Files
puzzles/Buildscr
Simon Tatham f6434e8496 Update web puzzles to current WASM-based Emscripten.
I presume this will improve performance. Also, if I've understood
correctly, WASM-based compiled web code is capable of automatically
growing its memory, which the previous asm.js build of the puzzles
could not do, and occasionally caused people to complain that if they
tried to play a _really big_ game in their browser, the JS would
eventually freeze because the emulated memory ran out.

I've been putting off doing this for ages because my previous
Emscripten build setup was so finicky that I didn't like to meddle
with it. But now that the new cmake system in this source tree makes
things generally easier, and particularly since I've just found out
that the up-to-date Emscripten is available as a Docker image (namely
"emscripten/emsdk"), this seemed like a good moment to give it a try.

The source and build changes required for this update weren't too
onerous. I was half expecting a huge API upheaval, and indeed there
was _some_ change, but very little:

 - in the JS initPuzzle function, move the call to Module.callMain()
   into Module.onRuntimeInitialized instead of doing it at the top
   level, because New Emscripten's .js output likes to load the
   accompanying .wasm file asynchronously, so you can't call the WASM
   main() until it actually exists.

 - in the JS-side library code, replace all uses of Emscripten's
   Pointer_stringify() function with the new name UTF8ToString(). (The
   new version also has an ASCIIToString(), so I guess the reason for
   the name change is that now you get to choose which character set
   you meant. I need to use UTF-8, so that the × and ÷ signs in Keen
   will work.)

 - set EXTRA_EXPORTED_RUNTIME_METHODS=[cwrap,callMain] on the emcc
   link command line, otherwise they aren't available for my JS setup
   code to call.

 - (removed -s ASM_JS=1 from the link options, though I'm not actually
   sure it made any difference one way or the other in the new WASM
   world)

 - be prepared for a set of .wasm files to show up as build products
   alongside the .js ones.

 - stop building with -DCMAKE_BUILD_TYPE=Release! I'm not sure why
   that was needed, but if I leave that flag on my cmake command line,
   the output .js file fails to embed my emccpre.js, so the initial
   call to initPuzzle() fails from the HTML wrapper page, meaning
   nothing at all happens.
2021-04-03 09:22:49 +01:00

