Merge pull request #178 from diamante0018/cleanup-project-folder

README + Cleanup project folder
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317
Jenkinsfile vendored
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#!groovy
/*
This is our new pipeline script to do all of the building in, of and around IW4x.
Here's what it is supposed to do:
- Make sure Modern Warfare 2 is installed (CI should provide the folder like a custom tool)
- Check out code from iw4x-data
- Build the IW4x client library (this code repository)
- Use iw4x.exe from the iw4x-data repository in order to build the zone files in iw4x-data
- Package the IW4x client with the newly built data files
At this point it is done building everything, however afterwards we want the build server to
also push the newly built files to an update repository, depending on the branch we're on.
- For "develop", release to the "iw4x-dev" branch on the repository server.
- For "master", release to the "iw4x" branch on the repository server.
I'm looking into how the logic of pipelining works in detail before deciding on whether to
throw in the IW4x Updater and the IW4x Node binaries in as well or not.
*/
/*
Note that this is just a rewrite of the jobs as they are currently set up on the production
Jenkins server. This will allow every developer to tinker around with how the build process
is set up. For those who want to play around with this, here's a bit of information:
- This is a Groovy script. Essentially Java but with less bullshit (like brackets and verbose writing).
- This gets directly translated into a Jenkins pipeline.
- If you have no idea how to handle scripts, get your hands off this file.
- If you do not use Jenkins, get your hands off this file.
- If you fuck this script up, I will kill you.
*/
import groovy.transform.Field
@Field def configurations = [
"Debug": [
WorkspaceID: "build@debug",
StashName: "iw4x-debug",
MSBuildConfiguration: "Debug",
PremakeArgs: "",
Archive: true,
],
"Release": [
WorkspaceID: "build@release",
StashName: "iw4x-release",
MSBuildConfiguration: "Release",
PremakeArgs: "",
Archive: true,
],
"Release with unit tests": [
WorkspaceID: "build@release+unittests",
StashName: "iw4x-release-unittests",
MSBuildConfiguration: "Release",
PremakeArgs: "--force-unit-tests",
Archive: false,
],
].collect {k, v -> [k, v]}
@Field def testing = [
"Debug": [
WorkspaceID: "testing@debug",
StashName: "iw4x-debug",
],
"Release": [
WorkspaceID: "testing@release",
StashName: "iw4x-release-unittests",
],
].collect {k, v -> [k, v]}
def jobWorkspace(id, f) {
ws("workspace/${env.JOB_NAME.replaceAll(/[%$]/, "_")}@$id", f)
}
def useShippedPremake(f) {
def premakeHome = "${pwd()}\\tools"
withEnv(["PATH+=${premakeHome}"], f)
}
def getIW4xExecutable() {
step([
$class: 'CopyArtifact',
filter: '*',
fingerprintArtifacts: true,
projectName: 'iw4x/iw4x-executable/' + iw4xExecutableBranch(),
selector: [
$class: 'TriggeredBuildSelector',
allowUpstreamDependencies: false,
fallbackToLastSuccessful: true,
upstreamFilterStrategy: 'UseGlobalSetting'
]
])
}
// This will build the IW4x client.
// We need a Windows Server with Visual Studio 2015, Premake5 and Git on it.
def doBuild(cfg) {
retry(5) {
checkout scm
}
useShippedPremake {
def outputDir = pwd()
def msbuild = tool "Microsoft.NET MSBuild 15.0"
bat "premake5 vs2017 ${cfg.PremakeArgs}"
bat "\"${msbuild}\" build\\iw4x.sln \"/p:OutDir=$outputDir\\\\\" \"/p:Configuration=${cfg.MSBuildConfiguration}\""
}
stash name: "${cfg.StashName}", includes: "*.dll,*.pdb"
}
// This will run the unit tests for IW4x.
// We need a Windows Server with MW2 on it.
def doUnitTests(name) {
mw2dir = tool "Modern Warfare 2"
unstash "$name"
// Get installed localization for correct zonefiles directory junction
def localization = readFile("${tool "Modern Warfare 2"}/localization.txt").split("\r?\n")[0]
try {
timeout(time: 10, unit: "MINUTES") {
// Set up environment
if (isUnix()) {
def mw2dir = tool "Modern Warfare 2"
