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

@ -5,8 +5,11 @@ Import("env_modules")
env_mbed_tls = env_modules.Clone()
# Thirdparty source files
thirdparty_obj = []
if env["builtin_mbedtls"]:
# Thirdparty source files
thirdparty_sources = [
"aes.c",
"aesni.c",
@ -96,7 +99,17 @@ if env["builtin_mbedtls"]:
env_thirdparty = env_mbed_tls.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
# Module sources
env_mbed_tls.add_source_files(env.modules_sources, "*.cpp")
# Godot source files
module_obj = []
env_mbed_tls.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)