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SCons: Add explicit dependencies on thirdparty code in cloned env

Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
This commit is contained in:
Rémi Verschelde
2020-12-17 16:01:36 +01:00
parent 5332d212f9
commit c7b53c03ae
50 changed files with 601 additions and 164 deletions

View File

@@ -6,6 +6,9 @@ Import("env_modules")
env_meshoptimizer = env_modules.Clone()
# Thirdparty source files
thirdparty_obj = []
thirdparty_dir = "#thirdparty/meshoptimizer/"
thirdparty_sources = [
"allocator.cpp",
@@ -26,9 +29,17 @@ thirdparty_sources = [
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
env_thirdparty = env_meshoptimizer.Clone()
env_thirdparty.disable_warnings()
env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources)
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
env.modules_sources += thirdparty_obj
env_modules.add_source_files(env.modules_sources, ["register_types.cpp"])
# Godot source files
module_obj = []
env_meshoptimizer.add_source_files(module_obj, "*.cpp")
env.modules_sources += module_obj
# Needed to force rebuilding the module files when the thirdparty library is updated.
env.Depends(module_obj, thirdparty_obj)