Add Windows cross-compilation via MinGW, and fix Docker build permission
build / build (push) Successful in 3m5s

issues on vboxsf-mounted checkouts

New `make dist-win`/`package-win` targets (folded into `dist`/`package`
alongside the renamed `dist-linux`/`package-linux`) cross-compile
systemshock.exe via MinGW, using prebuilt SDL2/SDL2_mixer/GLEW/
fluidsynth-lite baked into the build-image - no Windows machine or Wine
needed to build it, confirmed working and playable on a real Windows
machine. dist-win/ ships DLLs flat alongside the exe plus a new
res/run.bat launcher, packaged into a .zip the same way dist/ becomes a
.tar.gz.

Also fixes three build-image bugs hit while testing on a VirtualBox
vboxsf-mounted checkout: build-engine.sh/docker-entrypoint.sh losing
their execute bit (chmod +x on restrictive source perms), the container
user missing access to /workspace's supplementary vboxsf group, and
cp -a failing on symlink/hard-link creation (vboxsf doesn't support
either) - now falls back to dereferencing copies when detected. Also
adds Docker/zip/etc. prerequisites to the README for both the desktop
and Quest builds.
This commit is contained in:
2026-08-11 05:14:13 +02:00
parent 581af95e7b
commit a2fb95e57b
11 changed files with 457 additions and 47 deletions
+2
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@@ -0,0 +1,2 @@
* text=auto
*.sh text eol=lf
+19 -10
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@@ -1,14 +1,16 @@
name: build
# Builds a versioned Linux release tarball (see `make package`) on every
# push/PR, plus on-demand via the Gitea "Run workflow" button. Runs
# Builds versioned Linux and Windows release packages (see `make
# package`, which builds both - a .tar.gz and a .zip) on every push/PR,
# plus on-demand via the Gitea "Run workflow" button. Runs
# inside the build-image (see ../../build-image/Dockerfile, built/pushed
# via ../../build-image.sh and ../../upload-image.sh), which bundles
# every dependency engine/ needs to compile - no network access needed
# at job runtime. Since the job's container already *is* the build-image
# (QUESTSHOCK_BUILD_IMAGE=1), `make package`'s `engine` prerequisite
# compiles directly instead of trying to docker-run it again, which
# wouldn't work here (no nested docker).
# every dependency engine/ needs to compile (for both platforms,
# including the Windows cross-toolchain) - no network access needed at
# job runtime. Since the job's container already *is* the build-image
# (QUESTSHOCK_BUILD_IMAGE=1), `make package`'s `engine`/`engine-win`
# prerequisites compile directly instead of trying to docker-run it
# again, which wouldn't work here (no nested docker).
on:
push:
pull_request:
@@ -50,17 +52,22 @@ jobs:
# comment) - openxr was added to this image in the same
# Android/Quest layer, so it's an equally good marker of that.
[ -d /opt/prebuilt/android/openxr ] || { echo "PREFLIGHT FAIL: /opt/prebuilt/android/openxr missing - runner is using a build-image older than the Android/Quest layer" >&2; exit 1; }
[ -d /opt/prebuilt/win/sdl2 ] || { echo "PREFLIGHT FAIL: /opt/prebuilt/win/sdl2 missing - runner is using a build-image older than the Windows cross-build layer" >&2; exit 1; }
command -v x86_64-w64-mingw32-gcc >/dev/null 2>&1 || { echo "PREFLIGHT FAIL: x86_64-w64-mingw32-gcc not in PATH" >&2; exit 1; }
command -v zip >/dev/null 2>&1 || { echo "PREFLIGHT FAIL: zip not in PATH (needed by make package-win)" >&2; exit 1; }
- name: Build package
run: make package
- name: Upload build artifact
- name: Upload build artifacts
# v4 uses the newer @actions/artifact backend, which this Gitea
# instance's artifact storage doesn't support (GHESNotSupportedError) - v3 works.
uses: actions/upload-artifact@v3
with:
name: shockolate
path: dist/shockolate-*-linux-*.tar.gz
path: |
dist/shockolate-*-linux-*.tar.gz
dist/shockolate-*-windows-*.zip
- name: Build Quest APK
# QUESTSHOCK_BUILD_IMAGE is already set (see Preflight above), so
@@ -78,13 +85,14 @@ jobs:
