|Version 38 (modified by leper, 16 months ago) (diff)|
Parts of our build and deployment environment are currently beeing changed. The main goal behind this is being able to easily create deployable packages/bundles for OSX. This Page should be a work in progress and its purpose is to document the overall design and the different tasks required to implement it. The idea is that people involved in these tasks discuss all topics related to that and document the decisions here. Once we all have the same idea about the solution we aim for, we can assign the different tasks to different people and complete them more efficiently.
A good place for discussions is this thread in the forums.
Overview current design
update-workspaces.sh / update-workspaces.bat:
The sh-script on Linux/*nix/OSX runs the compilation of some external dependencies and also premake. On Windows the batchfile only executes premake because most of the dependencies are precompiled.
Premake creates our workspaces (also called solutions or projects) for the different platforms. Currently we support Makefiles, VisualStudio? (2005, 2008, 2010), Xcode3, Codeblocks.
The workspaces are used for building the code on different platform and also for development with different programs (IDE's).
For (alpha-)releases we make a special deployment for various reasons. The main reason is that we want to make it easier and more convenient for the user. Everything is precompiled and distributed in appropriate containers for the different operating systems and platforms (e.g. .deb files for debian based linux systems and .exe files for windows etc.).
Some basic design decisions
- In the first place we stick to Premake. If someone offers a working solution with other tools like CMake, we are open to change that decision.
- Sticking to Premake means we can't manually create workspaces
- We separate the external libraries from the game's code and data in the repository
- The libraries are split into separate directories per operating system and architecture
- Developers will have to make a separate checkout to get the right libraries for their system
- Updateworkspaces checks if the libraries are present and up to date to avoid problems with outdated libraries
- Supported platforms are Linux-source (no precompiled libraries in the repository), Macosx-x64 and Windows-x86.
- We don't use special "subversion tricks" like externals definitions and instead keep separate identical copies of libraries if necessary. Storage isn't a problem and we don't update the libraries often. Other arguments brought up by Philip: "... it'll probably confuse Trac and it'll probably make mirroring/migrating to Git harder".
Graphical overview of interaction between different components (future-version)
The repository structure
. |-- art |-- audio |-- libraries | `-- trunk | |-- linux-source | | |-- libA | | | |-- include | | | `-- lib | | `-- libB | | |-- build.sh | | |-- include | | |-- lib | | `-- src | |-- macosx-x64 | | |-- libA | | | |-- include | | | `-- lib | | `-- libB | | |-- build.sh | | |-- include | | |-- lib | | `-- src | `-- windows-x86 | |-- libA | | |-- include | | `-- lib | `-- libB | |-- include | `-- lib `-- ps `-- trunk |-- build | |-- premake | `-- workspaces | `-- update-workspaces.sh `-- source
Checking out the code
Developers will have to do an additional checkout to compile 0ad.
This is still the same command to get the source and data:
svn co http://svn.wildfiregames.com/public/ps/trunk/ 0ad
In addition to that, it will be required to get the right libraries for your system (of course replacing "windows-x86" with your platform):
svn co http://svn.wildfiregames.com/public/libraries/trunk/windows-x86 0ad/libraries
Updateworkspaces must check if the library is present and up to date. If not, it should stop and display an error. This check could work with a manually updated file in the source-tree containing the current revisions for library-directories.
Realease, packaging and deployment
The current release process is documented in ReleaseProcess. Philip does that, except not the PPA packages or the Gentoo ebuilds. Ricotz creates the Ubuntu packages in an unknown way and other(unknown) people do it for Gentoo and the other distros.
Some information about OS-specific aspects of the packages...
Where to place which files
NOTE: This is just a draft.
Discussion about the Windows specific paths can be found in this thread.
|INSTALLED_DATADIR||e.g. /usr/share/0ad/data or /usr/local/share/0ad/data or /opt/0ad/data (if compiled with this flag) Specified by update-workspaces.sh --datadir=|
The default Atlas config dir (or file) is specified in source/tools/atlas/AtlasUI/Misc/DLLInterface.cpp and does not adhere to the values in Paths.cpp or the basedir-spec (Note #868)
|Name||Readonly||Description||Path Windows||Path Linux||Path Mac||Determined by/Set where?|
|Game data root||Y||Data-Directory for static game data||relative to EXE||[INSTALLED_DATADIR or relative to binary]/||[Bundle]/Contents/Resources?/data or relative to binary||m_rdata in Paths.cpp|
|User data root||N||Root-Directory for data the user creates in-game (savegames, screenshots etc...)||My Documents\0ad||$XDG_DATA_HOME/0ad||~/Documents/0ad||m_Data in Paths.cpp|
|Savegame directory||N||Directory where savegames are saved to and loaded from||My Documents\0ad\saves||$XDG_DATA_HOME/0ad/saves||~/Documents/0ad/saves||As [User data root]\saves in GameSetup?.cpp InitVFS|
|screenshot directory||N||Directory where screnshots are saved by the game||My Documents\0ad\screenshots||$XDG_DATA_HOME/0ad/screenshots||~/Documents/0ad/screenshots||As [User data root]\screenshots in GameSetup?.cpp InitVFS|
|Default config||Y||Default config-file which is readonly||relative to EXE||[INSTALLED_DATADIR or relative to binary]/config||[Bundle]/Contents/Resources?/data/config or relative to binary||As [Game data root]\config in GameSetup?.cpp IniVFS|
|Userconfig root||N||Currently unclear... why is [Logs] here and not in [User data root]?||$XDG_CONFIG_HOME/0ad||~/Documents/0ad||As xdgConfig in Paths.cpp|
|Userconfig||N||Contains user specific configuration settings||My Documents\0ad\config||$XDG_CONFIG_HOME/0ad/config||~/Documents/0ad/config||m_config = %appdata%\config in Paths.cpp|
|Logs||N||Contains logs created by the game||My Documents\0ad\logs||$XDG_CONFIG_HOME/0ad/logs||~/Documents/0ad/logs||m_logs = %appdata%\logs in Paths.cpp|
|Cache||N||Cache directory||%appdata%\0ad\cache||$XDG_CACHE_HOME/0ad||~/Library/Application? Support/0ad/cache||m_cache|
|User mod||N||User mod directory, where e.g. Atlas should save maps||My Documents\0ad\mods\user||$XDG_DATA_HOME/0ad/mods/user||~/Documents/0ad/mods/user||Not implemented yet|
|Mods||N||Other mods added by the user||My Documents\0ad\mods||$XDG_DATA_HOME/0ad/mods||~/Documents/0ad/mods||Not implemented yet|
1. Change how the game handles default search paths
Each OS should have its default behaviour that should make sense for that OS. For Windows and Linux that's already quite good, but OSX requires improvements.
It should by default work for two different situations.
- The current situation where the pyrogenesis binary is in 0ad/binaries/system, data is in 0ad/binaries/data etc...
- The situation when everything is in a bundle and the directories are organized as described in "Where to place which files?" in this article.
In addition to that, all the paths should be customizable with parameters or environment variables (what's better?).
2. Adjust the build-system and documentation for a separate library directory
3. Prepare the libraries for each platform
Either include precompiled libraries or integrate the source-code into our build-scripts (called from update-workspaces.sh). It depends on the platform and probably on the library if the source or a precompiled version should be included.