Source code for batools.apprun

# Released under the MIT License. See LICENSE for details.
#
"""Utils for wrangling running the app as part of a build.

Manages constructing or downloading it as well as running it.
"""

from __future__ import annotations

from typing import TYPE_CHECKING
import platform
import subprocess
import os

from efro.terminal import Clr

if TYPE_CHECKING:
    from typing import Mapping


[docs] def test_runs_disabled() -> bool: """Are test runs disabled on the current platform?""" # Currently skipping this on Windows, as we aren't able to assemble # complete build there without WSL. if platform.system() == 'Windows': return True return False
[docs] def test_runs_disabled_reason() -> str: """Why are test runs disabled here?""" # Can get more specific later. return 'App test runs disabled here.'
[docs] def acquire_binary_for_python_command(purpose: str) -> str: """Run acquire_binary as used for python_command call.""" return acquire_binary(assets=True, purpose=purpose)
[docs] def python_command( cmd: str, purpose: str, include_project_tools: bool = False, env: Mapping[str, str] | None = None, ) -> None: """Run a cmd with a built bin and PYTHONPATH set to its scripts.""" binpath = acquire_binary_for_python_command(purpose=purpose) bindir = os.path.dirname(binpath) # We'll set both the app python dir and its site-python-dir. This # should let us get at most engine stuff. We could also just use # baenv to set up app paths, but that might be overkill and could # unintentionally bring in stuff like local mods. pydir = f'{bindir}/ba_data/python' assert os.path.isdir(pydir) pysitedir = f'{bindir}/ba_data/python-site-packages' assert os.path.isdir(pysitedir) # Make our tools dir available if asked. tools_path_extra = ':tools' if include_project_tools else '' env_final = {} if env is None else dict(env) env_final['PYTHONPATH'] = f'{pydir}:{pysitedir}{tools_path_extra}' cmdargs = [binpath, '--command', cmd] print(f"apprun: Running with Python command: '{cmdargs}'...", flush=True) subprocess.run(cmdargs, env=env_final, check=True)
[docs] def acquire_binary(assets: bool, purpose: str) -> str: """Return path to a runnable binary, building/downloading as needed. If 'assets' is False, only the binary itself will be fetched or assembled; no scripts or assets. This generally saves some time, but must only be used for very simple '-c' command cases where no assets will be needed. Be aware that it is up to the particular environment whether a gui or headless binary will be provided. Commands should be designed to work with either. By default, downloaded prefab builds will be used here. This allows people without full compiler setups to still perform app runs for things like dummy-module generation. However, someone who *is* able to compile their own binaries might prefer to use their own binaries here so that changes to their local repo are properly reflected in app runs and whatnot. Set environment variable BA_APP_RUN_ENABLE_BUILDS=1 to enable that. When local builds are enabled, we use the same gui build targets as the 'make cmake-build' command. This works well if you are iterating using that build target anyway, minimizing redundant rebuilds. You may, however, prefer to instead assemble headless builds for various reasons including faster build times and fewer dependencies (equivalent to 'make cmake-server-build'). To do so, set environment variable BA_APP_RUN_BUILD_HEADLESS=1. """ import textwrap binary_build_command: list[str] if os.environ.get('BA_APP_RUN_ENABLE_BUILDS') == '1': # Going the build-it-ourselves route. # Don't need any env mods for this path. env = None if os.environ.get('BA_APP_RUN_BUILD_HEADLESS') == '1': # User has opted for headless builds. if assets: print( f'{Clr.SMAG}Building headless binary & assets for' f' {purpose}...{Clr.RST}', flush=True, ) binary_build_command = ['make', 'cmake-server-build'] else: print( f'{Clr.SMAG}Building headless binary for' f' {purpose}...{Clr.RST}', flush=True, ) binary_build_command = ['make', 'cmake-server-binary'] binary_path = ( 'build/cmake/server-debug/staged/dist/ballisticakit_headless' ) else: # Using default gui builds. if assets: print( f'{Clr.SMAG}Building gui binary & assets for' f' {purpose}...{Clr.RST}', flush=True, ) binary_build_command = ['make', 'cmake-build'] else: print( f'{Clr.SMAG}Building gui binary for {purpose}...{Clr.RST}', flush=True, ) binary_build_command = ['make', 'cmake-binary'] binary_path = 'build/cmake/debug/staged/ballisticakit' else: # Ok; going with a downloaded prefab headless build. # By default, prefab build targets on WSL (Linux running on # Windows) will give us Windows builds which won't work right # here. Ask it for Linux builds instead. env = dict(os.environ, BA_WSL_TARGETS_WINDOWS='0') # Let the user know how to use their own built binaries instead # if they prefer. note = '\n' + textwrap.fill( f'NOTE: You can set env-var BA_APP_RUN_ENABLE_BUILDS=1' f' to use locally-built binaries for {purpose} instead' f' of prefab ones. This will properly reflect any changes' f' you\'ve made to the C/C++ layer.', 80, ) if assets: print( f'{Clr.SMAG}Fetching prefab binary & assets for' f' {purpose}...{note}{Clr.RST}', flush=True, ) binary_path = ( subprocess.run( ['tools/pcommand', 'prefab_binary_path', 'server-release'], env=env, check=True, capture_output=True, ) .stdout.decode() .strip() ) binary_build_command = ['make', 'prefab-server-release-build'] else: print( f'{Clr.SMAG}Fetching prefab binary for {purpose}...' f'{note}{Clr.RST}', flush=True, ) binary_path = ( subprocess.run( ['tools/pcommand', 'prefab_binary_path', 'server-release'], env=env, check=True, capture_output=True, ) .stdout.decode() .strip() ) binary_build_command = ['make', binary_path] subprocess.run(binary_build_command, env=env, check=True) if not os.path.exists(binary_path): raise RuntimeError( f"Binary not found at expected path '{binary_path}'." ) return binary_path