path: dist/questshock-*-android-*.apk
- name: Publish to dl.ladkau.de
# Uploads the tarball and APK over SFTP instead of using
# Uploads the tarball, zip, and APK over SFTP instead of using
# actions/upload-artifact (whose zip wrapping can't be disabled).
# Only runs on push so PR builds don't publish.
if: gitea.event_name == 'push'
run: |
set -euo pipefail
TARBALL="$(ls dist/shockolate-*-linux-*.tar.gz)"
ZIP="$(ls dist/shockolate-*-windows-*.zip)"
APK="$(ls dist/questshock-*-android-*.apk)"
mkdir -p ~/.ssh
echo "${{ secrets.DL_SFTP_KEY }}" > ~/.ssh/dl_sftp_key
@@ -94,5 +102,6 @@ jobs:
uploader@dl.ladkau.de <<EOF
-mkdir files/questshock
put $TARBALL files/questshock/$(basename "$TARBALL")
put $ZIP files/questshock/$(basename "$ZIP")
put $APK files/questshock/$(basename "$APK")
EOF
+6 -1
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@@ -3,16 +3,21 @@
# Game assets are not included in the repo
/res/assets/setup_system_shock_enhanced*
/res/assets/*.zip
/res/assets/ss_ee/
# Build output
/dist/
/dist-win/
/build/
# Engine build artifacts (engine/ is committed as a source snapshot; these
# are generated by run-image.sh / build-image/build-engine.sh)
# are generated by run-image.sh / build-image/build-engine.sh /
# build-image/build-engine-win.sh - the Windows cross-build's own scratch
# copy of engine/ lives under /build/win-engine/, already covered above)
/engine/build_ext/
/engine/.build-output/
/engine/.build-output-win/
/engine/CMakeCache.txt
/engine/CMakeFiles/
/engine/cmake_install.cmake
+84 -15
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@@ -1,20 +1,28 @@
# Assembles dist/ - a self-contained, runnable copy of System Shock -
# from the compiled engine (built via Docker, see build-image.sh/
# run-image.sh) and the game assets extracted from a purchased copy (see
# Assembles dist/ (Linux) and dist-win/ (Windows, cross-compiled via
# MinGW) - self-contained, runnable copies of System Shock - from the
# compiled engine (built via Docker, see build-image.sh/run-image.sh) and
# the game assets extracted from a purchased copy (see
# res/assets/extract_assets.sh). Building the engine needs the build-image
# (./build-image.sh, once); everything else here is plain file copying.
# `dist-linux`/`dist-win` build just one platform; plain `dist` builds
# both.
#
# `make package` instead builds a redistributable tarball that omits the
# proprietary game assets entirely (see res/assets/GET_ASSETS.txt, which
# it ships in their place) - this is what CI publishes.
# `make package` instead builds redistributable archives (a .tar.gz for
# Linux, a .zip for Windows) that omit the proprietary game assets
# entirely (see res/assets/GET_ASSETS.txt, which they ship in their
# place) - this is what CI publishes. Same dist-linux/dist-win/(both)
# split via package-linux/package-win/package.
DIST_DIR := dist
ENGINE_OUT := engine/.build-output
ASSETS_DIR := res/assets/ss_ee
BUILD_DIR := build
ARCH := $(shell uname -m)
DIST_DIR := dist
DIST_WIN_DIR := dist-win
ENGINE_OUT := engine/.build-output
ENGINE_OUT_WIN := engine/.build-output-win
ASSETS_DIR := res/assets/ss_ee
BUILD_DIR := build
ARCH := $(shell uname -m)
.PHONY: all dist build-image engine assets package apk android-studio clean
.PHONY: all dist dist-linux dist-win build-image engine engine-win assets \
package package-linux package-win apk android-studio clean
all: dist
@@ -40,6 +48,16 @@ engine:
./run-image.sh; \
fi
# Cross-compiles engine/ for Windows via MinGW - see build-engine-win.sh
# for why this can't share build-engine.sh's engine/build_ext/ (a scratch
# copy is used instead). Same QUESTSHOCK_BUILD_IMAGE detection as `engine`.
engine-win:
@if [ -n "$$QUESTSHOCK_BUILD_IMAGE" ]; then \
bash build-image/build-engine-win.sh; \
else \
./run-image.sh bash build-image/build-engine-win.sh; \
fi
# Fails with a pointer to extract_assets.sh if the purchased game assets
# haven't been extracted yet.
assets:
@@ -49,7 +67,10 @@ assets:
exit 1; \
fi
dist: engine assets
# Builds both platforms. `dist-linux`/`dist-win` build just one.
dist: dist-linux dist-win
dist-linux: engine assets
@echo "== Assembling $(DIST_DIR) =="
rm -rf "$(DIST_DIR)/systemshock" "$(DIST_DIR)/lib" "$(DIST_DIR)/res" \
"$(DIST_DIR)/shaders" "$(DIST_DIR)/run.sh"
@@ -64,6 +85,27 @@ dist: engine assets
chmod +x "$(DIST_DIR)/run.sh"
@echo "== Done - run $(DIST_DIR)/run.sh to play =="
# Windows counterpart of dist-linux. Unlike dist/, the DLLs sit flat
# alongside systemshock.exe instead of in a lib/ subdirectory - Windows'
# default DLL search order already checks the executable's own directory
# first, so (unlike run.sh's LD_LIBRARY_PATH) run.bat needs no extra
# wiring for that.
dist-win: engine-win assets
@echo "== Assembling $(DIST_WIN_DIR) =="
rm -rf "$(DIST_WIN_DIR)"
mkdir -p "$(DIST_WIN_DIR)/res/data" "$(DIST_WIN_DIR)/res/sound"
cp "$(ENGINE_OUT_WIN)/systemshock.exe" "$(ENGINE_OUT_WIN)"/*.dll "$(DIST_WIN_DIR)/"
cp "$(ENGINE_OUT_WIN)/soundfont.sf2" "$(DIST_WIN_DIR)/res/"
cp -a engine/shaders "$(DIST_WIN_DIR)/shaders"
cp -a "$(ASSETS_DIR)/data/." "$(DIST_WIN_DIR)/res/data/"
cp -a "$(ASSETS_DIR)/sound/." "$(DIST_WIN_DIR)/res/sound/"
cp res/run.bat "$(DIST_WIN_DIR)/run.bat"
@echo "== Done - run $(DIST_WIN_DIR)/run.bat (or systemshock.exe) to play =="
