shithub: puzzles

ref: 836a5c4ea742cc2ab23537993e8c54b251ae803b
dir: /Buildscr/

View raw version
# -*- sh -*-
# Build script to build Puzzles.
#
# You can cut out large components of the build by defining a subset
# of these options on the bob command line:
# -DNOSIGN -DNOWINDOWS -DNOMACOS -DNOICONS -DNOJAVA -DNOJS

module puzzles

set Version $(!builddate).$(vcsid)

# Start by substituting the right version number in configure.ac.
in puzzles do perl -i~ -pe 's/6.66/$(Version)/' configure.ac
in puzzles do rm configure.ac~

# And put it into the documentation as a versionid.
# use perl to avoid inconsistent behaviour of echo '\v'
in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> puzzles.but
in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> devel.but

# Write out a version.h that contains the real version number.
in puzzles do echo '/* Generated by automated build script */' > version.h
in puzzles do echo '$#define VER "Version $(Version)"' >> version.h

# And do the same substitution in the OS X metadata. (This is a bit
# icky in principle because it presumes that my version numbers don't
# need XML escaping, but frankly, if they ever do then I should fix
# them!)
in puzzles do perl -i -pe 's/Unidentified build/$(Version)/' osx-info.plist

ifneq "$(NOICONS)" yes then
  # First build some local binaries, to run the icon build.
  in puzzles do perl mkfiles.pl -U CFLAGS='-Wwrite-strings -Werror'
  in puzzles do make -j$(nproc)

  # Now build the screenshots and icons.
  in puzzles/icons do xvfb-run -s "-screen 0 1024x768x24" make web winicons gtkicons -j$(nproc)

  # Destroy the local binaries and autoconf detritus, mostly to avoid
  # wasting network bandwidth by transferring them to the delegate
  # servers.
  in puzzles do make distclean

endif

# Re-run mkfiles.pl now that it knows the icons are there. (Or for the
# first time, if we didn't bother building the icons.)
in puzzles do perl mkfiles.pl

# Rebuild the configure script.
in puzzles do ./mkauto.sh

ifneq "$(NOMACOS)" yes then
  # Build the OS X .dmg archive.
  delegate osx
    in puzzles do make -f Makefile.osx clean
    in puzzles do make -f Makefile.osx release VER=-DVER=$(Version) XFLAGS='-Wwrite-strings -Werror' -j$(nproc)
    return puzzles/Puzzles.dmg
  enddelegate
endif

ifneq "$(NOWINDOWS)" yes then
  # Build the Windows binaries and installer, and the CHM file.
  in puzzles do make -f Makefile.doc clean
  in puzzles do make -f Makefile.doc -j$(nproc) # build help files for installer
  in puzzles do mason.pl --args '{"version":"$(Version)","descfile":"gamedesc.txt"}' winwix.mc > puzzles.wxs
  in puzzles do perl winiss.pl $(Version) gamedesc.txt > puzzles.iss
  ifneq "$(VISUAL_STUDIO)" "yes" then
    in puzzles with clangcl64 do mkdir win64 && Platform=x64 make -f Makefile.clangcl BUILDDIR=win64/ VER=-DVER=$(Version) XFLAGS='-Wwrite-strings -Werror' -j$(nproc)
    in puzzles with clangcl32 do mkdir win32 && Platform=x86 make -f Makefile.clangcl BUILDDIR=win32/ SUBSYSVER=,5.01 VER=-DVER=$(Version) XFLAGS='-Wwrite-strings -Werror' -j$(nproc)
    # Code-sign the binaries, if the local bob config provides a script
    # to do so. We assume here that the script accepts an -i option to
    # provide a 'more info' URL, and an optional -n option to provide a
    # program name, and that it can take multiple .exe filename
    # arguments and sign them all in place.
    ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ win64/*.exe win32/*.exe
    # Build installers.
    in puzzles with wixonlinux do candle -arch x64 puzzles.wxs -dWin64=yes -dBindir=win64/ && light -ext WixUIExtension -sval puzzles.wixobj
    in puzzles with wixonlinux do candle -arch x86 puzzles.wxs -dWin64=no -dBindir=win32/ && light -ext WixUIExtension -sval puzzles.wixobj -o puzzles32.msi
    ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ -n "Simon Tatham's Portable Puzzle Collection Installer" puzzles.msi puzzles32.msi
  else
    delegate windows
      in puzzles with visualstudio do/win nmake -f Makefile.vc clean
      in puzzles with visualstudio do/win nmake -f Makefile.vc VER=-DVER=$(Version)
      ifneq "$(winsigncode)" "" in puzzles do $(winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ win64/*.exe
      # Build installers.
      in puzzles with wix do/win candle puzzles.wxs -dWin64=yes -dBindir=win64/  && light -ext WixUIExtension -sval puzzles.wixobj
      in puzzles with innosetup do/win iscc puzzles.iss
      return puzzles/win64/*.exe
      return puzzles/puzzles.msi
    enddelegate
  endif
  in puzzles do chmod +x win32/*.exe win64/*.exe
endif

