releases: harden for Windows + one-click windows-build.cmd launcher
Addresses the known Windows build issues (see /mnt/archive/Issues.txt): - windows-build.cmd: loads vcvarsall with a stable Windows SDK (WINSDK, default 10.0.26100.0) fixing kernel32.lib LNK1104; sets MSYS2_ARG_CONV_EXCL=* so Git Bash does not corrupt %LIB%; inits submodules (including the broken-pin self-heal) before building. - release.sh: auto-detect the Title Update package (repo root or game dir); zip fallback to 7z or PowerShell Compress-Archive (Git Bash has no zip); upload JSON parsing falls back from python3/python to grep (Git Bash ships neither python).
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3 changed files with 134 additions and 13 deletions
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@ -50,12 +50,37 @@ Per-platform notes:
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| Platform | Build machine | Command |
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| Platform | Build machine | Command |
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|---|---|---|
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| Linux | any Linux with the toolchain (README: Ubuntu 24.04 + Clang 20) | `./tools/release/release.sh` |
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| Linux | any Linux with the toolchain (README: Ubuntu 24.04 + Clang 20) | `./tools/release/release.sh` |
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| Windows | a **Windows** machine (MSVC/clang-cl + Windows SDK, D3D12) | run the same script on Windows (`--os windows`) |
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| Windows | a **Windows** machine (Visual Studio MSVC + Windows SDK, D3D12) | `tools\release\windows-build.cmd` (see below) |
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| macOS | an **Apple Silicon/Intel Mac** (Homebrew LLVM + MoltenVK, per README) | run the same script on macOS |
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| macOS | an **Apple Silicon/Intel Mac** (Homebrew LLVM + MoltenVK, per README) | `./tools/release/release.sh` |
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Cross-compiling Windows/macOS from a Linux box is not practical for this
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Cross-compiling Windows/macOS from a Linux box is not practical for this
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stack (D3D12 on Windows, Cocoa/MoltenVK on macOS need their native SDKs), so
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stack (D3D12 needs the Windows SDK, Cocoa/MoltenVK need a Mac), so each
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each platform's release is built on that platform.
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platform's release is built on that platform.
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### Windows build
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On a Windows box, the known build issues (multiple Windows SDKs, Git Bash
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`%LIB%` mangling, missing submodules) are handled by the launcher:
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```bat
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tools\release\windows-build.cmd --tag v2.0.2-mp1 --upload
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```
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It loads the MSVC environment (`vcvarsall.bat x64 <SDK>`), sets
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`MSYS2_ARG_CONV_EXCL=*` so Git Bash doesn't corrupt `%LIB%`, initializes the
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submodules (including the self-heal), and runs `release.sh`. Config via env:
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- `VCVARSALL` — path to `vcvarsall.bat` (default: VS 18 Community x64).
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- `WINSDK` — Windows SDK version (default `10.0.26100.0`; try `10.0.22621.0`
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if yours differs — a broken SDK default is what causes `kernel32.lib`
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`LNK1104`).
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- `GITBASH` — path to Git for Windows `bash.exe`.
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`release.sh` now auto-detects the Title Update package (repo root or
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`game/`), falls back to PowerShell `Compress-Archive` when `zip` is missing,
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and no longer requires `python3` for the upload JSON parsing. The Windows
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build also needs the game dump (`game/default.xex` + `EAWebkit.xex`) and the
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TU package present on that box (build-time only, never shipped).
