.write('"')
if fname != svg_icons[-1]:
icons_string.write(",")
icons_string.write('\n')
s = StringIO()
s.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n")
s.write("#ifndef _EDITOR_ICONS_H\n")
s.write("#define _EDITOR_ICONS_H\n")
s.write("static const int editor_icons_count = {};\n".format(len(svg_icons)))
s.write("static const char *editor_icons_sources[] = {\n")
s.write(icons_string.getvalue())
s.write('};\n\n')
s.write("static const char *editor_icons_names[] = {\n")
# this is used to store the indices of thumbnail icons
thumb_medium_indices = [];
thumb_big_indices = [];
index = 0
for f in svg_icons:
fname = str(f)
icon_name = os.path.basename(fname)[5:-4].title().replace("_", "")
# some special cases
if icon_name in ['Int', 'Bool', 'Float']:
icon_name = icon_name.lower()
if icon_name.endswith("MediumThumb"): # don't know a better way to handle this
thumb_medium_indices.append(str(index))
if icon_name.endswith("BigThumb"): # don't know a better way to handle this
thumb_big_indices.append(str(index))
s.write('\t"{0}"'.format(icon_name))
if fname != svg_icons[-1]:
s.write(",")
s.write('\n')
index += 1
s.write('};\n')
if thumb_medium_indices:
s.write("\n\n")
s.write("static const int editor_md_thumbs_count = {};\n".format(len(thumb_medium_indices)))
s.write("static const int editor_md_thumbs_indices[] = {")
s.write(", ".join(thumb_medium_indices))
s.write("};\n")
if thumb_big_indices:
s.write("\n\n")
s.write("static const int editor_bg_thumbs_count = {};\n".format(len(thumb_big_indices)))
s.write("static const int editor_bg_thumbs_indices[] = {")
s.write(", ".join(thumb_big_indices))
s.write("};\n")
s.write("#endif\n")
with open(dst, "w") as f:
f.write(s.getvalue())
s.close()
icons_string.close()
if __name__ == '__main__':
subprocess_main(globals())