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authorRémi Verschelde <rverschelde@gmail.com>2020-12-17 16:01:36 +0100
committerRémi Verschelde <rverschelde@gmail.com>2020-12-18 10:29:34 +0100
commitc7b53c03ae7f7feb45a6023ee5cf764025ebb5e1 (patch)
treeca0d74f1ca3c3fd1c36a656493b22adebf3d14bf /modules/tinyexr
parent5332d212f9bc0932544156d1fa1f568bf4ae24a8 (diff)
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.
Diffstat (limited to 'modules/tinyexr')
-rw-r--r--modules/tinyexr/SCsub17
1 files changed, 14 insertions, 3 deletions
diff --git a/modules/tinyexr/SCsub b/modules/tinyexr/SCsub
index 84b3b4015b..30bde96fb4 100644
--- a/modules/tinyexr/SCsub
+++ b/modules/tinyexr/SCsub
@@ -6,6 +6,9 @@ Import("env_modules")
env_tinyexr = env_modules.Clone()
# Thirdparty source files
+
+thirdparty_obj = []
+
# Not unbundled for now as they are not commonly available as shared library
thirdparty_dir = "#thirdparty/tinyexr/"
thirdparty_sources = [
@@ -20,7 +23,15 @@ env_tinyexr.Append(CPPDEFINES=["TINYEXR_USE_THREAD"])
env_thirdparty = env_tinyexr.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
+
+# Godot source files
+
+module_obj = []
+
+env_tinyexr.add_source_files(module_obj, "*.cpp")
+env.modules_sources += module_obj
-# Godot's own source files
-env_tinyexr.add_source_files(env.modules_sources, "*.cpp")
+# Needed to force rebuilding the module files when the thirdparty library is updated.
+env.Depends(module_obj, thirdparty_obj)