209 lines
9.8 KiB
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# -*- sh -*-
# Build script to build Puzzles.
#
# You can cut out large components of the build by defining a subset
# of these options on the bob command line:
# -DNOSIGN -DNOWINDOWS -DNOMACOS -DNOICONS -DNOJAVA -DNOJS
module puzzles
set Version $(!builddate).$(vcsid)
# Put the version number into the documentation as a versionid.
# use perl to avoid inconsistent behaviour of echo '\v'
in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> puzzles.but
in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> devel.but
# Write out a version.h that contains the real version number.
in puzzles do echo '/* Generated by automated build script */' > version.h
in puzzles do echo '$#define VER "Version $(Version)"' >> version.h
# And do the same substitution in the OS X metadata. (This is a bit
# icky in principle because it presumes that my version numbers don't
# need XML escaping, but frankly, if they ever do then I should fix
# them!)
in puzzles do perl -i -pe 's/Unidentified build/$(Version)/' osx/Info.plist
ifneq "$(NOICONS)" yes then
# Run enough of a native Unix build to produce the various icons.
# This also checks that the build completes in 'strict' mode (with
# lots of warnings and -Werror), and triggers a build failure if
# not.
in . do cmake -B build-icons puzzles -DSTRICT=ON
in build-icons do make -j$(nproc)
in build-icons do make -j$(nproc) icons VERBOSE=1
# Copy the C icon files into the icons source subdirectory, for the
# distribution tarball.
in . do cp build-icons/icons/*-icon.c puzzles/icons
endif
# The very first thing we do is to make the source archive, before we
# fill up the build directory with extra files.
delegate -
# Build Windows Help and text versions of the manual for convenience.
in puzzles do halibut --winhelp=puzzles.hlp --text=puzzles.txt puzzles.but
# Build a text version of the HACKING document.
in puzzles do halibut --text=HACKING devel.but
# Get rid of some cruft that isn't really useful in a source tarball.
in puzzles do rm -f Buildscr CHECKLST.txt .gitignore webpage.pl
in . do ln -s puzzles puzzles-$(Version)
in . do tar -chzf puzzles-$(Version).tar.gz puzzles-$(Version)
return puzzles-$(Version).tar.gz
enddelegate
ifneq "$(NOMACOS)" yes then
# Build the OS X binaries and .dmg archive.
delegate osx
in puzzles do cmake -B build-osx -DCMAKE_BUILD_TYPE=Release .
in puzzles/build-osx do make -j$(nproc) package VERBOSE=1
return puzzles/build-osx/Puzzles.dmg
enddelegate
endif
ifneq "$(NOWINDOWS)" yes then
# Build the Windows binaries and installer, and the CHM file.
in puzzles do make -f Makefile.doc clean
in puzzles do make -f Makefile.doc -j$(nproc) # build help files for installer
in . with cmake_at_least_3.20 do cmake -B puzzles/build-win64 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl64) -DICO_DIR=$$PWD/build-icons/icons puzzles
in . with cmake_at_least_3.20 do cmake -B puzzles/build-win32 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl32) -DICO_DIR=$$PWD/build-icons/icons puzzles
in puzzles/build-win64 do make -j$(nproc) VERBOSE=1
in puzzles/build-win32 do make -j$(nproc) VERBOSE=1
in puzzles do mason.pl --args '{"version":"$(Version)","descfile":"build-win64/gamedesc.txt"}' winwix.mc > puzzles.wxs
# Code-sign the binaries, if the local bob config provides a script
# to do so. We assume here that the script accepts an -i option to
# provide a 'more info' URL, and an optional -n option to provide a
# program name, and that it can take multiple .exe filename
# arguments and sign them all in place.
ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ build-win64/*.exe build-win32/*.exe
# Build installers.
in puzzles with wixonlinux do candle -arch x64 puzzles.wxs -dWin64=yes -dBindir=build-win64/ && light -ext WixUIExtension -sval puzzles.wixobj
in puzzles with wixonlinux do candle -arch x86 puzzles.wxs -dWin64=no -dBindir=build-win32/ && light -ext WixUIExtension -sval puzzles.wixobj -o puzzles32.msi
ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ -n "Simon Tatham's Portable Puzzle Collection Installer" puzzles.msi puzzles32.msi
in puzzles do chmod +x build-win32/*.exe build-win64/*.exe
endif
# Build the HTML docs.
in puzzles do mkdir doc
in puzzles do mkdir devel
in puzzles/doc do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../puzzles.but
in puzzles/devel do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../devel.but
ifneq "$(NOWINDOWS)" yes then
# Move the deliver-worthy Windows binaries (those specified in
# gamedesc.txt, which is generated by CMakeLists.txt and helpfully
# excludes the command-line auxiliary utilities such as solosolver,
# and nullgame.exe) into a subdirectory for easy access.
in puzzles do mkdir winbin64 winbin32