# Builds both platforms' redistributable archives. `package-linux`/
# `package-win` build just one.
package: package-linux package-win
# Builds a versioned, redistributable Linux release tarball at
# dist/shockolate-<version>-linux-<arch>.tar.gz - everything needed to
# run except the proprietary game assets (res/GET_ASSETS.txt explains how
@@ -72,7 +114,7 @@ dist: engine assets
# tag to drive a release. Override with `make package VERSION=1.2.3`, or
# just run it untagged for a local dev build (gets a 0.0.0-dev+<sha>
# placeholder version, with a warning).
package: engine
package-linux: engine
@git config --global --add safe.directory "$$(pwd)" 2>/dev/null || true
@V="$$(VERSION="$(VERSION)" ./build-image/version.sh)"; \
PKG_NAME="shockolate-$$V-linux-$(ARCH)"; \
@@ -95,6 +137,33 @@ package: engine
rm -rf "$(BUILD_DIR)/package"; \
echo "Wrote $(DIST_DIR)/$$PKG_NAME.tar.gz"
# Windows counterpart of package-linux: dist/shockolate-<version>-windows-
# x86_64.zip. Same versioning (build-image/version.sh) and VERSION=
# override. Needs `zip` on whatever host runs `make package-win` itself
# (unlike engine-win's own build, packaging isn't run inside the
# build-image) - see README's Desktop build prerequisites.
package-win: engine-win
@git config --global --add safe.directory "$$(pwd)" 2>/dev/null || true
@command -v zip >/dev/null 2>&1 || { echo "PREFLIGHT FAIL: zip not found in PATH" >&2; exit 1; }
@V="$$(VERSION="$(VERSION)" ./build-image/version.sh)"; \
PKG_NAME="shockolate-$$V-windows-x86_64"; \
PKG_STAGE="$(BUILD_DIR)/package/$$PKG_NAME"; \
echo "Packaging $$PKG_NAME"; \
rm -rf "$$PKG_STAGE"; \
mkdir -p "$$PKG_STAGE/res"; \
cp "$(ENGINE_OUT_WIN)/systemshock.exe" "$(ENGINE_OUT_WIN)"/*.dll "$$PKG_STAGE/"; \
cp -a engine/shaders "$$PKG_STAGE/shaders"; \
cp "$(ENGINE_OUT_WIN)/soundfont.sf2" "$$PKG_STAGE/res/"; \
cp res/assets/GET_ASSETS.txt "$$PKG_STAGE/res/GET_ASSETS.txt"; \
cp res/run.bat "$$PKG_STAGE/run.bat"; \
cp LICENSE "$$PKG_STAGE/LICENSE"; \
cp engine/LICENSE "$$PKG_STAGE/LICENSE.Shockolate"; \
cp NOTICE.txt "$$PKG_STAGE/NOTICE.txt"; \
mkdir -p "$(DIST_DIR)"; \
(cd "$(BUILD_DIR)/package" && zip -rq "$(CURDIR)/$(DIST_DIR)/$$PKG_NAME.zip" "$$PKG_NAME"); \
rm -rf "$(BUILD_DIR)/package"; \
echo "Wrote $(DIST_DIR)/$$PKG_NAME.zip"
# Builds the Quest APK (see build-image/build-apk.sh and
# android/engine-patches/ - engine/ itself is never modified; a patch is
# applied to a scratch copy at build time instead). Same
@@ -124,7 +193,7 @@ android-studio:
./run-image.sh bash build-image/prepare-android-project.sh --host-paths
clean:
rm -rf "$(DIST_DIR)" "$(BUILD_DIR)" "$(ENGINE_OUT)" \
rm -rf "$(DIST_DIR)" "$(DIST_WIN_DIR)" "$(BUILD_DIR)" "$(ENGINE_OUT)" "$(ENGINE_OUT_WIN)" \
engine/build_ext engine/CMakeCache.txt engine/CMakeFiles \
engine/cmake_install.cmake engine/Makefile engine/systemshock \
engine/src/Libraries/CMakeFiles \
+16
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@@ -16,3 +16,19 @@ The Android build additionally bundles:
- The Khronos Group's OpenXR-SDK loader
(https://github.com/KhronosGroup/OpenXR-SDK), prebuilt unmodified as
lib/arm64-v8a/libopenxr_loader.so. It is Apache 2.0-licensed.
The Windows build (cross-compiled via MinGW - see README's "4.2. Windows
cross-build") additionally bundles:
- GLEW (http://glew.sourceforge.net/), unmodified, as glew32.dll - used
for OpenGL extension loading, which Windows' own opengl32.dll doesn't
provide past OpenGL 1.1 (Linux instead gets this straight from Mesa's
headers, needing no separate loader library - see
engine/src/MacSrc/OpenGL.cc). It is licensed under a combination of the
Modified BSD License, the MIT License, and the Khronos License, all
permissive.
- The MinGW-w64 runtime's winpthreads library, as libwinpthread-1.dll. It
is MIT-licensed. (GCC's own runtime, libgcc/libstdc++, is linked
statically into systemshock.exe instead of shipped as a DLL, under the
GCC Runtime Library Exception - this doesn't subject the rest of the
binary to the GPL.)
+71 -14
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@@ -92,10 +92,30 @@ below.