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## Option B — automated via Forgejo Actions (optional)
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## Option B — automated via Forgejo Actions (optional)
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@ -78,14 +78,46 @@ if [ ! -f "$GAME_ROOT/default.xex" ]; then
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exit 1
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exit 1
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fi
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fi
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# ---- helpers (Windows Git Bash lacks zip/python; provide fallbacks) ---------
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json_id() { # read JSON on stdin, print the value of "id"
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if command -v python3 >/dev/null 2>&1; then
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python3 -c "import sys,json
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try: print(json.load(sys.stdin).get('id',''))
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except Exception: print('')"
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elif command -v python >/dev/null 2>&1; then
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python -c "import sys,json
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try: print(json.load(sys.stdin).get('id',''))
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except Exception: print('')"
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else
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grep -o '"id":[0-9]*' | head -1 | cut -d: -f2
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fi
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}
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make_zip() { # make_zip <zipname> <dir>
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if command -v zip >/dev/null 2>&1; then
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(cd "$(dirname "$2")" && zip -r "$(basename "$1")" "$(basename "$2")")
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elif command -v 7z >/dev/null 2>&1; then
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7z a -tzip "$1" "$2" >/dev/null
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elif command -v powershell >/dev/null 2>&1; then
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powershell -NoProfile -Command "Compress-Archive -Path '$2' -DestinationPath '$1' -Force"
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else
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echo "ERROR: no zip tool found (install zip, 7z, or use PowerShell)"; exit 1
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fi
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}
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# ---- build ------------------------------------------------------------------
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TU_ARGS=""
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TU_ARGS=""
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if [ -n "$TU" ]; then
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if [ -n "$TU" ]; then
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if [ ! -f "$TU" ]; then echo "ERROR: title update package not found: $TU"; exit 1; fi
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if [ ! -f "$TU" ]; then echo "ERROR: title update package not found: $TU"; exit 1; fi
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TU_ARGS="-DSKATE3_TITLE_UPDATE_PACKAGE=$TU"
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TU_ARGS="-DSKATE3_TITLE_UPDATE_PACKAGE=$TU"
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elif [ -n "$(ls "$REPO"/TU_12K2276_* "$GAME_ROOT"/TU_12K2276_* 2>/dev/null | head -1)" ]; then
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TU="$(ls "$REPO"/TU_12K2276_* "$GAME_ROOT"/TU_12K2276_* 2>/dev/null | head -1)"
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echo "==> Using title update package: $TU"
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TU_ARGS="-DSKATE3_TITLE_UPDATE_PACKAGE=$TU"
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fi
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fi
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echo "==> Release $TAG ($EXT) preset=$PRESET game=$GAME_ROOT"
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echo "==> Release $TAG ($EXT) preset=$PRESET game=$GAME_ROOT"
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echo "==> Configure (extra args: ${CMAKE_ARGS:-none})"
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echo "==> Configure"
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cmake --preset "$PRESET" -DSKATE3_GAME_DATA_ROOT="$GAME_ROOT" $TU_ARGS $CMAKE_ARGS
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cmake --preset "$PRESET" -DSKATE3_GAME_DATA_ROOT="$GAME_ROOT" $TU_ARGS $CMAKE_ARGS
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echo "==> Generate recompiled code"
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echo "==> Generate recompiled code"
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cmake --build --preset "$PRESET" --target generate-all --parallel
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cmake --build --preset "$PRESET" --target generate-all --parallel
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@ -116,7 +148,7 @@ if [ -f "$OUT/game/default.xexp" ]; then
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fi
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fi
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cp README.md "$STAGE/"
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cp README.md "$STAGE/"
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rm -f "$NAME.zip"
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rm -f "$NAME.zip"
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zip -r "$NAME.zip" "$STAGE"
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make_zip "$NAME.zip" "$STAGE"
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rm -rf "$STAGE"
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rm -rf "$STAGE"
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echo "==> Packaged: $NAME.zip ($(du -h "$NAME.zip" | cut -f1))"
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echo "==> Packaged: $NAME.zip ($(du -h "$NAME.zip" | cut -f1))"
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sha256sum "$NAME.zip"
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sha256sum "$NAME.zip"
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@ -132,15 +164,11 @@ if [ "$UPLOAD" = 1 ]; then
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RELEASE_ID="$(curl -s -X POST "$INSTANCE/api/v1/repos/$REPO_FULL/releases" \
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RELEASE_ID="$(curl -s -X POST "$INSTANCE/api/v1/repos/$REPO_FULL/releases" \
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-H "$AUTH" -H "Content-Type: application/json" \
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-H "$AUTH" -H "Content-Type: application/json" \
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-d "{\"tag_name\":\"$TAG\",\"name\":\"Skate 3 Recomp $TAG\",\"target_commitish\":\"main\"}" \
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-d "{\"tag_name\":\"$TAG\",\"name\":\"Skate 3 Recomp $TAG\",\"target_commitish\":\"main\"}" \
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| python3 -c "import sys,json
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| json_id)"
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try: print(json.load(sys.stdin).get('id',''))
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except Exception: print('')")"
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if [ -z "$RELEASE_ID" ]; then
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if [ -z "$RELEASE_ID" ]; then
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RELEASE_ID="$(curl -s "$INSTANCE/api/v1/repos/$REPO_FULL/releases/tags/$TAG" -H "$AUTH" \
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RELEASE_ID="$(curl -s "$INSTANCE/api/v1/repos/$REPO_FULL/releases/tags/$TAG" -H "$AUTH" \
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| python3 -c "import sys,json
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| json_id)"
