amxmodx/amxmodx/AMBuilder

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# vim: set sts=2 ts=8 sw=2 tw=99 et ft=python:
import os.path
binary = AMXX.MetaPlugin(builder, 'amxmodx')
binary.compiler.defines += [
'JIT',
'ASM32',
'HAVE_STDINT_H',
]
if builder.target_platform == 'mac':
jit_objects = [
binary.Dep('JIT/amxexecn-darwin.o'),
binary.Dep('JIT/amxjitsn-darwin.o'),
binary.Dep('JIT/natives-darwin-x86.o'),
binary.Dep('JIT/helpers-darwin-x86.o'),
]
binary.compiler.postlink += [
'-Wl,-read_only_relocs,suppress'
]
elif builder.target_platform == 'linux':
jit_objects = [
binary.Dep('JIT/amxexecn.o'),
binary.Dep('JIT/amxjitsn.o'),
binary.Dep('JIT/natives-x86.o'),
binary.Dep('JIT/helpers-x86.o'),
]
elif builder.target_platform == 'windows':
jit_objects = [
binary.Dep('JIT/amxexecn.obj'),
binary.Dep('JIT/amxjitsn.obj'),
binary.Dep('JIT/helpers-x86.obj'),
binary.Dep('JIT/natives-x86.obj'),
]
binary.compiler.linkflags += [
'/EXPORT:GiveFnptrsToDll=_GiveFnptrsToDll@8,@1',
'/SECTION:.data,RW',
]
binary.compiler.linkflags += jit_objects
Improve UTF-8 support in some natives (bug 6475) (#407) * Compile as static library, update AMBuildScript and link to core * Update VS project files to include the library * Add UTF-8 Rewind library (v1.5.1) to third_party directory * Update ACKNOWLEDGEMENTS.txt * Move AMXX buffer in its own function * Move constants from string.inc to string_const.inc and update project files * Move stocks from string.inc to string_stocks.inc and update project files * Improve UTF-8 support in containi() and update documentation * Improve UTF-8 support in strcmp() and update documentation * Improve UTF-8 support in strfind() and update documentation Worth to be noted that this native with ignorecase set was not working properly. So broken that no one reported the issue. This adds also a safety check for "pos" parameter to not go < 0. * Improve UTF-8 support in strncmp() and update documentation * Improve UTF-8 support in equali() and update documentation * Add an option to some UTF-8 Rewind functions for avoiding invalid data to be replaced By default it replaces any invalid byte or sequence of bytes by 0xFFFD (3 bytes). It can be problematic when the input buffer is not changed (from a plugin) and that some natives need to calculate a position from the converted string. With such replacement, the position is displaced due the final string length being larger. This compiles the library as C++, because I added some silly param with a default default value which is not supported by C. * Improve UTF-8 support in replace_string/ex() and update documentation * Add is_string_category() and update documentation * Update a little testsuite plugin (and fix linux compilation) * Add mb_strotolower/upper() and update documentation * Add mb_ucfirst() and update documentation * Add mb_strtotile() and update documentation * Improve UTF-8 support in get_players() and find_player() with name/case insenstive flags set * Fix KliPPy's complain
2017-08-05 08:32:16 +00:00
binary.compiler.linkflags += [AMXX.zlib.binary, AMXX.hashing.binary, AMXX.utf8rewind.binary]
binary.sources = [
'meta_api.cpp',
'CVault.cpp',
'vault.cpp',
'float.cpp',
'file.cpp',
'modules.cpp',
'CMisc.cpp',
'CTask.cpp',
'string.cpp',
'amxmodx.cpp',
'CEvent.cpp',
'CCmd.cpp',
'CLogEvent.cpp',
'srvcmd.cpp',
'strptime.cpp',
'amxcore.cpp',
'amxtime.cpp',
'power.cpp',
'amxxlog.cpp',
'fakemeta.cpp',
'amxxfile.cpp',
'CLang.cpp',
'emsg.cpp',
'CForward.cpp',
'CPlugin.cpp',
'CModule.cpp',
'CMenu.cpp',
'util.cpp',
'amx.cpp',
'amxdbg.cpp',
'natives.cpp',
'newmenus.cpp',
'debugger.cpp',
'optimizer.cpp',
'format.cpp',
'messages.cpp',
'libraries.cpp',
'vector.cpp',
'sorting.cpp',
'nongpl_matches.cpp',
'CFlagManager.cpp',
'datastructs.cpp',
'trie_natives.cpp',
2014-04-11 20:57:42 +00:00
'CDataPack.cpp',
'datapacks.cpp',
'stackstructs.cpp',
2014-07-21 19:12:35 +00:00
'CTextParsers.cpp',
'textparse.cpp',
'CvarManager.cpp',
'cvars.cpp',
2015-06-23 17:39:01 +00:00
'../public/memtools/MemoryUtils.cpp',
'../public/memtools/CDetour/detours.cpp',
'../public/memtools/CDetour/asm/asm.c',
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
'../public/resdk/mod_rehlds_api.cpp',
'CLibrarySys.cpp',
2015-06-23 17:39:01 +00:00
'CGameConfigs.cpp',
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'gameconfigs.cpp',
'CoreConfig.cpp',
]
if builder.target_platform == 'windows':
binary.sources += ['version.rc']
AMXX.binaries += [builder.Add(binary)]