## 4. Desktop build
Builds and runs Questshock natively on Linux (your dev machine, or any
Linux box) - useful for local development and testing without a VR
headset at all. For the VR-headset build, see "5. Android / Quest build"
below instead.
Builds and runs Questshock natively on the desktop (your dev machine, or
any Linux/Windows box) - useful for local development and testing
without a VR headset at all. For the VR-headset build, see "5. Android /
Quest build" below instead.
Two platforms: Linux (native) and Windows (x86_64, cross-compiled via
MinGW - see "4.2. Windows cross-build" below for how). `make dist`/`make
package` build **both** by default; use `make dist-linux`/`make
dist-win` (or `package-linux`/`package-win`) to build just one.
**Prerequisites:**
- **Docker** - `build-image.sh`/`run-image.sh` build and run the engine
build-image; no other build tool touches the host directly. The
Windows cross-toolchain (MinGW) is baked into the same build-image, so
building `dist-win` needs nothing extra beyond Docker itself.
- **`innoextract` and `unzip`** - optional, only needed by
`res/assets/extract_assets.sh` (see "3. Game assets" above) to unpack
the GOG installer locally; if either is missing, that script falls
back to running the extraction inside a throwaway Docker container
instead.
- **`zip`** - only needed on the host for `make package`/`package-win`
(the Windows release archive); `make dist`/`dist-win` and
`package-linux` don't need it.
```sh
# 1. Build the engine build-image (once, or after build-image/ changes)
@@ -104,11 +124,12 @@ below instead.
# 2. Get your own copy of the game data (see "3. Game assets" above), then:
res/assets/extract_assets.sh
# 3. Compile the engine and assemble dist/
# 3. Compile the engine and assemble dist/ (Linux) and dist-win/ (Windows)
make dist
# 4. Play
dist/run.sh
dist/run.sh # Linux
dist-win/run.bat # Windows (or systemshock.exe directly)
```
`make dist` always recompiles the engine from the current `engine/`
@@ -117,14 +138,38 @@ source (via `run-image.sh`), so a fresh build-image plus a re-run of
### 4.1. Packaging a distributable build
`make package` builds `dist/shockolate-<version>-linux-<arch>.tar.gz`: the
compiled binary, its runtime libraries, shaders, a default MIDI
soundfont, license information, and `res/GET_ASSETS.txt` in place of the
actual game data (which the tarball never includes). Version comes from
the current git tag (push a `vX.Y.Z` tag to drive a release); without one
it builds an untagged `0.0.0-dev+<sha>` placeholder. `make apk` (see
"5. Android / Quest build" below) is versioned identically, via the same
`build-image/version.sh`.
`make package` builds both `dist/shockolate-<version>-linux-<arch>.tar.gz`
and `dist/shockolate-<version>-windows-x86_64.zip`: the compiled
binary/DLLs, shaders, a default MIDI soundfont, license information, and
`res/GET_ASSETS.txt` in place of the actual game data (which neither
archive ever includes). Version comes from the current git tag (push a
`vX.Y.Z` tag to drive a release); without one it builds an untagged
`0.0.0-dev+<sha>` placeholder. `make apk` (see "5. Android / Quest build"
below) is versioned identically, via the same `build-image/version.sh`.
### 4.2. Windows cross-build
`make dist-win`/`make package-win` cross-compile a native Windows x86_64
build via MinGW (`x86_64-w64-mingw32-gcc`/`g++`, baked into the
build-image alongside the Linux toolchain - see
`build-image/build-engine-win.sh` and the "Windows cross-compile" section
of `build-image/Dockerfile`) - no Windows machine, Wine, or VM involved
in building it. `engine/CMakeLists.txt` already has working `WIN32`/
`MINGW` branches from Shockolate's own upstream Windows build (built
natively via Git Bash/MinGW on a real Windows machine - see
`engine/build_win64.sh`/`engine/appveyor.yml`), so unlike the Quest
build's `android/engine-patches/`, no source patching is needed here -
this cross-compiles those same branches offline and reproducibly, from
Linux, via Docker.
`dist-win/`/the packaged `.zip` ship `systemshock.exe` with its DLLs
(SDL2, SDL2_mixer, GLEW, fluidsynth-lite, plus the MinGW pthread runtime)
sitting flat alongside it, rather than in a `lib/` subdirectory like
`dist/` - Windows' default DLL search order already checks the
executable's own directory first, so no `PATH`/library-path setup is
needed the way `dist/run.sh` needs `LD_LIBRARY_PATH`.
Confirmed working (and playable) on a real Windows machine.
A Gitea Actions workflow (`.gitea/workflows/build.yml`) builds this
package on every push, using the build-image as its container (so no
@@ -133,6 +178,18 @@ resulting tarball to dl.ladkau.de.
## 5. Android / Quest build
**Prerequisites:**
- **Docker** - same build-image as the desktop build (see "4. Desktop
build" above), plus network access at build time for Gradle/AGP's own
dependency resolution (the one target that isn't fully offline).
- **SideQuest or `adb`** (Android Platform Tools) - to sideload the built
APK onto the headset, and to enable/verify USB debugging; see "5.1.
Installing and playing" below.
- Building/debugging natively in Android Studio instead of via `make
apk` needs its own separate toolchain - see "5.2. Building natively in
Android Studio" below.
