# The Quest game kit: everything libmain.so links except the translated game, plus the recipe # that compiles and links the player's own translation against it. # # The APK never contains translated Mario Kart code. Its assets carry this kit instead, and the # player's libmain.so is built from their own disc, either on the headset (the launcher's # on-device builder) or on a PC (Build-QuestGame.ps1, the PC launcher's "Build for Quest"), then # loaded from the app's private storage. Both builders replay one recipe, kit.json, which is # exported from CMake's own build graph so its flags and link order cannot drift from a normal # build: # # * the link line of the flavour's probe (runtime/cmake/PublicProducts.cmake), which is that # product without any translated code, becomes kit.json's link inputs, with {game:*} markers # where the game's objects sat in the product's own link; # * the compile commands CMake recorded for one source of each generated kind (translated shard, # registration shard, disc-generated runtime source, blob assembly) become kit.json's # compile flags, with include paths reduced to the kit's copy of runtime/include; # * kit.json's "sources" says which of the translator's build_shards lists fill each slot, so a # builder never has to know which flavour it is building. # # Placeholders in kit.json: {kit} the extracted kit, {sysroot} the NDK sysroot the compiler # uses, {workspace} the directory holding the translator's generated/ tree. # # Windows PowerShell 5.1 compatible. Set-StrictMode -Version Latest $script:KitSchema = 3 $script:GameSchema = 1 # What each app flavour's kit is made of. Slots name the game's objects in the probe's link line, # and Sources says which of the translator's build_shards lists ("@NAME") or generated files fill # each of them, in link order. Retro Rewind adds a slot: the mod's own shards and the # profile-sensitive base shards it replaces the base flavour's with, linked as objects rather # than through the base archive. $script:KitProfiles = @{ base = @{ Probe = 'libmkw_quest_kit_probe' ProductObjectPattern = '/base_product\.cpp\.o$' RegistrationPattern = '/build_shards/base_registration/[^/]+\.cpp$' Slots = @('runtime', 'product', 'translated') Sources = [ordered]@{ runtime = @('{workspace}/generated/data_sections_init.cpp', '{workspace}/generated/guest_symbol_table.cpp', '{workspace}/generated/data_sections_init_blobs.S') product = @('@MKW_BASE_REGISTRATION_SOURCES') translated = @('@MKW_BASE_COMMON_SHARDS', '@MKW_BASE_PORTABLE_SENSITIVE_SHARDS') } } retro_rewind = @{ Probe = 'libmkw_quest_kit_probe_retro' ProductObjectPattern = '/retro_rewind_product\.cpp\.o$' RegistrationPattern = '/build_shards/retro_rewind_registration/[^/]+\.cpp$' Slots = @('runtime', 'product', 'mod', 'translated') Sources = [ordered]@{ runtime = @('{workspace}/generated/data_sections_init.cpp', '{workspace}/generated/guest_symbol_table.cpp', '{workspace}/generated/data_sections_init_blobs.S') product = @('@MKW_RETRO_REGISTRATION_SOURCES') mod = @('@MKW_RETRO_PORTABLE_SENSITIVE_SHARDS', '@MKW_RETRO_MOD_SHARDS', '@MKW_RETRO_EXTRA_SOURCES') translated = @('@MKW_BASE_COMMON_SHARDS') } } } function ConvertTo-ForwardPath([string]$Path) { return [IO.Path]::GetFullPath($Path).Replace('\', '/').TrimEnd('/') } function ConvertFrom-NinjaPath([string]$Text) { return $Text.Replace('$:', ':').Replace('$ ', ' ').Replace('$$', '$') } # Splits a CMake compile command. CMake quotes only arguments that need it and escapes inner # quotes as \" (for example -DIMGUI_USER_CONFIG=\"aurora/imgui_config.h\"). function Split-CommandLine([string]$Command) { $arguments = New-Object System.Collections.Generic.List[string] $current = New-Object System.Text.StringBuilder $inQuotes = $false $pending = $false for ($i = 0; $i -lt $Command.Length; $i++) { $c = $Command[$i] if ($c -eq '\' -and $i + 1 -lt $Command.Length -and $Command[$i + 1] -eq '"') { [void]$current.Append('"'); $i++; $pending = $true; continue } if ($c -eq '"') { $inQuotes = -not $inQuotes; $pending = $true; continue } if (-not $inQuotes -and [char]::IsWhiteSpace($c)) { if ($pending) { $arguments.Add($current.ToString()); [void]$current.Clear(); $pending = $false } continue } [void]$current.Append($c); $pending = $true } if ($pending) { $arguments.Add($current.ToString()) } return ,$arguments.ToArray() } # One argument for a response file or a Windows command line (CommandLineToArgvW rules, which # clang's GNU response-file tokenizer reads the same way for these arguments). function ConvertTo-QuotedArgument([string]$Argument) { if ($Argument -notmatch '[\s"]') { return $Argument } return '"' + $Argument.Replace('"', '\"') + '"' } function Get-Sha256Hex([string]$Path) { $sha = [Security.Cryptography.SHA256]::Create() try { $stream = [IO.File]::OpenRead($Path) try { $bytes = $sha.ComputeHash($stream) } finally { $stream.Dispose() } } finally { $sha.Dispose() } return (($bytes | ForEach-Object { $_.ToString('x2') }) -join '') } function Get-StringSha256Hex([string]$Text) { $sha = [Security.Cryptography.SHA256]::Create() try { $bytes = $sha.ComputeHash([Text.Encoding]::UTF8.GetBytes($Text)) } finally { $sha.Dispose() } return (($bytes | ForEach-Object { $_.ToString('x2') }) -join '') } # Identity of a runtime/include tree. Translated code compiles against these headers, so a game is # only built from a translation whose runtime headers are the kit's own. function Get-RuntimeIncludeFingerprint([string]$Directory) { $lines = Get-RelativeFiles $Directory | Sort-Object FullName | ForEach-Object { $_.Relative + ' ' + (Get-Sha256Hex $_.FullName) } return Get-StringSha256Hex ($lines -join "`n") } # The files below a directory with their paths relative to it. .NET enumeration keeps the root # exactly as given; Resolve-Path and Get-ChildItem can disagree about an 8.3 short name (TEMP), # which would shift every relative path. function Get-RelativeFiles([string]$Directory) { $root = [IO.Path]::GetFullPath($Directory).TrimEnd('\', '/') foreach ($path in [IO.Directory]::EnumerateFiles($root, '*', [IO.SearchOption]::AllDirectories)) { [pscustomobject]@{ FullName = $path; Relative = $path.Substring($root.Length + 1).Replace('\', '/') } } } # compile_commands.json as {file, command} objects. Windows PowerShell's ConvertFrom-Json refuses # documents over 2 MB, so 5.1 uses the serializer underneath it with the limit lifted. function Read-CompileCommands([string]$Path) { $text = [IO.File]::ReadAllText($Path) if ($PSVersionTable.PSVersion.Major -ge 6) { return @($text | ConvertFrom-Json | ForEach-Object { [pscustomobject]@{ file = $_.file; command = $_.command } }) } Add-Type -AssemblyName System.Web.Extensions $serializer = New-Object System.Web.Script.Serialization.JavaScriptSerializer $serializer.MaxJsonLength = [int]::MaxValue return @($serializer.DeserializeObject($text) | ForEach-Object { [pscustomobject]@{ file = $_['file']; command = $_['command'] } }) } # Compile flags of one recorded command, reduced to what a generated source needs anywhere. function ConvertTo-KitCompileFlags { param([string[]]$Arguments, [string]$RuntimeInclude, [string]$Workspace) $flags = New-Object System.Collections.Generic.List[string] for ($i = 1; $i -lt $Arguments.Length; $i++) { $a = $Arguments[$i] switch -Regex -CaseSensitive ($a) { '^(-o|-c|-MT|-MF)$' { $i++; continue } '^(-MD|-MMD|-g|-Winvalid-pch)$' { continue } '^-isystem$' { $i++; continue } '^--sysroot=' { $flags.Add('--sysroot={sysroot}'); continue } '^-Xclang$' { if ($i + 3 -lt $Arguments.Length -and $Arguments[$i + 1] -eq '-include-pch') { $i += 3; continue } if ($i + 3 -lt $Arguments.Length -and $Arguments[$i + 1] -eq '-include') { # CMake's cmake_pch.hxx only includes the precompiled header; builders parse it # directly (a PCH is only valid for the compiler that wrote it). $i += 3; $flags.Add('-include'); $flags.Add('mkw_pch.h'); continue } $flags.Add($a); continue } '^-I' { $path = ConvertTo-ForwardPath $a.Substring(2) if ($path -eq $RuntimeInclude) { $flags.Add('-I{kit}/include') } elseif ($path -eq $Workspace) { $flags.Add('-I{workspace}') } continue } default { $flags.Add($a) } } } return ,$flags.ToArray() } # The arguments of a `clang -###` command line: double-quoted, with backslash escapes. function Split-DriverCommand([string]$Line) { $arguments = New-Object