sh """
mkdir -p zone
for f in main zone/dlc \"zone/$localization\"; do
ln -sfv \"$mw2dir/\$f\" \"\$f\"
done
for f in \"$mw2dir\"/*.dll \"$mw2dir\"/*.txt \"$mw2dir\"/*.bmp; do
ln -sfv \"\$f\" \"\$(basename \"\$f\")\"
done
"""
} else {
def mw2dir = tool "Modern Warfare 2"
bat """
mklink /J \"main\" \"$mw2dir\\main\"
mkdir \"zone\"
mklink /J \"zone\\dlc\" \"$mw2dir\\zone\\dlc\"
mklink /J \"zone\\$localization\" \"$mw2dir\\zone\\$localization\"
copy /y \"$mw2dir\\*.dll\"
copy /y \"$mw2dir\\*.txt\"
copy /y \"$mw2dir\\*.bmp\"
"""
}
// Run tests
getIW4xExecutable()
retry(2) {
if (isUnix()) {
sh "WINEDEBUG=warn+all wine iw4x.exe -tests; wineserver -w"
} else {
bat "iw4x.exe -tests"
}
}
}
} catch (org.jenkinsci.plugins.workflow.steps.FlowInterruptedException e) {
currentBuild.result = 'UNSTABLE'
println("${name} unit test interrupted (ran too long?)")
} catch (Exception e) {
println("${name} unit test failed.")
if (isUnix()) {
currentBuild.result = 'UNSTABLE'
} else {
throw e
}
} finally {
// In all cases make sure to at least remove the directory junctions!
if (!isUnix()) {
bat """
rmdir \"main\"
rmdir \"zone\\dlc\"
rmdir \"zone\\$localization\"
"""
}
deleteDir()
}
}
// Returns the IW4x executable branch to use
def iw4xExecutableBranch() {
try {
return IW4X_EXECUTABLE_BRANCH;
} catch(MissingPropertyException) {
return "master";
}
}
// Job properties
properties([
buildDiscarder(logRotator(artifactDaysToKeepStr: '', artifactNumToKeepStr: '', daysToKeepStr: '', numToKeepStr: '30')),
disableConcurrentBuilds(),
gitLabConnection('iw4x'),
[$class: 'LeastLoadDisabledProperty', leastLoadDisabled: false]
])
gitlabBuilds(builds: ["Checkout & Versioning", "Build", "Testing", "Archiving"]) {
// First though let's give this build a proper name
stage("Checkout & Versioning") {
gitlabCommitStatus(name: "Checkout & Versioning") {
node("windows") {
jobWorkspace("versioning") {
if (env.BRANCH_NAME == 'master')
{
echo 'Reset build environment'
deleteDir()
}
retry(5) {
checkout scm
}
useShippedPremake {
def version = bat(returnStdout: true, script: '@premake5 version').split("\r?\n")[2]
currentBuild.setDisplayName "$version (#${env.BUILD_NUMBER})"
}
stash name: "jenkins-files", includes: "jenkins/**"
}
}
}
}
// For each available configuration generate a normal build and a unit test build.
stage("Build") {
gitlabCommitStatus(name: "Build") {
def executions = [:]
for (int i = 0; i < configurations.size(); i++) {
def entry = configurations[i]
def configName = entry[0]
def config = entry[1]
executions[configName] = {
node("windows") {
jobWorkspace(config.WorkspaceID) {
doBuild(config)
}
}
}
}
parallel executions
}
}
// Run unit tests on each configuration.
stage("Testing") {
gitlabCommitStatus(name: "Testing") {
executions = [:]
for (int i = 0; i < testing.size(); i++) {
def entry = testing.get(i)
def testName = entry[0]
def test = entry[1]
executions["$testName on Windows"] = {
node("windows") {
jobWorkspace(test.WorkspaceID) {
doUnitTests(test.StashName)
}
}
}
executions["$testName on Linux"] = {
node("docker && linux && amd64") {
timeout(time: 10, unit: "MINUTES") {
wrap([$class: 'AnsiColorBuildWrapper', 'colorMapName': 'XTerm']) {
def image = null
dir("src") {
unstash "jenkins-files"
image = docker.build("github.com/IW4x/iw4x-client-testing-wine32", "--rm --force-rm -f jenkins/wine32.Dockerfile jenkins")
deleteDir()
}
image.inside {
doUnitTests(test.StashName)
}
}
}
}
}
parallel executions
}
}
}
// Collect all the binaries and give each configuration its own subfolder
stage("Archiving") {
gitlabCommitStatus(name: "Archiving") {
node("windows") { // any node will do
jobWorkspace("archiving") {
try {
for (int i = 0; i < configurations.size(); i++) {
def entry = configurations[i]
def configName = entry[0]
def config = entry[1]
if (config.Archive) {
dir(configName) {
unstash config.StashName
}
}
}
archiveArtifacts artifacts: "**/*.dll,**/*.pdb", fingerprint: true
} finally {
deleteDir()
}
}
}
}
}
}