# Build the Pocket PC binaries and CAB.
#
# NOTE: This part of the build script requires the Windows delegate
# server to have the cabwiz program on its PATH. This will
# typically be at
#
#   C:\Program Files\Windows CE Tools\WCE420\POCKET PC 2003\Tools
#
# but it might not be if you've installed it somewhere else, or
# have a different version.
#
# NOTE ALSO: This part of the build is commented out, for the
# moment, because cabwiz does unhelpful things when run from within
# a bob delegate process (or, more generally, when run from any
# terminal-based remote login to a Windows machine, including
# Cygwin opensshd and Windows Telnet). The symptom is that cabwiz
# just beeps and sits there. Until I figure out how to build the
# .cab from an automated process (and I'm willing to consider silly
# approaches such as a third-party CAB generator), I don't think I
# can sensibly enable this build.

#in puzzles do perl wceinf.pl gamedesc.txt > puzzles.inf
#delegate windows
#  in puzzles do cmd /c 'wcearmv4 & nmake -f Makefile.wce clean'
#  in puzzles do cmd /c 'wcearmv4 & nmake -f Makefile.wce VER=-DVER=$(Version)'
#  # Nasty piece of sh here which saves the return code from cabwiz,
#  # outputs its errors and/or warnings, and then propagates the
#  # return code back to bob. If only cabwiz could output to
#  # standard error LIKE EVERY OTHER COMMAND-LINE UTILITY IN THE
#  # WORLD, I wouldn't have to do this.
#  in puzzles do cat puzzles.inf
#  in puzzles do cmd /c 'wcearmv4 & bash -c cabwiz puzzles.inf /err cabwiz.err /cpu ARMV4'; a=$$?; cat cabwiz.err; exit $$a
#  return puzzles/puzzles.armv4.cab
#enddelegate

# Build the HTML docs.
in puzzles do mkdir doc
in puzzles do mkdir devel
in puzzles/doc do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../puzzles.but
in puzzles/devel do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../devel.but

ifneq "$(NOWINDOWS)" yes then
  # Move the deliver-worthy Windows binaries (those specified in
  # gamedesc.txt, which is generated by mkfiles.pl and helpfully
  # excludes the command-line auxiliary utilities such as solosolver,
  # and nullgame.exe) into a subdirectory for easy access.
  in puzzles do mkdir winbin64 winbin32
  in puzzles/win64 do mv `cut -f2 -d: ../gamedesc.txt` ../winbin64
  in puzzles/win32 do mv `cut -f2 -d: ../gamedesc.txt` ../winbin32

  # Make a zip file of the Windows binaries and help files.
  in puzzles do zip -j puzzles.zip winbin64/*.exe puzzles.chm puzzles.hlp puzzles.cnt
  in puzzles do zip -j puzzles32.zip winbin32/*.exe puzzles.chm puzzles.hlp puzzles.cnt
endif

# Create the source archive. (That writes the archive into the
# _parent_ directory, so be careful when we deliver it.)
in puzzles do ./makedist.sh $(Version)