System.Collections.Generic.List[string] $current = New-Object System.Text.StringBuilder $inQuotes = $false for ($i = 0; $i -lt $Line.Length; $i++) { $c = $Line[$i] if ($inQuotes) { if ($c -eq '\' -and $i + 1 -lt $Line.Length) { [void]$current.Append($Line[++$i]) } elseif ($c -eq '"') { $arguments.Add($current.ToString()); [void]$current.Clear(); $inQuotes = $false } else { [void]$current.Append($c) } } elseif ($c -eq '"') { $inQuotes = $true } } return , $arguments.ToArray() } # The kit's link as a raw ld.lld command, for the headset. Android lets the app start its tools # only through the system linker, so clang there cannot start lld itself and the builder runs lld # directly. The NDK's own driver expands the link here, with the kit and marker objects standing in # as real files. Placeholders: {kit}, {ndk} (the NDK's prebuilt toolchain directory, which holds # sysroot/ and lib/clang/), {output}, and {game:runtime}, {game:product}, {game:translated}, each # replaced by its object files (the translated ones already sit inside --start-lib/--end-lib). function Get-KitLldArguments { param([string]$ClangCxx, [string]$KitDir, [string[]]$Flags, [string[]]$Inputs, [string[]]$Slots) $kit = ConvertTo-ForwardPath $KitDir $ndk = ConvertTo-ForwardPath (Join-Path (Split-Path -Parent $ClangCxx) '..') # Forward slashes throughout: clang reads response files with GNU quoting, where '\' escapes. $probe = ConvertTo-ForwardPath (Join-Path ([IO.Path]::GetTempPath()) ('mkw-kit-link-' + [Guid]::NewGuid().ToString('N'))) New-Item -ItemType Directory $probe | Out-Null try { $markers = [ordered]@{} foreach ($slot in $Slots) { $markers[$slot] = ConvertTo-ForwardPath (Join-Path $probe "game_$slot.o") [IO.File]::WriteAllBytes($markers[$slot], [byte[]]@()) } $real = { param([string]$s) $s.Replace('{kit}', $kit).Replace('{sysroot}', "$ndk/sysroot") } $arguments = New-Object System.Collections.Generic.List[string] foreach ($flag in $Flags) { $arguments.Add((& $real $flag)) } $arguments.Add('-o'); $arguments.Add("$probe/libmain.so") foreach ($linkInput in $Inputs) { $slot = [regex]::Match($linkInput, '^\{game:(\w+)\}$').Groups[1].Value if (-not $slot) { $arguments.Add((& $real $linkInput)); continue } # Only the base archive's slot keeps archive semantics; the rest are plain objects. if ($slot -eq 'translated') { $arguments.Add('-Wl,--start-lib') } $arguments.Add($markers[$slot]) if ($slot -eq 'translated') { $arguments.Add('-Wl,--end-lib') } } $rsp = Join-Path $probe 'link.rsp' [IO.File]::WriteAllText($rsp, (($arguments | ForEach-Object { ConvertTo-QuotedArgument $_ }) -join "`n"), (New-Object Text.UTF8Encoding $false)) # -### prints the command on stderr; Windows PowerShell turns redirected native stderr into errors. $start = New-Object Diagnostics.ProcessStartInfo $ClangCxx, "-### `"@$rsp`"" $start.UseShellExecute = $false $start.RedirectStandardError = $true $start.RedirectStandardOutput = $true $process = [Diagnostics.Process]::Start($start) $stdout = $process.StandardOutput.ReadToEndAsync() $stderr = $process.StandardError.ReadToEnd() $process.WaitForExit() [void]$stdout.Result if ($process.ExitCode -ne 0) { throw "clang++ -### failed for the kit link:`n$stderr" } $line = @($stderr -split "`r?`n" | Where-Object { $_ -match '^\s*"[^"]*ld(\.lld)?(\.exe)?"' }) | Select-Object -Last 1 if (-not $line) { throw "clang++ -### printed no linker command:`n$stderr" } $lld = New-Object System.Collections.Generic.List[string] $driverArguments = Split-DriverCommand $line for ($i = 1; $i -lt $driverArguments.Length; $i++) { $argument = $driverArguments[$i].Replace('\', '/') if ($argument -eq "$probe/libmain.so") { $lld.Add('{output}'); continue } $slot = @($markers.Keys | Where-Object { $markers[$_] -eq $argument }) if ($slot.Count -eq 1) { $lld.Add("{game:$($slot[0])}"); continue } $argument = [regex]::Replace($argument, [regex]::Escape($kit), '{kit}', 'IgnoreCase') $argument = [regex]::Replace($argument, [regex]::Escape($ndk), '{ndk}', 'IgnoreCase') if ($argument -match '[A-Za-z]:/') { throw "The kit link names a path outside the kit and the NDK: $argument" } $lld.Add($argument) } foreach ($required in @('{output}') + @($Slots | ForEach-Object { "{game:$_}" })) { if (-not $lld.Contains($required)) { throw "The expanded kit link lacks $required" } } return , $lld.ToArray() } finally { Remove-Item -Recurse -Force $probe } } function Export-QuestGameKit { [CmdletBinding()] param( [Parameter(Mandatory)] [string]$CMakeBinaryDir, [Parameter(Mandatory)] [string]$OutputDir, [Parameter(Mandatory)] [string]$RepoRoot, [Parameter(Mandatory)] [string]$LlvmStrip, [Parameter(Mandatory)] [string]$AndroidCpu ) $ErrorActionPreference = 'Stop' $binary = ConvertTo-ForwardPath $CMakeBinaryDir $cache = [IO.File]::ReadAllText("$binary/CMakeCache.txt") $configuredCpu = [regex]::Match($cache, '(?m)^MKW_ANDROID_CPU(?::[^=\r\n]*)?=([^\r\n]+)\r?$').Groups[1].Value.Trim() if ($configuredCpu -ne $AndroidCpu) { throw "CMake tree $binary targets Android CPU '$configuredCpu', expected '$AndroidCpu'" } $runtimeInclude = ConvertTo-ForwardPath (Join-Path $RepoRoot 'runtime/include') $ninja = [IO.File]::ReadAllText("$binary/build.ninja") $commands = Read-CompileCommands "$binary/compile_commands.json" $rules = if (Test-Path "$binary/CMakeFiles/rules.ninja") { [IO.File]::ReadAllText("$binary/CMakeFiles/rules.ninja") } else { '' } function Find-Command([string]$Pattern) { $entry = @($commands | Where-Object { $_.file.Replace('\', '/') -match $Pattern }) if ($entry.Count -eq 0) { throw "compile_commands.json has no source matching $Pattern" } return $entry[0] } $translatedEntry = Find-Command '/build_shards/base_common/[^/]+\.cpp$' $workspace = ConvertTo-ForwardPath ($translatedEntry.file.Replace('\', '/') -replace '/generated/build_shards/.*$', '') $flagsFor = { param($Entry) ConvertTo-KitCompileFlags -Arguments (Split-CommandLine $Entry.command) -RuntimeInclude $runtimeInclude -Workspace $workspace } if (Test-Path $OutputDir) { Remove-Item -Recurse -Force $OutputDir } New-Item -ItemType Directory -Force (Join-Path $OutputDir 'objects'), (Join-Path $OutputDir 'libs') | Out-Null Copy-Item -Recurse (Join-Path $RepoRoot 'runtime/include') (Join-Path $OutputDir 'include') # One copy of every object and archive, however many products link it: the two probes differ # only in their own product object. $copied = @{} $script:kitIndex = 0 $copy = { param([string]$Source, [string]$Directory) $full = ConvertTo-ForwardPath $(if ([IO.Path]::IsPathRooted($Source)) { $Source } else { "$binary/$Source" }) if ($copied.ContainsKey($full)) { return $copied[$full] } $script:kitIndex++ $name = '{0:D3}_{1}' -f $script:kitIndex, [IO.Path]::GetFileName($full) $destination = Join-Path (Join-Path $OutputDir $Directory) $name & $LlvmStrip --strip-debug -o $destination $full if ($LASTEXITCODE -ne 0) { throw "llvm-strip failed on $full" } $copied[$full] = "{kit}/$Directory/$name" return $copied[$full] } # One recipe per product this CMake tree built a probe for. The base one must be there; Retro # Rewind's exists only once translate-mod and emit-build-shards have run. $products = [ordered]@{} foreach ($product in 'base', 'retro_rewind') { $kitProfile = $script:KitProfiles[$product] $edge = [regex]::Match($ninja, "(?m)^build (\S*$([regex]::Escape($kitProfile.Probe))\.so): (\S+) ([^\r\n]*)\r?\n((?: [^\r\n]*\r?\n)+)") if (-not $edge.Success) { if ($product -eq 'base') { throw "No $($kitProfile.Probe) link edge in $binary/build.ninja" } Write-Host "No $($kitProfile.Probe) in this build; the kit carries the base game only." continue } $explicit = ($edge.Groups[3].Value.Replace('$ ', '') -split ' \|')[0] $objects = @($explicit -split ' ' | Where-Object { $_ } | ForEach-Object { ConvertFrom-NinjaPath $_.Replace('', '$ ') }) $vars = @{} foreach ($line in ($edge.Groups[4].Value -split "\r?\n")) { if ($line -match '^ (\w+) = (.*)$') { $vars[$Matches[1]] = $Matches[2] } } $rule = [regex]::Match($ninja, "(?ms)^rule $([regex]::Escape($edge.Groups[2].Value))\r?\n.*?command = ([^\r\n]*)") if (-not $rule.Success) { $rule = [regex]::Match($rules, "(?ms)^rule $([regex]::Escape($edge.Groups[2].Value))\r?\n.