`make apk` builds `dist/questshock-<version>-android-arm64.apk` - an
immersive OpenXR app (see `android/app/src/main/cpp/xr_session.c`) that
can be sideloaded onto any Android-based VR headset with OpenXR support
+113 -3
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@@ -18,6 +18,13 @@ ARG FLUIDSYNTH_LITE_REF=c539a8d9270ba5a3f7d6e460606483fc2ab1eb61
# Soundfont used for MIDI music, matching what engine/build_deps.sh itself
# fetches (a free substitute for the Windows default GM soundfont).
ARG SOUNDFONT_URL=http://rancid.kapsi.fi/windows.sf2
# GLEW, for the Windows/MinGW cross-build only (engine/CMakeLists.txt's
# WIN32 branch - Windows' own opengl32.dll only exposes OpenGL 1.1, so
# anything newer needs GLEW's runtime extension loading; Linux instead
# gets modern prototypes straight from Mesa's headers, no loader needed -
# see engine/src/MacSrc/OpenGL.cc). Matches the version engine/'s own
# upstream Windows build script (build_win64.sh) used.
ARG GLEW_VERSION=2.1.0
# Gitea/GitHub Actions' JS-based actions (actions/checkout,
# actions/upload-artifact, ...) need a node binary in the container job's
# PATH - this image is otherwise pure C toolchain, so it isn't pulled in
@@ -99,6 +106,15 @@ ENV DEBIAN_FRONTEND=noninteractive
# openssh-client: the CI workflow's `sftp` publish step.
# openjdk-17-jdk-headless: Gradle/AGP's own minimum JDK for the APK build.
# unzip: extracts the Android cmdline-tools zip below.
# mingw-w64: the x86_64-w64-mingw32-{gcc,g++,windres,ar,...} cross
# toolchain for the Windows desktop build (see the "Windows cross-compile"
# section below). Ubuntu ships both a win32-thread-model and a
# posix-thread-model variant behind update-alternatives; the default
# (win32) is fine here since nothing in engine/ uses std::thread.
# zip: `make package-win`'s Windows release archive - a CI job's own
# `make package` runs inside this image as its container (see
# .gitea/workflows/build.yml), so it needs to be baked in here, not just
# available on a local dev machine's own host (see README).
#
# All apt installs deliberately live in this one RUN, first, so editing
# anything below it (in particular the Android cross-compile steps, the
@@ -111,7 +127,7 @@ RUN apt-get update && apt-get install -y --no-install-recommends \
libgl1-mesa-dev libglx-dev libxext-dev libx11-dev libxrandr-dev \
libxi-dev libxfixes-dev libxss-dev libxinerama-dev libxcursor-dev \
libogg-dev libvorbis-dev libasound2-dev openssh-client \
openjdk-17-jdk-headless unzip \
openjdk-17-jdk-headless unzip mingw-w64 zip \
&& rm -rf /var/lib/apt/lists/*
WORKDIR /opt/prebuilt
@@ -150,10 +166,96 @@ RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git \
&& rm -rf .git
# General MIDI soundfont for fluidsynth playback - engine/build_deps.sh
# fetches the same file and drops it into engine/res/.
# fetches the same file and drops it into engine/res/. Shared by both the
# Linux and Windows builds below.
RUN mkdir -p soundfont \
&& curl -sSL -o soundfont/default.sf2 "${SOUNDFONT_URL}"
# CMake toolchain file for the Windows/MinGW cross-build below, reused at
# container-run time by build-image/build-engine-win.sh (see
# MINGW_TOOLCHAIN_FILE) to cross-compile engine/ itself the same way. GCC's
# runtime (libgcc/libstdc++) is linked statically so only the SDL2/
# SDL2_mixer/GLEW/fluidsynth-lite DLLs (plus libwinpthread, which isn't
# safe to static-link the same way) need shipping alongside systemshock.exe.
ENV MINGW_TOOLCHAIN_FILE=/opt/mingw-toolchain.cmake
RUN printf '%s\n' \
'set(CMAKE_SYSTEM_NAME Windows)' \
'set(CMAKE_SYSTEM_PROCESSOR x86_64)' \
'set(CMAKE_C_COMPILER x86_64-w64-mingw32-gcc)' \
'set(CMAKE_CXX_COMPILER x86_64-w64-mingw32-g++)' \
'set(CMAKE_RC_COMPILER x86_64-w64-mingw32-windres)' \
'set(CMAKE_FIND_ROOT_PATH /usr/x86_64-w64-mingw32)' \
'# LIBRARY/INCLUDE/PACKAGE deliberately left at CMake'"'"'s own' \
'# cross-compiling default (BOTH) - engine/CMakeLists.txt'"'"'s' \
'# BUNDLED SDL2/SDL2_mixer/FluidSynth find_library() calls point at' \
'# build_ext/ (outside this sysroot entirely), which ONLY would' \
'# refuse to search.' \
'set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)' \
'set(CMAKE_EXE_LINKER_FLAGS_INIT "-static-libgcc -static-libstdc++")' \
> "${MINGW_TOOLCHAIN_FILE}"
