forked from Ports/goldeneye-pc-port
169 lines
7.2 KiB
Bash
Executable File
169 lines
7.2 KiB
Bash
Executable File
#!/usr/bin/env bash
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#
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# Package a Windows GoldenEye 007 PC port build for distribution.
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#
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# Run from anywhere, inside the MSYS2 MINGW64 shell, AFTER ./build-pc.sh:
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#
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# tools_pc/bundle-win.sh [VERSION]
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#
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# Produces, under dist/ :
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# goldeneye-pc-port-<VERSION>-win64/ the unpacked bundle
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# goldeneye-pc-port-<VERSION>-win64.zip + .zip.sha256
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#
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# The bundle contains ONLY: the engine executable, its MinGW / SDL2 / zlib
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# runtime DLLs, a README, and license texts. It contains NO ROM and NO game
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# assets (textures, audio, models, levels, text) — the user supplies those at
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# runtime from a ROM they own. The script hard-fails if a ROM image or an
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# oversized blob ends up inside the bundle.
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#
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set -euo pipefail
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REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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cd "$REPO_ROOT"
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VERSION="${1:-$(git describe --tags --always --dirty 2>/dev/null || echo 0.0.0-dev)}"
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VERSION="${VERSION#v}" # strip a leading "v"
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NAME="goldeneye-pc-port-${VERSION}-win64"
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OUT="dist/${NAME}"
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MINGW="${MINGW_PREFIX:-/mingw64}"
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# Prefer the real build output; a local build-pc/ can also hold renamed A/B or
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# probe copies (ge007.abpad.exe, ...) that sort first (CI's fresh tree has one).
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EXE=""
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for cand in build-pc/ge007.x86_64.exe build-pc/ge007*.exe; do
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if [ -f "$cand" ]; then EXE="$cand"; break; fi
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done
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[ -n "$EXE" ] || { echo "error: no build-pc/ge007*.exe found — run ./build-pc.sh first" >&2; exit 1; }
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echo "==> Bundling $EXE -> $NAME"
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rm -rf "$OUT"
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mkdir -p "$OUT/licenses"
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cp "$EXE" "$OUT/"
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# --- runtime DLLs ---------------------------------------------------------
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# Explicit allowlist; the closure check below fails the build if the exe needs
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# a MinGW DLL that is not on this list.
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DLLS=(
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SDL2.dll
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zlib1.dll
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libwinpthread-1.dll
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libstdc++-6.dll
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libgcc_s_seh-1.dll
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libssp-0.dll
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)
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for d in "${DLLS[@]}"; do
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if [ -f "$MINGW/bin/$d" ]; then
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cp "$MINGW/bin/$d" "$OUT/"
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echo " + $d"
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else
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echo " . $d (not in $MINGW/bin — skipped)"
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fi
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done
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# --- verify the dependency closure --------------------------------------
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missing=0
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if command -v ldd >/dev/null 2>&1; then
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while read -r name _ path _; do
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case "$path" in
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"$MINGW"/*|*/mingw64/*)
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[ -f "$OUT/$name" ] || { echo " MISSING: $name ($path)" >&2; missing=1; } ;;
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esac
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done < <(ldd "$EXE")
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else
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echo " (ldd unavailable — skipping closure check)"
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fi
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[ "$missing" -eq 0 ] || { echo "error: exe needs MinGW DLLs that were not bundled (see above)" >&2; exit 1; }
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# --- docs + licenses ---------------------------------------------------
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EXE_NAME="$(basename "$EXE")"
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sed -e "s|@VERSION@|${VERSION}|g" \
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-e "s|@PLATFORM@|Windows x86-64|g" \
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-e "s|@EXE@|${EXE_NAME}|g" \
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-e "s|@DEPS@||g" \
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-e "s|@DECK@||g" \
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-e "s|@LICENSE_EXTRA@|, the MinGW runtime|g" \
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tools_pc/dist/README.md.in > "$OUT/README.md"
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cp NOTICE "$OUT/licenses/NOTICE"
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cp LICENSE "$OUT/licenses/LICENSE-port-MIT.txt"
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[ -f port/fast3d/LICENSE.txt ] && cp port/fast3d/LICENSE.txt "$OUT/licenses/LICENSE-fast3d.txt"
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for l in SDL2 zlib gcc-libs libwinpthread mingw-w64; do
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[ -d "$MINGW/share/licenses/$l" ] && cp -r "$MINGW/share/licenses/$l" "$OUT/licenses/$l"
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done
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# --- save converter (D492): emulator .eep <-> port .eep, stdlib-only -----
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mkdir -p "$OUT/tools"
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cp tools_pc/eep_convert.py "$OUT/tools/"
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# --- asset-prep tool -------------------------------------------------
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# The port needs two ROM-derived directories (data/pcmodels-<region>/ and
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# data/pccg-<region>/) that we cannot ship. prepare-assets.py regenerates
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# them from the user's own ROM using only the Python standard library. It is
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# assembled fresh from the tree here so it can never drift from the emit
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# scripts. The vendored inputs are decomp layout/symbol metadata (.inc.c /
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# .csv), NOT game assets (no textures, audio, models, levels, or text).