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try: print(json.load(sys.stdin).get('id',''))
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except Exception: print('')")"
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fi
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fi
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if [ -z "$RELEASE_ID" ]; then
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if [ -z "$RELEASE_ID" ]; then
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echo "ERROR: could not create/find release '$TAG'"; exit 1
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echo "ERROR: could not create/find release '$TAG'"; exit 1
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@ -148,9 +176,14 @@ except Exception: print('')")"
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curl -s -X POST "$INSTANCE/api/v1/repos/$REPO_FULL/releases/$RELEASE_ID/assets" \
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curl -s -X POST "$INSTANCE/api/v1/repos/$REPO_FULL/releases/$RELEASE_ID/assets" \
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-H "$AUTH" -F "attachment=@$NAME.zip" -F "name=$NAME.zip" \
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-H "$AUTH" -F "attachment=@$NAME.zip" -F "name=$NAME.zip" \
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| python3 -c "import sys,json
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| if command -v python3 >/dev/null 2>&1 || command -v python >/dev/null 2>&1; then
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PY=python3; command -v python3 >/dev/null 2>&1 || PY=python
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"$PY" -c "import sys,json
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try:
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try:
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a=json.load(sys.stdin); print('Uploaded asset', a.get('name'), a.get('size'), 'bytes')
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a=json.load(sys.stdin); print('Uploaded asset', a.get('name'), a.get('size'), 'bytes')
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except Exception as e: print('upload response parse failed:', e)"
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except Exception as e: print('upload response parse failed:', e)"
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else
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echo "Upload request sent (no python to parse the response)"
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fi
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echo "==> Done: https://git.mithraic.cloud/$REPO_FULL/releases/tag/$TAG"
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echo "==> Done: https://git.mithraic.cloud/$REPO_FULL/releases/tag/$TAG"
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fi
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fi
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63
tools/release/windows-build.cmd
Normal file
63
tools/release/windows-build.cmd
Normal file
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@ -0,0 +1,63 @@
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@echo off
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rem One-click Windows release build for skate3recomp-multiplayer.
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rem
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rem Fixes the known Windows build issues documented in /mnt/archive/Issues.txt
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rem (and mirrored in docs/releases.md):
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rem 1. stable Windows SDK so kernel32.lib resolves (vcvarsall with an SDK
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rem version instead of the broken default),
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rem 2. Git Bash %LIB% mangling (MSYS2_ARG_CONV_EXCL=*),
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rem 3. missing rexglue submodules (git submodule update --init + self-heal).
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rem
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rem Usage (from a normal cmd.exe / PowerShell prompt):
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rem tools\release\windows-build.cmd [--tag vX.Y.Z] [--upload]
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rem
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rem Config via environment variables:
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rem VCVARSALL path to vcvarsall.bat (default: VS 18 Community x64)
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rem WINSDK Windows SDK version (default 10.0.26100.0; try 10.0.22621.0
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rem if yours is different)
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rem GITBASH path to Git for Windows bash.exe
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setlocal
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if "%VCVARSALL%"=="" set "VCVARSALL=%ProgramFiles%\Microsoft Visual Studio\18\Community\VC\Auxiliary\Build\vcvarsall.bat"
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if "%WINSDK%"=="" set "WINSDK=10.0.26100.0"
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if "%GITBASH%"=="" set "GITBASH=%ProgramFiles%\Git\bin\bash.exe"
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if not exist "%VCVARSALL%" (
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echo [ERROR] vcvarsall.bat not found: %VCVARSALL%
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echo Set VCVARSALL to your Visual Studio install, e.g.
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echo "%%ProgramFiles%%\Microsoft Visual Studio\17\Community\VC\Auxiliary\Build\vcvarsall.bat"
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exit /b 1
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)
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if not exist "%GITBASH%" (
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echo [ERROR] Git Bash not found: %GITBASH%
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echo Install Git for Windows or set GITBASH.
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exit /b 1
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)
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echo [1/3] Loading MSVC environment (x64, SDK %WINSDK%)
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call "%VCVARSALL%" x64 %WINSDK%
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if errorlevel 1 (
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echo [ERROR] vcvarsall failed. Try a different WINSDK, e.g.
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echo set WINSDK=10.0.22621.0
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exit /b 1
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)
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rem Prevent Git Bash from converting/corrupting %LIB% and semicolon paths.
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set "MSYS2_ARG_CONV_EXCL=*"
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rem Convert the repo path to forward slashes for Git Bash (%~dp0 is
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rem tools\release\ with a trailing backslash; ..\.. reaches the repo root).
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set "REPO=%~dp0..\.."
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set "REPO=%REPO:\=/%"
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echo [2/3] Initializing submodules (rexglue SDK + nested)
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"%GITBASH%" --login -c "cd '%REPO%' && git submodule update --init --jobs 4 && bash tools/ci/init-submodules.sh"
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if errorlevel 1 (
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echo [ERROR] submodule init failed.
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exit /b 1
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)
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echo [3/3] Building release
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"%GITBASH%" --login -c "cd '%REPO%' && bash tools/release/release.sh %*"
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exit /b %errorlevel%
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endlocal
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