# SDL2 and SDL2_mixer for Windows: unlike the desktop build above, these
# are libsdl.org's own official prebuilt MinGW devel packages (headers +
# import libs + DLLs for x86_64-w64-mingw32), not built from source here -
# SDL2's autotools setup targets *nix; upstream ships MinGW builds
# pre-made instead, same as engine/'s own upstream Windows build script
# (build_win64.sh) uses. Same version pins as the Linux build above, so
# both desktop builds ship the same SDL2/SDL2_mixer release.
RUN curl -sSLO "https://www.libsdl.org/release/SDL2-devel-${SDL2_VERSION}-mingw.tar.gz" \
&& tar xf "SDL2-devel-${SDL2_VERSION}-mingw.tar.gz" \
&& mkdir -p /opt/prebuilt/win \
&& mv "SDL2-${SDL2_VERSION}/x86_64-w64-mingw32" /opt/prebuilt/win/sdl2 \
&& rm -rf "SDL2-${SDL2_VERSION}" "SDL2-devel-${SDL2_VERSION}-mingw.tar.gz"
RUN curl -sSLO "https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-devel-${SDL2_MIXER_VERSION}-mingw.tar.gz" \
&& tar xf "SDL2_mixer-devel-${SDL2_MIXER_VERSION}-mingw.tar.gz" --exclude=Xcode \
&& mv "SDL2_mixer-${SDL2_MIXER_VERSION}/x86_64-w64-mingw32" /opt/prebuilt/win/sdl2_mixer \
&& rm -rf "SDL2_mixer-${SDL2_MIXER_VERSION}" "SDL2_mixer-devel-${SDL2_MIXER_VERSION}-mingw.tar.gz"
# GLEW for Windows: compiled directly instead of via GLEW's own bundled
# cross-compile Makefile configs (config/Makefile.linux-mingw64 et al) -
# those pass raw `-soname`/`--out-implib` straight to whatever $(LD) is
# set to, which only works if LD is the real `ld` binary, not gcc-as-
# linker-driver (and that config also hardcodes a 32-bit `i686-w64-
# mingw32` host despite the "64" in its name) - simpler and more robust
# to just compile+link GLEW's one source file ourselves. Produces
# glew32.dll (to ship alongside systemshock.exe) and libglew32.dll.a (the
# MinGW import library engine/CMakeLists.txt's WIN32 branch links
# against).
RUN curl -sSL -o "glew-${GLEW_VERSION}.tgz" \
"https://sourceforge.net/projects/glew/files/glew/${GLEW_VERSION}/glew-${GLEW_VERSION}.tgz/download" \
&& tar xf "glew-${GLEW_VERSION}.tgz" \
&& cd "glew-${GLEW_VERSION}" \
&& mkdir -p /opt/prebuilt/win/glew/include/GL /opt/prebuilt/win/glew/lib \
&& x86_64-w64-mingw32-gcc -DGLEW_NO_GLU -O2 -Iinclude -c src/glew.c -o glew.o \
&& x86_64-w64-mingw32-gcc -shared \
-Wl,--out-implib,/opt/prebuilt/win/glew/lib/libglew32.dll.a \
-o /opt/prebuilt/win/glew/lib/glew32.dll \
glew.o -lopengl32 -lgdi32 -luser32 -lkernel32 \
&& cp include/GL/glew.h include/GL/wglew.h /opt/prebuilt/win/glew/include/GL/ \
&& cd .. && rm -rf "glew-${GLEW_VERSION}" "glew-${GLEW_VERSION}.tgz"
# fluidsynth-lite for Windows: same source/ref/DLL-mode patch as the
# desktop build above, cross-compiled via the MinGW toolchain file. WIN32
# skips fluidsynth-lite's own pthread dependency (see its CMakeLists.txt),
# so no libwinpthread linkage to worry about here.
RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git fluidsynth-lite-win \
&& cd fluidsynth-lite-win \
&& git checkout "${FLUIDSYNTH_LITE_REF}" \
&& sed -i 's/DLL"\ off/DLL"\ on/' CMakeLists.txt \
&& rm -rf .git \
&& cd .. \
&& cmake -S fluidsynth-lite-win -B build-fluidsynth-win \
-DCMAKE_TOOLCHAIN_FILE="${MINGW_TOOLCHAIN_FILE}" \
&& cmake --build build-fluidsynth-win -j"$(nproc)" \
&& mkdir -p /opt/prebuilt/win/fluidsynth-lite/lib /opt/prebuilt/win/fluidsynth-lite/include \
&& cp build-fluidsynth-win/src/*.dll build-fluidsynth-win/src/*.dll.a \
/opt/prebuilt/win/fluidsynth-lite/lib/ \
&& cp -a fluidsynth-lite-win/include/. /opt/prebuilt/win/fluidsynth-lite/include/ \
&& cp build-fluidsynth-win/include/fluidsynth/version.h \
/opt/prebuilt/win/fluidsynth-lite/include/fluidsynth/version.h \
&& rm -rf fluidsynth-lite-win build-fluidsynth-win
# Node.js: needed only so Gitea/GitHub Actions' JS-based actions can run
# when this image is used as a CI job's container - see NODE_VERSION above.
RUN curl -sSL -o /tmp/node.tar.xz \
@@ -283,7 +385,15 @@ RUN git clone --branch "release-${ANDROID_OPENXR_VERSION}" --depth 1 \