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@ -12,7 +12,7 @@
## How to compile
- Run `premake5 vs2022` or use the delivered `generate.bat`.
- Build via solution file in `build\iw4x.sln`. (You can use the `build.bat` script to do it quick and easy.)
- Build via solution file in `build\iw4x.sln`.
## Premake arguments
@ -34,23 +34,21 @@
## Command line arguments
| Argument | Description |
|:----------------------------|:-----------------------------------------------|
|:------------------------|:-----------------------------------------------|
| `-tests` | Perform unit tests. |
| `-entries` | Prints fast file info to the console. |
| `-stdout` | Redirect stdout to the external console. |
| `-console` | Enables external console. |
| `-dedicated` | Dedicated server. |
| `-scriptablehttp` | Adds HTTP console commands. |
| `-bigdumps` | Enables dumps. |
| `-reallybigdumps` | Unused. |
| `-bigminidumps` | Mini dumps. |
| `-reallybigminidumps` | Big mini dumps. |
| `-dump` | Prints asset info to a .ents file. |
| `-monitor` | Enables monitor. |
| `-nointro` | Skips game's intro. |
| `-version` | Prints IW4X version. |
| `-zonebuilder` | Enables zone builder. |
| `-nosteam` | Disables Steam features. |
| `-entries` | Print to the console a list of every asset as they are loaded from zonefiles. |
| `-stdout` | Redirect all logging output to the terminal iw4x is started from, or if there is none, creates a new terminal window to write log information in. |
| `-console` | Allow the game to display its own separate interactive console window. |
| `-dedicated` | Starts the game as a headless dedicated server. |
| `-scriptablehttp` | Enable HTTP related gsc functions. |
| `-bigminidumps` | Include all code sections from loaded modules in the dump. |
| `-reallybigminidumps` | Include data sections from all loaded modules in the dump. |
| `-dump` | Write info of loaded assets to the raw folder as they are being loaded. |
| `-monitor` | This flag is for internal use and it is used to indicate if an external console is present. |
| `-nointro` | Skip game's cinematic intro. |
| `-version` | Print IW4x build info on startup. |
| `-zonebuilder` | Start the interactive zonebuilder tool console instead of starting the game. |
| `-nosteam` | Disable friends feature and do not update Steam about the game's current status just like an invisible mode. |
## Disclaimer

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@ -1,24 +0,0 @@
@echo off & setlocal
cd %~dp0
if exist "%PROGRAMFILES(x86)%\Microsoft Visual Studio\2019\Enterprise\Common7\Tools\VsMSBuildCmd.bat" call "%PROGRAMFILES(x86)%\Microsoft Visual Studio\2019\Enterprise\Common7\Tools\VsMSBuildCmd.bat"
call msbuild /version >NUL 2>NUL
if errorlevel 0 goto:build
if exist "%PROGRAMFILES(x86)%\Microsoft Visual Studio\2019\Enterprise\MSBuild\15.0\Bin\msbuild.exe" path %PROGRAMFILES(x86)%\Microsoft Visual Studio\2019\Enterprise\MSBuild\15.0\Bin;%PATH%
call msbuild /version >NUL 2>NUL
if errorlevel 0 goto:build
echo Couldn't find any MSBuild to build this project.
echo Make sure you have Visual C++ Build Tools 2019 or Visual Studio 2019 installed.
endlocal
exit /B 1
:build
call generate.bat
set PLATFORM=Win32
set CONFIGURATION=Release
call msbuild /nologo /m /v:m %* build\iw4x.sln
endlocal
exit /B %ERRORLEVEL%

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@ -1,46 +0,0 @@
# Requires a decent modern Docker version (v1.10.x at least ideally)
# Use semi-official Arch Linux image with fixed versioning
FROM archlinux/base
# Environment variables
ENV WINEPREFIX /wine32
ENV WINEARCH win32
ENV WINEDEBUG -all
# Install Wine (32-bit)
RUN \
echo -e "#!/bin/sh\nwine \$@\nretval=\$?\nwineserver -w\nexit \$retval" > /usr/local/bin/wine-wrapper &&\
chmod +x /usr/local/bin/wine-wrapper &&\
\
(\
echo '' &&\
echo '[multilib]' &&\
echo 'Include = /etc/pacman.d/mirrorlist'\
) >> /etc/pacman.conf &&\
pacman -Sy --noconfirm \
awk \
lib32-gnutls \
wine \
wget \
xorg-server-xvfb \
pacman-contrib \
awk \
&&\
\
wine-wrapper wineboot.exe -i &&\
wget -Ovcredist_x86.exe https://download.microsoft.com/download/d/d/9/dd9a82d0-52ef-40db-8dab-795376989c03/vcredist_x86.exe &&\
WINEDEBUG=+all-trace xvfb-run sh -c 'wine-wrapper vcredist_x86.exe /q' &&\
rm vcredist_x86.exe &&\
\
pacman -Rs --noconfirm \
xorg-server-xvfb \
wget \
&&\
\
find /. -name "*~" -type f -delete &&\
rm -rf /tmp/* /var/tmp/* /usr/share/man/* /usr/share/info/* /usr/share/doc/* &&\
pacman -Scc --noconfirm &&\
rm -rf /var/lib/pacman/sync/*
USER 0