in puzzles/build-win64 do mv `cut -f2 -d: gamedesc.txt` ../winbin64
in puzzles/build-win32 do mv `cut -f2 -d: gamedesc.txt` ../winbin32
# Make a zip file of the Windows binaries and help files.
in puzzles do zip -j puzzles.zip winbin64/*.exe puzzles.chm puzzles.hlp puzzles.cnt
in puzzles do zip -j puzzles32.zip winbin32/*.exe puzzles.chm puzzles.hlp puzzles.cnt
endif
# Build the autogenerated pieces of the main web page.
in puzzles do cmake -B build-gamedesc . -DCMAKE_TOOLCHAIN_FILE=../cmake/windows-dummy-toolchain.cmake
in puzzles do perl webpage.pl build-gamedesc/gamedesc.txt
# Group is playable, even if still a bit unpolished and strange, so we
# can at least make the web versions of it (which are unobtrusive if
# you don't deliberately navigate to the web pages).
set web_unfinished_option -DPUZZLES_ENABLE_UNFINISHED=group
ifneq "$(NOJAVA)" yes then
# Build the Java applets.
delegate nestedvm
in puzzles do cmake -B build-nestedvm -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=../cmake/nestedvm-toolchain.cmake -DNESTEDVM="$$NESTEDVM" $(web_unfinished_option) .
in puzzles/build-nestedvm do make -j$(nproc) VERBOSE=1
return puzzles/build-nestedvm/*.jar
return puzzles/build-nestedvm/unfinished/group.jar
enddelegate
endif
# Build the Javascript applets. Since my master build machine doesn't
# have the right dependencies installed for Emscripten, I do this by a
# delegation.
ifneq "$(NOJS)" yes then
delegate emscripten
in puzzles do emcmake cmake -B build-emscripten $(web_unfinished_option) .
in puzzles/build-emscripten do make -j$(nproc) VERBOSE=1
return puzzles/build-emscripten/*.js
return puzzles/build-emscripten/*.wasm
return puzzles/build-emscripten/unfinished/group.js
return puzzles/build-emscripten/unfinished/group.wasm
enddelegate
# Build a set of wrapping HTML pages for easy testing of the
# Javascript puzzles.
#
# These aren't quite the same as the HTML pages that will go on my
# live website. The live ones will substitute in a different footer
# that links back to the main puzzles page, and they'll have a
# different filesystem layout so that ther links to the .js files
# won't need the ../js/ prefix used below.
#
# But these test pages should be good enough to just open after
# running a build, to make sure the main functionality works.
# Unfortunately, due to some kind of WASM loading restriction, this
# can't be done using a file:// URL; you have to actually point an
# HTTP or HTTPS server at the build output directory.
in puzzles do mkdir jstest
in puzzles/jstest do ../html/jspage.pl --jspath=../js/ /dev/null ../html/*.html
endif
# Set up .htaccess containing a redirect for the archive filename.
in puzzles do echo "AddType application/octet-stream .chm" > .htaccess
in puzzles do echo "AddType application/octet-stream .hlp" >> .htaccess
in puzzles do echo "AddType application/octet-stream .cnt" >> .htaccess
in . do set -- puzzles*.tar.gz; echo RedirectMatch temp '(.*/)'puzzles.tar.gz '$$1'"$$1" >> puzzles/.htaccess
in puzzles do echo RedirectMatch temp '(.*/)'puzzles-installer.msi '$$1'puzzles-$(Version)-installer.msi >> .htaccess
# Phew, we're done. Deliver everything!
ifneq "$(NOICONS)" yes then
deliver build-icons/icons/*-web.png $@
endif
ifneq "$(NOWINDOWS)" yes then
deliver puzzles/winbin64/*.exe $@
deliver puzzles/winbin32/*.exe w32/$@
deliver puzzles/puzzles.zip $@
deliver puzzles/puzzles32.zip w32/$@
deliver puzzles/puzzles.msi puzzles-$(Version)-installer.msi
deliver puzzles/puzzles32.msi w32/puzzles-$(Version)-32bit-installer.msi
deliver puzzles/puzzles.chm $@
deliver puzzles/puzzles.hlp $@
deliver puzzles/puzzles.cnt $@
endif
deliver puzzles/.htaccess $@
deliver puzzles/doc/*.html doc/$@
deliver puzzles/devel/*.html devel/$@
ifneq "$(NOMACOS)" yes then
deliver puzzles/build-osx/Puzzles.dmg $@
endif
ifneq "$(NOJAVA)" yes then
deliver puzzles/build-nestedvm/*.jar java/$@
deliver puzzles/build-nestedvm/unfinished/*.jar java/$@
endif
ifneq "$(NOJS)" yes then
deliver puzzles/build-emscripten/*.js js/$@
deliver puzzles/build-emscripten/*.wasm js/$@
deliver puzzles/build-emscripten/unfinished/*.js js/$@
deliver puzzles/build-emscripten/unfinished/*.wasm js/$@
deliver puzzles/jstest/*.html jstest/$@
deliver puzzles/html/*.html html/$@
deliver puzzles/html/*.pl html/$@
endif
deliver puzzles/wwwspans.html $@
deliver puzzles/wwwlinks.html $@
# deliver puzzles/puzzles.armv4.cab $@ # (not built at the moment)
# This one isn't in the puzzles subdir, because makedist.sh left it
# one level up.
deliver puzzles*.tar.gz $@