COPY build-image/docker-entrypoint.sh /usr/local/bin/docker-entrypoint.sh
COPY build-image/build-engine.sh /usr/local/bin/build-engine.sh
RUN chmod +x /usr/local/bin/docker-entrypoint.sh /usr/local/bin/build-engine.sh
# 755, not +x: the entrypoint drops to a `builder` user matching the
# *host's* UID/GID (see docker-entrypoint.sh), which is never in these
# root-owned files' group, so it needs the image's own explicit
# world-read+execute here - `chmod +x` alone only adds execute bits on
# top of whatever "other" permissions the source file happened to have
# (which depends on the host's umask at checkout, e.g. a restrictive
# 0007 umask yields unreadable-by-other files, which then round-trip
# into the image and cause a Permission denied at container run time).
RUN chmod 755 /usr/local/bin/docker-entrypoint.sh /usr/local/bin/build-engine.sh
# Marks a shell as already running inside this image (with every engine
# build dependency prebuilt above) - lets the Makefile's `engine` target
+106
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@@ -0,0 +1,106 @@
#!/usr/bin/env bash
# Cross-compiles engine/ (the vendored Shockolate snapshot) for Windows
# (x86_64) via MinGW, against the dependencies prebuilt into this image at
# /opt/prebuilt/win - no network access needed. engine/CMakeLists.txt
# already has working WIN32/MINGW branches (the upstream Shockolate
# project's own build_win64.sh/appveyor.yml build the same way, natively
# on Windows via Git Bash/MinGW; this cross-compiles the same branches
# fully offline and reproducibly from Linux instead), so no source
# patching is needed, unlike the Quest build's android/engine-patches/.
#
# Builds from a scratch copy of engine/ (like android/engine-patches/
# does for the Quest build) rather than engine/ itself: its BUNDLED
# dependency paths (build_ext/built_sdl etc.) and in-source CMake cache
# are relative to/inside the source tree, and would otherwise collide
# with the Linux desktop build's own build_ext/CMakeCache.txt (see
# build-engine.sh) if both are built from the same checkout, as `make
# dist` (dist-linux + dist-win) does.
#
# Must be run with the repo root as the working directory - either via
# ../run-image.sh, or directly when already inside this image (see the
# Makefile's `engine-win` target, which picks whichever of these
# applies, same as `engine`).
#
# Output lands in engine/.build-output-win/: systemshock.exe, the DLLs
# it needs at runtime, and a default MIDI soundfont - everything the
# root Makefile needs to assemble dist-win/.
set -euo pipefail
REPO_ROOT="$(pwd)"
SCRATCH_ENGINE="$REPO_ROOT/build/win-engine"
OUT_DIR="$REPO_ROOT/engine/.build-output-win"
echo "== Preparing a scratch copy of engine/ for the Windows cross-build =="
rm -rf "$SCRATCH_ENGINE"
mkdir -p "$(dirname "$SCRATCH_ENGINE")"
# See build-engine.sh for why this detection is needed (e.g. a VirtualBox
# vboxsf shared folder refusing to create symlinks or preserve hard-link
# relationships) - applied here too since build/ is under the same
# bind-mounted repo checkout.
CP_FLAGS=(-a)
mkdir -p "$(dirname "$SCRATCH_ENGINE")/.symlink-test-dir"
if ! ln -s test-target "$(dirname "$SCRATCH_ENGINE")/.symlink-test-dir/test" 2>/dev/null; then
echo "(destination filesystem doesn't support symlinks - copying real file content instead)"
CP_FLAGS=(-a --dereference --no-preserve=links)
fi
rm -rf "$(dirname "$SCRATCH_ENGINE")/.symlink-test-dir"
cp "${CP_FLAGS[@]}" "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
cd "$SCRATCH_ENGINE"
# If engine/ has ever been built in-source directly (`make dist`/`make
# engine` - see build-engine.sh), that leftover CMakeCache.txt etc. just
# got copied along verbatim - and it still points at the real engine/
# path, not this scratch copy, which CMake refuses to configure against
# ("directory is different than the directory where CMakeCache.txt was
# created"). Same artifact list as .gitignore's "Engine build artifacts"
# section.
rm -rf build_ext CMakeCache.txt CMakeFiles cmake_install.cmake Makefile \
systemshock src/Libraries/CMakeFiles
echo "== Wiring up prebuilt SDL2/SDL2_mixer/GLEW/fluidsynth-lite (Windows/MinGW) from the image =="
rm -rf build_ext
mkdir -p build_ext
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/sdl2 build_ext/built_sdl
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/sdl2_mixer build_ext/built_sdl_mixer
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/glew build_ext/built_glew
# engine/CMakeLists.txt's BUNDLED FluidSynth mode hardcodes
# build_ext/fluidsynth-lite/src as the library search path (matching the
# desktop Linux in-source build's own output layout) - same lib/ -> src/
# remapping build-image/prepare-android-project.sh does for the Quest
# build's own prebuilt fluidsynth-lite.
mkdir -p build_ext/fluidsynth-lite/src build_ext/fluidsynth-lite/include
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/fluidsynth-lite/lib/. build_ext/fluidsynth-lite/src/
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/fluidsynth-lite/include/. build_ext/fluidsynth-lite/include/
echo "== Configuring (CMake, MinGW cross-compile, BUNDLED SDL2/SDL2_mixer/FluidSynth) =="
cmake -DCMAKE_TOOLCHAIN_FILE="$MINGW_TOOLCHAIN_FILE" \
-DENABLE_SDL2=BUNDLED -DENABLE_SOUND=BUNDLED -DENABLE_FLUIDSYNTH=BUNDLED .
