engine: implement platform-unique library naming

This commit is contained in:
Alibek Omarov 2019-07-01 05:48:53 +03:00
parent bb4c73b25c
commit ec18dd9535
3 changed files with 186 additions and 0 deletions

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@ -0,0 +1,42 @@
I propose a new library naming scheme, which will allow to distribute mods and games in single archive to different operating systems and CPUs:
Legend:
* $os -- Q_buildos() return value, in lower case.
* $arch -- Q_buildarch() return value, in lower case.
* $ext -- OS-specific extension: dll, so, dylib, etc.
The scheme will be:
1. Client library:
* ```client.$ext``` for **Win/Lin/Mac** with **x86**.
* ```client_$arch.$ext``` for **Win/Lin/Mac** with **NON-x86**.
* ```client_$os_$arch.$ext``` for everything else.
2. Menu library:
* ```menu.$ext``` for **Win/Lin/Mac** with **x86**.
* ```menu_$arch.$ext``` for **Win/Lin/Mac** with **NON-x86**.
* ```menu_$os_$arch.$ext``` for everything else.
3. Server library:
* On **Win/Lin/Mac** with **x86**, it **MUST** use the raw gamedll name for corresponding OS field from `gameinfo.txt`.
* On **Win/Lin/Mac** with **NON-x86**, it **MUST** use the raw gamedll name for corresponding OS field from `gameinfo.txt`, but append ```_$arch``` before file extension. Like: ```hl_amd64.so``` or ```cs_e2k.so```.
* On everything else, it must use gamedll name from ```gamedll_linux``` field, but append ```_$os_$arch``` before file extension. Like: ```hl_haiku_amd64.so``` or ```cs_freebsd_armhf.so```.
Why ```gamedll_linux``` and not ```gamedll```? Because it looks more logic that way, most operating systems are *nix-like and share code with Linux, rather than Windows.
4. Refresh library: not needed, as RefAPI is not stable and it's not intended to distribute with mods.
For any libraries distributed **with** engine, naming scheme should be used more convenient for OS port.
Issue #0. Inconsistency between ABI and Q_buildarch.
Resolution: Change Q_buildarch return value to use Debian-styled architectures list: https://www.debian.org/ports/, which includes a special naming for big/little-endian and hard/soft-float ARM.
Issue #1: Build-system integration.
Resolution: extend MACRO_TO_DEST_CPU and MACRO_TO_DESTOS from Waf: https://gitlab.com/ita1024/waf/blob/master/waflib/Tools/c_config.py#L1002, if needed.
Issue #2(related to #0):
Which ARM flavours we actually need to handle?
Resolution: Little-endian only, as there is no known big-endian ARM platforms in the wild.
Architecture is coded this way:
* ```armvxy```, where `x` is ARM instruction set level and `y` is hard-float ABI presence: `hf` where hard float ABI used, otherwise `l`.
See discussion: https://github.com/FWGS/xash3d-fwgs/issues/39

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@ -52,3 +52,137 @@ const char *COM_OffsetNameForFunction( void *function )
Con_Reportf( "COM_OffsetNameForFunction %s\n", sname );
return sname;
}
/*
=============================================================================
LIBRARY NAMING(see Documentation/library-naming.md for more info)
=============================================================================
*/
/*
==============
COM_GenerateClientLibraryName
Generates platform-unique and compatible name for client libraries
==============
*/
static void COM_GenerateClientLibraryName( const char *name, char *out, size_t size )
{
#ifdef XASH_INTERNAL_GAMELIBS // assuming library loader knows where to get libraries
Q_strncpy( out, name, size );
#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE ) && XASH_X86
Q_snprintf( out, size, "%s/%s." OS_LIB_EXT,
GI->dll_path,
name );
#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE )
Q_snprintf( out, size, "%s/%s_%s." OS_LIB_EXT,
GI->dll_path,
name,
Q_buildarch() );
#else
Q_snprintf( out, size, "%s/%s_%s_%s." OS_LIB_EXT,
GI->dll_path,
name,
Q_buildos(),
Q_buildarch() );
#endif
}
/*
==============
COM_GenerateClientLibraryName
Generates platform-unique and compatible name for server library
==============
*/
static void COM_GenerateServerLibraryName( char *out, size_t size )
{
#ifdef XASH_INTERNAL_GAMELIBS // assuming library loader knows where to get libraries
Q_strncpy( out, "server", size );
#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE ) && XASH_X86
#if XASH_WIN32
Q_strncpy( out, GI->game_dll, size );
#elif XASH_APPLE
Q_strncpy( out, GI->game_dll_osx, size );
#else // XASH_LINUX
Q_strncpy( out, GI->game_dll_linux, size );
#endif
#else
string dllpath;
char *ext;
#if XASH_WIN32
Q_strncpy( dllname, GI->game_dll, sizeof( dllname ) );
#elif XASH_APPLE
Q_strncpy( dllname, GI->game_dll_osx, sizeof( dllname ) );
#else // XASH_APPLE
Q_strncpy( dllname, GI->game_dll_linux, sizeof( dllname ) );
#endif
ext = COM_FileExtension( dllpath );
COM_StripExtension( dllpath );
#if ( XASH_WIN32 || XASH_LINUX || XASH_APPLE )
Q_snprintf( out, size, "%s_%s.%s", dllpath, Q_buildarch(), ext );
#else
Q_snprintf( out, size, "%s_%s_%s.%s", dllpath, Q_buildos(), Q_buildarch(), ext );
#endif
#endif
}
/*
==============
COM_GetCommonLibraryName
Generates platform-unique and compatible name for server library
==============
*/
void COM_GetCommonLibraryName( ECommonLibraryType eLibType, char *out, size_t size )
{
switch( eLibType )
{
case LIBRARY_GAMEUI:
COM_GenerateClientLibraryName( "menu", out, size );
break;
case LIBRARY_CLIENT:
if( SI.clientlib[0] )
{
Q_strncpy( out, SI.clientlib, size );
}
else
{
COM_GenerateClientLibraryName( "client", out, size );
}
break;
case LIBRARY_SERVER:
if( SI.gamedll[0] )
{
Q_strncpy( out, SI.gamedll, size );
}
else
{
COM_GenerateServerLibraryName( out, size );
}
break;
default:
ASSERT( true );
out[0] = 0;
break;
}
}

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@ -48,4 +48,14 @@ qboolean COM_CheckLibraryDirectDependency( const char *name, const char *depname
void COM_ResetLibraryError( void );
void COM_PushLibraryError( const char *error );
const char *COM_OffsetNameForFunction( void *function );
typedef enum
{
LIBRARY_CLIENT,
LIBRARY_SERVER,
LIBRARY_GAMEUI
} ECommonLibraryType;
void COM_GetCommonLibraryName( ECommonLibraryType eLibType, char *out, size_t size );
#endif//LIBRARY_H