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PREP="$OUT/prepare-assets"
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mkdir -p "$PREP/vendor/scripts" "$PREP/vendor/assets/obseg"
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cp tools_pc/dist/prepare-assets/prepare-assets.py "$PREP/"
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cp tools_pc/d43_emit.py tools_pc/d69_emit.py "$PREP/"
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cp tools_pc/d88_emit.py tools_pc/d88_propdefs.py "$PREP/" # d88 = per-level stage setup (+ its only local import)
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cp scripts/filelist.u.csv "$PREP/vendor/scripts/"
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cp assets/obseg/file_resource_table.inc.c "$PREP/vendor/assets/obseg/"
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# d43_emit.py os.walk()s assets/ for every *modelFileHeader.inc.c — preserve paths.
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( cd . && find assets -iname 'modelfileheader.inc.c' -print0 \
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| xargs -0 -I{} cp --parents {} "$PREP/vendor/" )
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nmh="$(find "$PREP/vendor/assets" -iname 'modelfileheader.inc.c' | wc -l)"
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echo " + prepare-assets/ (emit scripts + $nmh model headers)"
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[ "$nmh" -gt 400 ] || { echo "error: prepare-assets vendored only $nmh model headers — expected ~512" >&2; exit 1; }
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# Frozen first-run converter (drop-in ROM support): the engine spawns this
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# when data/pcmodels-* / data/pccg-* are missing (port/src/romconvert.c).
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# CI builds it with PyInstaller before bundling; a local bundle needs the
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# same step: python -m PyInstaller --onefile --name ge007-convert \
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# --distpath tools_pc/dist/prepare-assets \
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# tools_pc/dist/prepare-assets/prepare-assets.py
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CV="$REPO_ROOT/tools_pc/dist/prepare-assets/ge007-convert.exe"
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[ -f "$CV" ] || { echo "error: $CV not found — freeze it with PyInstaller first (see above)" >&2; exit 1; }
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cp "$CV" "$PREP/"
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echo " + prepare-assets/ge007-convert.exe ($(du -h "$CV" | cut -f1))"
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# --- guard: no ROM / game data snuck in --------------------------------
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if find "$OUT" -type f \( -iname '*.z64' -o -iname '*.n64' -o -iname '*.v64' \) | grep -q .; then
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echo "error: bundle contains a ROM image — aborting" >&2
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exit 1
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fi
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# 120 MB: engine + DLLs are a few MB; the frozen ge007-convert (PyInstaller
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# --onefile CPython) adds ~15 MB. Anything far beyond that is game data.
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BYTES="$(du -sb "$OUT" | cut -f1)"
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LIMIT=$((120 * 1024 * 1024))
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if [ "$BYTES" -gt "$LIMIT" ]; then
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echo "error: bundle is $BYTES bytes (> 120 MB) — likely contains game data, aborting" >&2
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exit 1
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fi
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# --- zip + checksum --------------------------------------------------
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# Prefer InfoZIP `zip`; fall back to 7-Zip or PowerShell Compress-Archive so a
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# stock MSYS2 MINGW64 shell (which ships neither `zip` nor `unzip`) still works.
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zip_dir() { # $1 = archive name, $2 = dir to add (both relative to dist/)
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if command -v zip >/dev/null 2>&1; then
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( cd dist && zip -qr "$1" "$2" )
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elif command -v 7z >/dev/null 2>&1; then
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( cd dist && 7z a -tzip -bso0 -bsp0 "$1" "$2" >/dev/null )
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elif [ -x "/c/Program Files/7-Zip/7z.exe" ]; then
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( cd dist && "/c/Program Files/7-Zip/7z.exe" a -tzip -bso0 -bsp0 "$1" "$2" >/dev/null )
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elif command -v powershell >/dev/null 2>&1; then
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( cd dist && powershell -NoProfile -Command \
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"Compress-Archive -Force -Path '$2' -DestinationPath '$1'" )
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else
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echo "error: need one of: zip, 7z, or powershell to package the bundle" >&2
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exit 1
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fi
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}
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( cd dist && rm -f "${NAME}.zip" "${NAME}.zip.sha256" )
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zip_dir "${NAME}.zip" "$NAME"
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( cd dist && sha256sum "${NAME}.zip" > "${NAME}.zip.sha256" )
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echo "==> dist/${NAME}.zip ($(du -h "dist/${NAME}.zip" | cut -f1))"
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cat "dist/${NAME}.zip.sha256"
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( cd dist && unzip -l "${NAME}.zip" ) 2>/dev/null \
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|| find "$OUT" -type f | sed "s#^dist/##" | sort
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