*?command = ([^\r\n]*)") } $target = [regex]::Match($rule.Groups[1].Value, '--target=(\S+)').Groups[1].Value if (-not $target) { throw "Cannot read the link target triple from rule $($edge.Groups[2].Value)" } # Link inputs in the probe's order, with the game's slots marked where the product has them. $inputs = New-Object System.Collections.Generic.List[string] $lastRuntime = -1 for ($i = 0; $i -lt $objects.Count; $i++) { if ($objects[$i] -match '/mkw_runtime_common\.dir/') { $lastRuntime = $i } } for ($i = 0; $i -lt $objects.Count; $i++) { $inputs.Add((& $copy $objects[$i] 'objects')) if ($objects[$i] -match $kitProfile.ProductObjectPattern) { $inputs.Add('{game:product}') } if ($i -eq $lastRuntime) { $inputs.Add('{game:runtime}') # Retro Rewind links the mod's own objects after the runtime's, as its CMake target does. if ($kitProfile.Slots -contains 'mod') { $inputs.Add('{game:mod}') } } } foreach ($slot in $kitProfile.Slots) { if ($slot -ne 'translated' -and -not $inputs.Contains("{game:$slot}")) { throw "The $product probe link line lacks the objects the {game:$slot} slot follows" } } foreach ($token in ((ConvertFrom-NinjaPath $vars['LINK_LIBRARIES']) -split ' ' | Where-Object { $_ })) { if ($token.StartsWith('-')) { $inputs.Add($token); continue } $path = $token.Replace('\', '/') if ($path -match '/sysroot/(.+)$') { $inputs.Add("{sysroot}/$($Matches[1])") } else { $inputs.Add((& $copy $token 'libs')) } if ($path -match '/libmkw_platform\.a$') { $inputs.Add('{game:translated}') } } if (-not $inputs.Contains('{game:translated}')) { throw "The $product probe link line lacks libmkw_platform.a" } $linkFlags = New-Object System.Collections.Generic.List[string] $linkFlags.Add("--target=$target"); $linkFlags.Add('--sysroot={sysroot}'); $linkFlags.Add('-fPIC') foreach ($name in 'LANGUAGE_COMPILE_FLAGS', 'ARCH_FLAGS', 'LINK_FLAGS') { if (-not $vars.ContainsKey($name)) { continue } $tokens = Split-CommandLine (ConvertFrom-NinjaPath $vars[$name]) for ($i = 0; $i -lt $tokens.Length; $i++) { if ($tokens[$i] -eq '-g' -or $tokens[$i] -eq '-Wl,--unresolved-symbols=ignore-all') { continue } if ($tokens[$i] -eq '-Xlinker' -and $i + 1 -lt $tokens.Length -and $tokens[$i + 1].StartsWith('--dependency-file')) { $i++; continue } $linkFlags.Add($tokens[$i]) } } $linkFlags.Add('-Wl,-soname,libmain.so') $products[$product] = [ordered]@{ output = 'libmain.so' target = $target compile = [ordered]@{ translated = & $flagsFor $translatedEntry product = & $flagsFor (Find-Command $kitProfile.RegistrationPattern) runtime = & $flagsFor (Find-Command '/generated/data_sections_init\.cpp$') asm = & $flagsFor (Find-Command 'data_sections_init_blobs[^/]*\.S$') } sources = $kitProfile.Sources link = [ordered]@{ flags = $linkFlags.ToArray() inputs = $inputs.ToArray() lld = Get-KitLldArguments -ClangCxx (Join-Path (Split-Path -Parent $LlvmStrip) 'clang++.exe') -KitDir $OutputDir ` -Flags $linkFlags.ToArray() -Inputs $inputs.ToArray() -Slots $kitProfile.Slots } } } # What the headset's translator needs besides the disc: the game manifest and symbol map, and # the runtime sources it indexes for native registrations, which must be the ones compiled into # this kit. $translation = Join-Path $OutputDir 'translation' New-Item -ItemType Directory -Force (Join-Path $translation 'projects/mkwii'), (Join-Path $translation 'runtime') | Out-Null Copy-Item (Join-Path $RepoRoot 'projects/mkwii/recomp.yml'), (Join-Path $RepoRoot 'projects/mkwii/MAP.txt') (Join-Path $translation 'projects/mkwii') Copy-Item -Recurse (Join-Path $RepoRoot 'runtime/src') (Join-Path $translation 'runtime/src') $recipe = [ordered]@{ schema = $script:KitSchema androidCpu = $AndroidCpu runtimeIncludeFingerprint = Get-RuntimeIncludeFingerprint (Join-Path $OutputDir 'include') products = $products } $recipeJson = $recipe | ConvertTo-Json -Depth 8 -Compress $files = Get-RelativeFiles $OutputDir | Sort-Object FullName | ForEach-Object { "/$($_.Relative) $(Get-Sha256Hex $_.FullName)" } $recipe.fingerprint = Get-StringSha256Hex ($recipeJson + "`n" + ($files -join "`n")) [IO.File]::WriteAllText((Join-Path $OutputDir 'kit.json'), ($recipe | ConvertTo-Json -Depth 8), (New-Object Text.UTF8Encoding $false)) return [pscustomobject]@{ Fingerprint = $recipe.fingerprint; Products = @($products.Keys) } } # The generated source lists emit-build-shards wrote into shards.cmake. function Read-ShardList { param([string]$ShardsCmake, [string]$Name) $text = [IO.File]::ReadAllText($ShardsCmake) $match = [regex]::Match($text, "(?s)set\($Name\s*(.