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https://github.com/godotengine/godot
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c5bd0c37ce
- 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.
96 lines
2.7 KiB
Python
96 lines
2.7 KiB
Python
"""Functions used to generate source files during build time
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All such functions are invoked in a subprocess on Windows to prevent build flakiness.
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"""
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import os
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from platform_methods import subprocess_main
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from compat import StringIO
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def make_editor_icons_action(target, source, env):
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dst = target[0]
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svg_icons = source
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icons_string = StringIO()
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for f in svg_icons:
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fname = str(f)
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icons_string.write('\t"')
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with open(fname, 'rb') as svgf:
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b = svgf.read(1)
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while(len(b) == 1):
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icons_string.write("\\" + str(hex(ord(b)))[1:])
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b = svgf.read(1)
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icons_string.write('"')
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if fname != svg_icons[-1]:
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icons_string.write(",")
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icons_string.write('\n')
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s = StringIO()
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s.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n")
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s.write("#ifndef _EDITOR_ICONS_H\n")
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s.write("#define _EDITOR_ICONS_H\n")
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s.write("static const int editor_icons_count = {};\n".format(len(svg_icons)))
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s.write("static const char *editor_icons_sources[] = {\n")
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s.write(icons_string.getvalue())
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s.write('};\n\n')
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s.write("static const char *editor_icons_names[] = {\n")
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# this is used to store the indices of thumbnail icons
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thumb_medium_indices = [];
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thumb_big_indices = [];
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index = 0
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for f in svg_icons:
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fname = str(f)
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icon_name = os.path.basename(fname)[5:-4].title().replace("_", "")
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# some special cases
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if icon_name in ['Int', 'Bool', 'Float']:
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icon_name = icon_name.lower()
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if icon_name.endswith("MediumThumb"): # don't know a better way to handle this
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thumb_medium_indices.append(str(index))
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if icon_name.endswith("BigThumb"): # don't know a better way to handle this
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thumb_big_indices.append(str(index))
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s.write('\t"{0}"'.format(icon_name))
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if fname != svg_icons[-1]:
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s.write(",")
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s.write('\n')
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index += 1
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s.write('};\n')
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if thumb_medium_indices:
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s.write("\n\n")
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s.write("static const int editor_md_thumbs_count = {};\n".format(len(thumb_medium_indices)))
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s.write("static const int editor_md_thumbs_indices[] = {")
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s.write(", ".join(thumb_medium_indices))
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s.write("};\n")
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if thumb_big_indices:
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s.write("\n\n")
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s.write("static const int editor_bg_thumbs_count = {};\n".format(len(thumb_big_indices)))
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s.write("static const int editor_bg_thumbs_indices[] = {")
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s.write(", ".join(thumb_big_indices))
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s.write("};\n")
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s.write("#endif\n")
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with open(dst, "w") as f:
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f.write(s.getvalue())
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s.close()
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icons_string.close()
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if __name__ == '__main__':
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subprocess_main(globals())
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