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.

(cherry picked from commit c7b53c03ae)
This commit is contained in:
Rémi Verschelde
2020-12-17 16:01:36 +01:00
parent 0c14d10522
commit e94161dada
36 changed files with 475 additions and 106 deletions

View File

@ -40,6 +40,9 @@ with open("script_encryption_key.gen.cpp", "w") as f:
# Add required thirdparty code.
thirdparty_obj = []
env_thirdparty = env.Clone()
env_thirdparty.disable_warnings()
@ -57,7 +60,7 @@ thirdparty_misc_sources = [
"clipper.cpp",
]
thirdparty_misc_sources = [thirdparty_misc_dir + file for file in thirdparty_misc_sources]
env_thirdparty.add_source_files(env.core_sources, thirdparty_misc_sources)
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_misc_sources)
# Zlib library, can be unbundled
if env["builtin_zlib"]:
@ -83,7 +86,7 @@ if env["builtin_zlib"]:
if env["target"] == "debug":
env_thirdparty.Append(CPPDEFINES=["ZLIB_DEBUG"])
env_thirdparty.add_source_files(env.core_sources, thirdparty_zlib_sources)
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zlib_sources)
# Minizip library, could be unbundled in theory
# However, our version has some custom modifications, so it won't compile with the system one
@ -94,7 +97,7 @@ thirdparty_minizip_sources = [
"zip.c",
]
thirdparty_minizip_sources = [thirdparty_minizip_dir + file for file in thirdparty_minizip_sources]
env_thirdparty.add_source_files(env.core_sources, thirdparty_minizip_sources)
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_minizip_sources)
# Zstd library, can be unbundled in theory
# though we currently use some private symbols
@ -136,10 +139,14 @@ if env["builtin_zstd"]:
# Also needed in main env includes will trigger warnings
env.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
env_thirdparty.add_source_files(env.core_sources, thirdparty_zstd_sources)
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zstd_sources)
# Godot's own sources
env.core_sources += thirdparty_obj
# Godot source files
env.add_source_files(env.core_sources, "*.cpp")
# Certificates
@ -185,3 +192,6 @@ SConscript("bind/SCsub")
# Build it all as a library
lib = env.add_library("core", env.core_sources)
env.Prepend(LIBS=[lib])
# Needed to force rebuilding the core files when the thirdparty code is updated.
env.Depends(lib, thirdparty_obj)