echo "== Compiling =="
make -j"$(nproc)" systemshock
echo "== Assembling engine/.build-output-win =="
rm -rf "$OUT_DIR"
mkdir -p "$OUT_DIR"
cp systemshock.exe "$OUT_DIR/"
# Only SDL2.dll/SDL2_mixer.dll themselves - not SDL2_mixer's own bundled
# codec DLLs (libvorbis, libmodplug, libopus, ...), matching what
# engine/'s own upstream Windows build script (build_win64.sh) ships:
# Shockolate only ever calls Mix_LoadWAV_RW/Mix_HookMusic (same as the
# Quest build - see build-image/Dockerfile's Android layer comment),
# never loading the OGG/MOD/MP3 game data those codecs would be for.
cp build_ext/built_sdl/bin/SDL2.dll build_ext/built_sdl_mixer/bin/SDL2_mixer.dll "$OUT_DIR/"
cp build_ext/built_glew/lib/glew32.dll "$OUT_DIR/"
cp build_ext/fluidsynth-lite/src/*.dll "$OUT_DIR/"
# libgcc/libstdc++ are statically linked (see the Dockerfile's
# MINGW_TOOLCHAIN_FILE), but fluidsynth-lite/SDL2 still pull in the
# MinGW pthread emulation dynamically.
cp /usr/x86_64-w64-mingw32/lib/libwinpthread-1.dll "$OUT_DIR/"
cp /opt/prebuilt/soundfont/default.sf2 "$OUT_DIR/soundfont.sf2"
echo "== Done =="
echo "Binary: $OUT_DIR/systemshock.exe"
echo "DLLs: $OUT_DIR/*.dll"
echo "Soundfont: $OUT_DIR/soundfont.sf2"
+23 -4
View File
@@ -22,9 +22,28 @@ cd "$ENGINE_DIR"
echo "== Wiring up prebuilt SDL2/SDL2_mixer/fluidsynth-lite from the image =="
rm -rf build_ext
mkdir -p build_ext
cp -a /opt/prebuilt/built_sdl build_ext/
cp -a /opt/prebuilt/built_sdl_mixer build_ext/
cp -a /opt/prebuilt/fluidsynth-lite build_ext/
# Some filesystems the repo might be checked out on (e.g. a VirtualBox
# vboxsf shared folder) refuse to create symlinks at all ("Operation not
# permitted"), which plain `cp -a` needs for SDL2/SDL2_mixer's
# libFoo.so -> libFoo.so.N -> libFoo.so.N.M dev-symlink chain. Detect
# that up front, once, and copy real file content instead of recreating
# links if so, rather than failing partway through. `-a` implies
# --preserve=all (which includes hard-link relationships between files,
# not just symlinks - SDL2's install hard-links the two most-specific
# version files together), so --no-preserve=links is needed alongside
# --dereference to avoid that too.
CP_FLAGS=(-a)
if ! ln -s test-target build_ext/.symlink-test 2>/dev/null; then
echo "(destination filesystem doesn't support symlinks - copying real file content instead)"
CP_FLAGS=(-a --dereference --no-preserve=links)
else
rm -f build_ext/.symlink-test
fi
cp "${CP_FLAGS[@]}" /opt/prebuilt/built_sdl build_ext/
cp "${CP_FLAGS[@]}" /opt/prebuilt/built_sdl_mixer build_ext/
cp "${CP_FLAGS[@]}" /opt/prebuilt/fluidsynth-lite build_ext/
echo "== Configuring (CMake, BUNDLED SDL2/SDL2_mixer/FluidSynth) =="
rm -f CMakeCache.txt
@@ -38,7 +57,7 @@ rm -rf "$OUT_DIR"
mkdir -p "$OUT_DIR/lib"
cp systemshock "$OUT_DIR/"
find build_ext/built_sdl/lib build_ext/built_sdl_mixer/lib build_ext/fluidsynth-lite/src \
-name '*.so*' -not -name '*.la' -exec cp -a {} "$OUT_DIR/lib/" \;
-name '*.so*' -not -name '*.la' -exec cp "${CP_FLAGS[@]}" {} "$OUT_DIR/lib/" \;
cp /opt/prebuilt/soundfont/default.sf2 "$OUT_DIR/soundfont.sf2"
echo "== Done =="
+13
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@@ -11,4 +11,17 @@ USER_GID="${HOST_GID:-1000}"
groupadd -g "$USER_GID" builder 2>/dev/null || true
useradd -u "$USER_UID" -g "$USER_GID" -m -s /bin/bash builder 2>/dev/null || true
# /workspace (the bind-mounted repo) may actually be owned by a group the
# host user only has via *supplementary* membership rather than their
# primary GID above - e.g. a VirtualBox vboxsf shared folder, which shows
# up as root:vboxsf on the host and would otherwise be inaccessible to
# `builder` here (falls through to "other", which vboxsf's default mode
# leaves with no permissions at all). Join whatever group actually owns
# /workspace too, if it differs.
WORKSPACE_GID="$(stat -c %g /workspace 2>/dev/null || true)"
if [ -n "$WORKSPACE_GID" ] && [ "$WORKSPACE_GID" != "$USER_GID" ]; then
groupadd -g "$WORKSPACE_GID" workspace 2>/dev/null || true
usermod -aG "$WORKSPACE_GID" builder 2>/dev/null || true
fi
exec gosu builder "$@"
+4
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@@ -0,0 +1,4 @@
@echo off
cd /d "%~dp0"
systemshock.exe %*
exit /b %errorlevel%