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@ -78,21 +78,9 @@ namespace Components
//Exception::SuspendProcess();
bool doFullDump = Flags::HasFlag("bigdumps") || Flags::HasFlag("reallybigdumps");
/*if (!doFullDump)
{
if (MessageBoxA(nullptr,
Utils::String::VA("%s\n\n" // errorStr
"Would you like to create a full crash dump for the developers (this can be 100mb or more)?\nNo will create small dumps that are automatically uploaded.", errorStr),
"IW4x Error!", MB_YESNO | MB_ICONERROR) == IDYES)
{
doFullDump = true;
}
}*/
MessageBoxA(nullptr, errorStr.data(), "ERROR", MB_ICONERROR);
if (doFullDump)
if ( Flags::HasFlag("bigminidumps"))
{
Exception::SetMiniDumpType(true, false);
}

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@ -111,8 +111,8 @@ namespace Components
Friends::SortList();
int notify = Dvar::Var("cl_notifyFriendState").get<int>();
if (gotOnline && (notify == -1 || (notify == 1 && !Game::CL_IsCgameInitialized())) && !Dvar::Var("ui_streamFriendly").get<bool>())
const auto notify = Dvar::Var("cl_notifyFriendState").get<bool>();
if (gotOnline && (!notify || (notify && !Game::CL_IsCgameInitialized())) && !Dvar::Var("ui_streamFriendly").get<bool>())
{
Game::Material* material = Friends::CreateAvatar(user);
Toast::Show(material, entry->name, "is playing IW4x", 3000, [material]()
@ -578,14 +578,19 @@ namespace Components
if (Dedicated::IsEnabled() || ZoneBuilder::IsEnabled() || Monitor::IsEnabled()) return;
Dvar::Register<bool>("cl_anonymous", false, Game::DVAR_FLAG_SAVED, "");
Dvar::Register<int>("cl_notifyFriendState", 1, -1, 1, Game::DVAR_FLAG_SAVED, "");
Dvar::Register<bool>("cl_anonymous", false, Game::DVAR_FLAG_SAVED, "Enable invisible mode for Steam");
Dvar::Register<bool>("cl_notifyFriendState", true, Game::DVAR_FLAG_SAVED, "Update friends about current game status");
Command::Add("addFriend", [](Command::Params* params)
{
if (params->length() <= 1) return;
if (params->length() < 2u)
{
Logger::Print("Usage: %s <Steam ID in hexadecimal format>\n", params->get(0));
return;
}
SteamID id;
id.bits = atoll(params->get(1));
id.bits = std::strtoull(params->get(1), nullptr, 16);
Friends::AddFriend(id);
});

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@ -241,14 +241,13 @@ namespace Components
{
if (Flags::HasFlag("dump"))
{
Utils::IO::WriteFile(Utils::String::VA("raw/%s.ents", name.data()), asset.mapEnts->entityString);
Utils::IO::WriteFile(Utils::String::VA("raw/%s.ents", name.data()), asset.mapEnts->entityString, true);
}
static std::string mapEntities;
FileSystem::File ents(name + ".ents");
if (ents.exists())
{
mapEntities = ents.getBuffer();
const auto& mapEntities = ents.getBuffer();
asset.mapEnts->entityString = const_cast<char*>(mapEntities.data());
asset.mapEnts->numEntityChars = mapEntities.size() + 1;
}

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@ -156,8 +156,8 @@ namespace Steam
gameID.type = 1; // k_EGameIDTypeGameMod
gameID.appID = Proxy::AppId & 0xFFFFFF;
char* modId = const_cast<char*>("IW4x");
gameID.modID = *reinterpret_cast<unsigned int*>(modId) | 0x80000000;
const char* modId = "IW4x";
gameID.modID = *reinterpret_cast<const unsigned int*>(modId) | 0x80000000;
Interface clientUtils(Proxy::ClientEngine->GetIClientUtils(Proxy::SteamPipe));
clientUtils.invoke<void>("SetAppIDForCurrentPipe", Proxy::AppId, false);