ref: a2b70e2a6e90819df09812e96b153b1f6a408cde
dir: /Buildscr/
# -*- 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 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 $@