*?)\)") if (-not $match.Success) { return @() } return @([regex]::Matches($match.Groups[1].Value, '"([^"]+)"') | ForEach-Object { $_.Groups[1].Value.Replace('\', '/') }) } function Invoke-QuestGameBuild { [CmdletBinding()] param( [Parameter(Mandatory)] [string]$KitDir, [Parameter(Mandatory)] [string]$GeneratedDir, [Parameter(Mandatory)] [string]$BuildDir, [Parameter(Mandatory)] [string]$ClangCxx, [Parameter(Mandatory)] [string]$ClangC, [Parameter(Mandatory)] [string]$Sysroot, [Parameter(Mandatory)] [string]$Ninja, [Parameter(Mandatory)] [int]$TranslatedJobs, [ValidateSet('base', 'retro_rewind')] [string]$Product = 'base' ) $ErrorActionPreference = 'Stop' $kit = ConvertTo-ForwardPath $KitDir $generated = ConvertTo-ForwardPath $GeneratedDir $workspace = ConvertTo-ForwardPath (Split-Path -Parent $generated) $recipe = [IO.File]::ReadAllText("$kit/kit.json") | ConvertFrom-Json if ($recipe.schema -ne $script:KitSchema) { throw "Unsupported game kit schema $($recipe.schema)" } if ([string]::IsNullOrWhiteSpace($recipe.androidCpu)) { throw 'The game kit does not name its Android CPU target' } if (-not $recipe.products.PSObject.Properties.Name.Contains($Product)) { throw "This Quest app's game kit cannot build $Product (it has: $($recipe.products.PSObject.Properties.Name -join ', '))" } $productRecipe = $recipe.products.$Product foreach ($kind in 'translated', 'product', 'runtime', 'asm') { if (@($productRecipe.compile.$kind) -notcontains "-mcpu=$($recipe.androidCpu)") { throw "The game kit says CPU '$($recipe.androidCpu)' but its $kind compile flags do not match" } } # The translation must come from the same release as the kit: its code is compiled against the # kit's runtime headers and linked with the kit's runtime objects. $workspaceInclude = Join-Path $workspace 'runtime/include' if (Test-Path $workspaceInclude) { if ((Get-RuntimeIncludeFingerprint $workspaceInclude) -ne $recipe.runtimeIncludeFingerprint) { throw ('The Quest app and the translation on this PC come from different WiiCompiled releases ' + '(their runtime headers differ). Update both to the same release, then build again.') } } New-Item -ItemType Directory -Force $BuildDir | Out-Null $build = ConvertTo-ForwardPath $BuildDir # Ninja sees the response-file path in each command, not changes to that file's contents. A # different kit can therefore otherwise reuse objects compiled with another flavour's -mcpu. # Keep an explicit identity next to the build and discard every reusable native output when it # changes. WiiCompiled Setup deliberately reuses one BuildDir across APK selections. $identity = "$($recipe.fingerprint) $Product" $identityFile = "$build/kit-identity.txt" $previousIdentity = if (Test-Path $identityFile) { [IO.File]::ReadAllText($identityFile).Trim() } else { '' } if ($previousIdentity -ne $identity) { foreach ($stale in 'obj', 'libmain.so', '.ninja_deps', '.ninja_log') { $path = "$build/$stale" if (Test-Path $path) { Remove-Item -Recurse -Force $path } } } [IO.File]::WriteAllText($identityFile, $identity, (New-Object Text.UTF8Encoding $false)) $expand = { param([string]$s) $s.Replace('{kit}', $kit).Replace('{sysroot}', (ConvertTo-ForwardPath $Sysroot)).Replace('{workspace}', $workspace) } foreach ($kind in 'translated', 'product', 'runtime', 'asm') { $lines = @($productRecipe.compile.$kind | ForEach-Object { ConvertTo-QuotedArgument (& $expand $_) }) [IO.File]::WriteAllText("$build/$kind.rsp", ($lines -join "`n"), (New-Object Text.UTF8Encoding $false)) } $linkLines = @($productRecipe.link.flags | ForEach-Object { ConvertTo-QuotedArgument (& $expand $_) }) [IO.File]::WriteAllText("$build/link.rsp", ($linkLines -join "`n"), (New-Object Text.UTF8Encoding $false)) # The Windows installer generates blob assembly for PE/COFF; every one of them is rewritten for # ELF exactly as runtime/cmake/PublicProducts.cmake does, into the build directory. $toElf = { param([string]$Source) $text = [IO.File]::ReadAllText($Source) $elf = $text.Replace('.section .rdata,"dr"', '.section .rodata,"a",@progbits') if ($elf -ne $text) { $elf += "`n.section .note.GNU-stack,`"`",@progbits`n" } $rewritten = "$build/$([IO.Path]::GetFileNameWithoutExtension($Source))_android.S" [IO.File]::WriteAllText($rewritten, $elf, (New-Object Text.UTF8Encoding $false)) return $rewritten } # Each slot's sources, as the recipe names them: a build_shards list ("@NAME") or one generated # file. $shards = "$generated/build_shards/shards.cmake" $sources = [ordered]@{} foreach ($slot in $productRecipe.sources.PSObject.Properties.Name) { $slotSources = New-Object System.Collections.Generic.List[string] foreach ($entry in $productRecipe.sources.$slot) { if ($entry.StartsWith('@')) { Read-ShardList $shards $entry.Substring(1) | ForEach-Object { $slotSources.Add($_) } } else { $slotSources.Add((& $expand $entry)) } } $sources[$slot] = @($slotSources | ForEach-Object { if ($_.EndsWith('.S')) { & $toElf $_ } else { $_ } }) } if ($sources.translated.Count -eq 0) { throw "No translated shards in $shards" } # Online play needs the Retro-WFC payload translated into the mod (translate-mod # --retro-wfc-payload). Without it the mod downloads the payload at run time and jumps into # code that was never translated: the game crashes on entering Retro Rewind WFC. if ($Product -eq 'retro_rewind') { $dataPatches = @($sources.Values | ForEach-Object { $_ } | Where-Object { [IO.Path]::GetFileName($_) -eq 'mod_data_patches.cpp' }) if ($dataPatches.Count -ne 1 -or -not (Select-String -LiteralPath $dataPatches[0] -Pattern 'kRetroWfcInitializerAddress' -SimpleMatch -Quiet)) { throw ('This Retro Rewind translation has no Retro-WFC payload, so online play would crash. ' + 'Translate the mod again with its payload (translate-mod --retro-wfc-payload, or repair ' + 'Retro Rewind in WiiCompiled with the payload download on), then build again.') } } foreach ($slot in $sources.Keys) { if ($sources[$slot].Count -eq 0) { throw "The $slot sources of a $Product game are missing from $shards" } } $ninjaText = New-Object System.Text.StringBuilder $escape = { param([string]$p) $p.Replace('$', '$$').Replace(':', '$:').Replace(' ', '$ ') } [void]$ninjaText.AppendLine('ninja_required_version = 1.10') [void]$ninjaText.AppendLine("pool translated`n depth = $TranslatedJobs") # Depfiles, so a changed runtime header recompiles the shards that include it instead of # leaving objects built against the previous kit. [void]$ninjaText.AppendLine("rule cxx`n command = $(ConvertTo-QuotedArgument $ClangCxx) @`$flags -MD -MF `$out.d -c `$in -o `$out`n depfile = `$out.d`n deps = gcc`n description = Compiling `$in") [void]$ninjaText.AppendLine("rule asm`n command = $(ConvertTo-QuotedArgument $ClangC) @`$flags -c `$in -o `$out`n description = Assembling `$in") [void]$ninjaText.AppendLine("rule link`n command = $(ConvertTo-QuotedArgument $ClangCxx) @`$flags -o `$out @`$out.rsp`n rspfile = `$out.rsp`n rspfile_content = `$inputs`n description = Linking `$out") $objectsOf = @{} $seen = @{} foreach ($slot in $sources.Keys) { $objectsOf[$slot] = @() foreach ($source in $sources[$slot]) { $stem = [IO.Path]::GetFileNameWithoutExtension($source) $object = "obj/$stem.o" if ($seen.ContainsKey($object)) { throw "Two generated sources share the object name $object" } $seen[$object] = $true # Assembly is assembled; a mod shard compiles with the same flags as a translated one. $assembly = $source.EndsWith('.S') $rule = if ($assembly) { 'asm' } else { 'cxx' } $flags = if ($assembly) { 'asm.rsp' } elseif ($slot -eq 'mod') { 'translated.rsp' } else { "$slot.rsp" } [void]$ninjaText.AppendLine("build $(& $escape $object): $rule $(& $escape $source)`n flags = $(& $escape "$build/$flags")") if ($slot -eq 'translated' -or $slot -eq 'mod') { [void]$ninjaText.AppendLine(' pool = translated') } $objectsOf[$slot] += "$build/$object" } } $linkInputs = New-Object System.Collections.Generic.List[string] foreach ($linkInput in $productRecipe.link.inputs) { $slot = [regex]::Match($linkInput, '^\{game:(\w+)\}$').Groups[1].Value if (-not $slot) { $linkInputs.Add((& $expand $linkInput)); continue } if (-not $objectsOf.ContainsKey($slot)) { throw "The kit recipe links a {game:$slot} slot it names no sources for" } # The base shards keep the archive semantics libmkw_base_shared.a has in a CMake build; # every other slot is linked as plain objects, as the product's own CMake target does. if ($slot -eq 'translated') { $linkInputs.Add('-Wl,--start-lib') } $objectsOf[$slot] | ForEach-Object { $linkInputs.Add($_) } if ($slot -eq 'translated') { $linkInputs.Add('-Wl,--end-lib') } } $allObjects = @($sources.Keys | ForEach-Object { $objectsOf[$_] } | ForEach-Object { & $escape $_.Substring($build.Length + 1) }) $rspInputs = ($linkInputs | ForEach-Object { ConvertTo-QuotedArgument $_ }) -join ' ' # The kit's objects and archives keep their names from one kit export to the next, so they are # implicit inputs of the link: a game built against an earlier kit is relinked, not reused. $kitInputs = @($linkInputs | Where-Object { $_.StartsWith($kit) } | ForEach-Object { & $escape $_ }) [void]$ninjaText.AppendLine("build libmain.so: link $($allObjects -join ' ') | $($kitInputs -join ' ')`n flags = $(& $escape "$build/link.rsp")`n inputs = $($rspInputs.Replace('$', '$$'))") [IO.File]::WriteAllText("$build/build.ninja", $ninjaText.ToString(), (New-Object Text.UTF8Encoding $false)) # Ninja's progress goes to the console, not into this function's return value; its [n/N] # lines are what WiiCompiled Setup turns into build progress. Write-Host 'MKWCBUILD:STEP:quest-compile Compiling the game for Quest' & $Ninja -C $build | Out-Host if ($LASTEXITCODE -ne 0) { throw "Game build failed (ninja exit $LASTEXITCODE)" } return "$build/libmain.so" } # A .wcgame: the built library and what it was built from, for the headset to import. It can also # carry, written without compression, the extracted disc (-DataDir, as DATA/...) and the Retro # Rewind pack (-ModDir, as MOD/...), so a player who builds on a PC copies one file to the headset # and needs nothing else there. function New-QuestGamePackage { [CmdletBinding()] param( [Parameter(Mandatory)] [string]$Library, [string]$DataDir = '', [string]$ModDir = '', [Parameter(Mandatory)] [string]$KitDir, [Parameter(Mandatory)] [string]$GameId, [Parameter(Mandatory)] [string]$DolSha256, [Parameter(Mandatory)] [string]$RelSha256, [Parameter(Mandatory)] [string]$BuiltBy, [Parameter(Mandatory)] [string]$OutputPath, [ValidateSet('base', 'retro_rewind')] [string]$Product = 'base' ) $ErrorActionPreference = 'Stop' $recipe = [IO.File]::ReadAllText((Join-Path $KitDir 'kit.json')) | ConvertFrom-Json if ($ModDir -and $Product -ne 'retro_rewind') { throw 'Only a Retro Rewind game carries the mod pack.' } $game = [ordered]@{ schema = $script:GameSchema profile = $Product gameId = $GameId dolSha256 = $DolSha256 relSha256 = $RelSha256 kitFingerprint = $recipe.fingerprint androidCpu = $recipe.androidCpu library = $recipe.products.$Product.output librarySha256 = Get-Sha256Hex $Library includesData = [bool]$DataDir includesMod = [bool]$ModDir builtBy = $BuiltBy builtAt = (Get-Date).ToUniversalTime().ToString('yyyy-MM-ddTHH:mm:ssZ') } Add-Type -AssemblyName System.IO.Compression, System.IO.Compression.FileSystem if (Test-Path $OutputPath) { Remove-Item -Force $OutputPath } New-Item -ItemType Directory -Force (Split-Path -Parent ([IO.Path]::GetFullPath($OutputPath))) | Out-Null $zip = [IO.Compression.ZipFile]::Open($OutputPath, 'Create') try { $entry = $zip.CreateEntry('game.json') $writer = New-Object IO.StreamWriter($entry.Open(), (New-Object Text.UTF8Encoding $false)) try { $writer.Write(($game | ConvertTo-Json)) } finally { $writer.Dispose() } [void][IO.Compression.ZipFileExtensions]::CreateEntryFromFile($zip, $Library, $game.library, 'Optimal') foreach ($tree in @{ Prefix = 'DATA'; Directory = $DataDir }, @{ Prefix = 'MOD'; Directory = $ModDir }) { if (-not $tree.Directory) { continue } foreach ($file in Get-RelativeFiles $tree.Directory) { [void][IO.Compression.ZipFileExtensions]::CreateEntryFromFile( $zip, $file.FullName, "$($tree.Prefix)/$($file.Relative)", 'NoCompression') } } } finally { $zip.Dispose() } return $game } Export-ModuleMember -Function Export-QuestGameKit, Invoke-QuestGameBuild, New-QuestGamePackage