# Build the autogenerated pieces of the main web page.
in puzzles do perl webpage.pl

ifneq "$(JAVA_UNFINISHED)" "" in puzzles do perl -i~ -pe 'print "!srcdir unfinished/\n" if /!srcdir icons/' Recipe
ifneq "$(JAVA_UNFINISHED)" "" in puzzles do ln -s unfinished/group.R .
ifneq "$(JAVA_UNFINISHED)" "" in puzzles do perl mkfiles.pl

ifneq "$(NOJAVA)" yes then
  # Build the Java applets.
  delegate nestedvm
    in puzzles do make -f Makefile.nestedvm NESTEDVM="$$NESTEDVM" VER=-DVER=$(Version) XFLAGS="-Wwrite-strings -Werror" -j$(nproc)
    return puzzles/*.jar
  enddelegate
endif

# Build the Javascript applets. Since my master build machine doesn't
# have the right dependencies installed for Emscripten, I do this by a
# delegation.
ifneq "$(NOJS)" yes then
  in puzzles do mkdir js # so we can tell output .js files from emcc*.js
  delegate emscripten
    in puzzles do make -f Makefile.emcc OUTPREFIX=js/ clean
    in puzzles do make -f Makefile.emcc OUTPREFIX=js/ XFLAGS="-Wwrite-strings -Werror" -j$(nproc)
    return puzzles/js/*.js
  enddelegate

  # Build a set of wrapping HTML pages for easy testing of the
  # Javascript puzzles. These aren't quite the same as the versions that
  # will go on my live website, because those ones will substitute in a
  # different footer, and not have to link to the .js files with the
  # ../js/ prefix. But these ones should be good enough to just open
  # using a file:// URL in a browser after running a build, and make
  # sure the main functionality works.
  in puzzles do mkdir jstest
  in puzzles/jstest do ../html/jspage.pl --jspath=../js/ /dev/null ../html/*.html
endif

# Set up .htaccess containing a redirect for the archive filename.
in puzzles do echo "AddType application/octet-stream .chm" > .htaccess
in puzzles do echo "AddType application/octet-stream .hlp" >> .htaccess
in puzzles do echo "AddType application/octet-stream .cnt" >> .htaccess
in . do set -- puzzles*.tar.gz; echo RedirectMatch temp '(.*/)'puzzles.tar.gz '$$1'"$$1" >> puzzles/.htaccess
in puzzles do echo RedirectMatch temp '(.*/)'puzzles-installer.msi '$$1'puzzles-$(Version)-installer.msi >> .htaccess

# Phew, we're done. Deliver everything!
ifneq "$(NOICONS)" yes then
  deliver puzzles/icons/*-web.png $@
endif
ifneq "$(NOWINDOWS)" yes then
  deliver puzzles/winbin64/*.exe $@
  deliver puzzles/winbin32/*.exe w32/$@
  deliver puzzles/puzzles.zip $@
  deliver puzzles/puzzles32.zip w32/$@
  deliver puzzles/puzzles.msi puzzles-$(Version)-installer.msi
  deliver puzzles/puzzles32.msi w32/puzzles-$(Version)-32bit-installer.msi
  deliver puzzles/puzzles.chm $@
  deliver puzzles/puzzles.hlp $@
  deliver puzzles/puzzles.cnt $@
endif
deliver puzzles/.htaccess $@
deliver puzzles/doc/*.html doc/$@
deliver puzzles/devel/*.html devel/$@
ifneq "$(NOMACOS)" yes then
  deliver puzzles/Puzzles.dmg $@
endif
ifneq "$(NOJAVA)" yes then
  deliver puzzles/*.jar java/$@
endif
ifneq "$(NOJS)" yes then
  deliver puzzles/js/*.js js/$@
  deliver puzzles/jstest/*.html jstest/$@
  deliver puzzles/html/*.html html/$@
  deliver puzzles/html/*.pl html/$@
endif
deliver puzzles/wwwspans.html $@
deliver puzzles/wwwlinks.html $@

# deliver puzzles/puzzles.armv4.cab $@ # (not built at the moment)

# This one isn't in the puzzles subdir, because makedist.sh left it
# one level up.
deliver puzzles*.tar.gz $@