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engine: implement platform-unique library naming
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Documentation/library-naming.md
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42
Documentation/library-naming.md
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I propose a new library naming scheme, which will allow to distribute mods and games in single archive to different operating systems and CPUs:
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Legend:
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* $os -- Q_buildos() return value, in lower case.
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* $arch -- Q_buildarch() return value, in lower case.
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* $ext -- OS-specific extension: dll, so, dylib, etc.
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The scheme will be:
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1. Client library:
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* ```client.$ext``` for **Win/Lin/Mac** with **x86**.
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* ```client_$arch.$ext``` for **Win/Lin/Mac** with **NON-x86**.
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* ```client_$os_$arch.$ext``` for everything else.
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2. Menu library:
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* ```menu.$ext``` for **Win/Lin/Mac** with **x86**.
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* ```menu_$arch.$ext``` for **Win/Lin/Mac** with **NON-x86**.
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* ```menu_$os_$arch.$ext``` for everything else.
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3. Server library:
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* On **Win/Lin/Mac** with **x86**, it **MUST** use the raw gamedll name for corresponding OS field from `gameinfo.txt`.
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* On **Win/Lin/Mac** with **NON-x86**, it **MUST** use the raw gamedll name for corresponding OS field from `gameinfo.txt`, but append ```_$arch``` before file extension. Like: ```hl_amd64.so``` or ```cs_e2k.so```.
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* 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```.
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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.
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4. Refresh library: not needed, as RefAPI is not stable and it's not intended to distribute with mods.
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For any libraries distributed **with** engine, naming scheme should be used more convenient for OS port.
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Issue #0. Inconsistency between ABI and Q_buildarch.
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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.
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Issue #1: Build-system integration.
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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.
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Issue #2(related to #0):
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Which ARM flavours we actually need to handle?
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Resolution: Little-endian only, as there is no known big-endian ARM platforms in the wild.
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Architecture is coded this way:
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* ```armvxy```, where `x` is ARM instruction set level and `y` is hard-float ABI presence: `hf` where hard float ABI used, otherwise `l`.
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See discussion: https://github.com/FWGS/xash3d-fwgs/issues/39
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@ -52,3 +52,137 @@ const char *COM_OffsetNameForFunction( void *function )
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Con_Reportf( "COM_OffsetNameForFunction %s\n", sname );
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return sname;
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}
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/*
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=============================================================================
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LIBRARY NAMING(see Documentation/library-naming.md for more info)
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=============================================================================
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*/
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/*
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==============
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COM_GenerateClientLibraryName
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Generates platform-unique and compatible name for client libraries
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==============
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*/
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static void COM_GenerateClientLibraryName( const char *name, char *out, size_t size )
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{
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#ifdef XASH_INTERNAL_GAMELIBS // assuming library loader knows where to get libraries
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Q_strncpy( out, name, size );
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#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE ) && XASH_X86
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Q_snprintf( out, size, "%s/%s." OS_LIB_EXT,
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GI->dll_path,
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name );
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#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE )
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Q_snprintf( out, size, "%s/%s_%s." OS_LIB_EXT,
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GI->dll_path,
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name,
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Q_buildarch() );
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#else
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Q_snprintf( out, size, "%s/%s_%s_%s." OS_LIB_EXT,
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GI->dll_path,
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name,
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Q_buildos(),
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Q_buildarch() );
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#endif
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}
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/*
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==============
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COM_GenerateClientLibraryName
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Generates platform-unique and compatible name for server library
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==============
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*/
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static void COM_GenerateServerLibraryName( char *out, size_t size )
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{
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#ifdef XASH_INTERNAL_GAMELIBS // assuming library loader knows where to get libraries
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Q_strncpy( out, "server", size );
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#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE ) && XASH_X86
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#if XASH_WIN32
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Q_strncpy( out, GI->game_dll, size );
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#elif XASH_APPLE
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Q_strncpy( out, GI->game_dll_osx, size );
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#else // XASH_LINUX
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Q_strncpy( out, GI->game_dll_linux, size );
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#endif
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#else
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string dllpath;
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char *ext;
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#if XASH_WIN32
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Q_strncpy( dllname, GI->game_dll, sizeof( dllname ) );
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#elif XASH_APPLE
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Q_strncpy( dllname, GI->game_dll_osx, sizeof( dllname ) );
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#else // XASH_APPLE
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Q_strncpy( dllname, GI->game_dll_linux, sizeof( dllname ) );
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#endif
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ext = COM_FileExtension( dllpath );
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COM_StripExtension( dllpath );
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#if ( XASH_WIN32 || XASH_LINUX || XASH_APPLE )
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Q_snprintf( out, size, "%s_%s.%s", dllpath, Q_buildarch(), ext );
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#else
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Q_snprintf( out, size, "%s_%s_%s.%s", dllpath, Q_buildos(), Q_buildarch(), ext );
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#endif
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#endif
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}
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/*
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==============
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COM_GetCommonLibraryName
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Generates platform-unique and compatible name for server library
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==============
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*/
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void COM_GetCommonLibraryName( ECommonLibraryType eLibType, char *out, size_t size )
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{
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switch( eLibType )
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{
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case LIBRARY_GAMEUI:
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COM_GenerateClientLibraryName( "menu", out, size );
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break;
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case LIBRARY_CLIENT:
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if( SI.clientlib[0] )
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{
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Q_strncpy( out, SI.clientlib, size );
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}
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else
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{
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COM_GenerateClientLibraryName( "client", out, size );
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}
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break;
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case LIBRARY_SERVER:
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if( SI.gamedll[0] )
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{
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Q_strncpy( out, SI.gamedll, size );
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}
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else
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{
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COM_GenerateServerLibraryName( out, size );
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}
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break;
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default:
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ASSERT( true );
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out[0] = 0;
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break;
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}
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}
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@ -48,4 +48,14 @@ qboolean COM_CheckLibraryDirectDependency( const char *name, const char *depname
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void COM_ResetLibraryError( void );
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void COM_PushLibraryError( const char *error );
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const char *COM_OffsetNameForFunction( void *function );
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typedef enum
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{
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LIBRARY_CLIENT,
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LIBRARY_SERVER,
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LIBRARY_GAMEUI
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} ECommonLibraryType;
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void COM_GetCommonLibraryName( ECommonLibraryType eLibType, char *out, size_t size );
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#endif//LIBRARY_H
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