Final port to fastbuild.

Support update of game.dll separately
Made some alias and stuff
still remains the shader compiler to add to the solution.
Solution is also generated by fbuild (nice)
This commit is contained in:
2026-01-08 16:26:01 -05:00
parent 1137466472
commit 9510951aee
17 changed files with 2204 additions and 1123 deletions

View File

@@ -102,8 +102,8 @@ Compiler( 'Compiler-Clang19-NonCL' )
// Librarian
.Librarian = '$Clang19_BasePath$\bin\llvm-ar.exe'
.LibrarianOptions = '/c echo %1 > %2' // 'rc "%2" "%1"' // NOTE: output must come first
.LibrarianOptions = 'rc "%2" "%1"' // NOTE: output must come first
// = '/c echo %1 > %2' // Debug options
// Linker
.Linker = '$Clang19_BasePath$\bin\lld-link.exe'
.LinkerOptions = '/NODEFAULTLIB /WX /NOLOGO /INCREMENTAL:NO /OUT:"%2" "%1" /DEBUG'

View File

@@ -72,20 +72,20 @@ Compiler( 'Compiler-VS2022-x64' )
{
.Root = '$VS2022_ToolchainPath$/bin/Hostx64/x64'
.Executable = '$Root$/cl.exe'
.ExtraFiles = { '$Root$/c1.dll'
.ExtraFiles = { '$Root$/c1.dll',
'$Root$/c1xx.dll',
'$Root$/c2.dll',
'$Root$/msobj140.dll'
'$Root$/mspdb140.dll'
'$Root$/mspdbcore.dll'
'$Root$/mspdbsrv.exe'
'$Root$/mspft140.dll'
'$Root$/msvcp140.dll'
'$Root$/msvcp140_atomic_wait.dll' // Required circa 16.8.3 (14.28.29333)
'$Root$/tbbmalloc.dll' // Required as of 16.2 (14.22.27905)
'$Root$/vcruntime140.dll'
'$Root$/vcruntime140_1.dll' // Required as of 16.5.1 (14.25.28610)
'$Root$/1033/clui.dll'
'$Root$/msobj140.dll',
'$Root$/mspdb140.dll',
'$Root$/mspdbcore.dll',
'$Root$/mspdbsrv.exe',
'$Root$/mspft140.dll',
'$Root$/msvcp140.dll',
'$Root$/msvcp140_atomic_wait.dll', // Required circa 16.8.3 (14.28.29333)
'$Root$/tbbmalloc.dll', // Required as of 16.2 (14.22.27905)
'$Root$/vcruntime140.dll',
'$Root$/vcruntime140_1.dll', // Required as of 16.5.1 (14.25.28610)
'$Root$/1033/clui.dll',
'$Root$/1033/mspft140ui.dll' // Localized messages for static analysis
}
#if MSVC_DYNAMIC_DEOPT_AVAILABLE
@@ -103,20 +103,20 @@ Compiler( 'Compiler-VS2022-ARM64' )
{
.Root = '$VS2022_ToolchainPath$/bin/Hostx64/arm64'
.Executable = '$Root$/cl.exe'
.ExtraFiles = { '$Root$/c1.dll'
.ExtraFiles = { '$Root$/c1.dll',
'$Root$/c1xx.dll',
'$Root$/c2.dll',
'$Root$/msobj140.dll'
'$Root$/mspdb140.dll'
'$Root$/mspdbcore.dll'
'$Root$/mspdbsrv.exe'
'$Root$/mspft140.dll'
'$Root$/msvcp140.dll'
'$Root$/msvcp140_atomic_wait.dll' // Required circa 16.8.3 (14.28.29333)
'$Root$/tbbmalloc.dll' // Required as of 16.2 (14.22.27905)
'$Root$/vcruntime140.dll'
'$Root$/vcruntime140_1.dll' // Required as of 16.5.1 (14.25.28610)
'$Root$/1033/clui.dll'
'$Root$/msobj140.dll',
'$Root$/mspdb140.dll',
'$Root$/mspdbcore.dll',
'$Root$/mspdbsrv.exe',
'$Root$/mspft140.dll',
'$Root$/msvcp140.dll',
'$Root$/msvcp140_atomic_wait.dll', // Required circa 16.8.3 (14.28.29333)
'$Root$/tbbmalloc.dll', // Required as of 16.2 (14.22.27905)
'$Root$/vcruntime140.dll',
'$Root$/vcruntime140_1.dll', // Required as of 16.5.1 (14.25.28610)
'$Root$/1033/clui.dll',
'$Root$/1033/mspft140ui.dll' // Localized messages for static analysis
}

View File

@@ -57,7 +57,7 @@
+ ' "-I$Windows10_SDKBasePath$/Include/$Windows10_SDKVersion$/um"'
+ ' "-I$Windows10_SDKBasePath$/Include/$Windows10_SDKVersion$/shared"'
.WindowsDK_WinRTAssemblyPath = '$Windows10_SDKBasePath$/UnionMetadata/$Windows10_SDKVersion$/'
.WindowsSDK_WinRTAssemblyPath = '$Windows10_SDKBasePath$/UnionMetadata/$Windows10_SDKVersion$/'
.CommonCompilerOptions = .WindowsSDK_IncludePaths
+ .WindowsSDK_Defines
@@ -93,7 +93,7 @@
+ ' /imsvc "$Windows10_SDKBasePath$/Include/$Windows10_SDKVersion$/um"'
+ ' /imsvc "$Windows10_SDKBasePath$/Include/$Windows10_SDKVersion$/shared"'
.WindowsDK_WinRTAssemblyPath = '$Windows10_SDKBasePath$/UnionMetadata/$Windows10_SDKVersion$/'
.WindowsSDK_WinRTAssemblyPath = '$Windows10_SDKBasePath$/UnionMetadata/$Windows10_SDKVersion$/'
.CommonCompilerOptions = .WindowsSDK_IncludePaths
+ .WindowsSDK_Defines

View File

@@ -1,13 +1,19 @@
// Juliet - Lib
// Game - Lib/Dll
//------------------------------------------------------------------------------
{
.ProjectName = 'Game'
.ProjectPath = 'Game'
.JulietIncludePath = ' "-IJuliet/include"'
.GAME_DLL_NAME = '$ProjectName$'
#if exists( GAME_BUILD_ID )
{
#import GAME_BUILD_ID
^GAME_DLL_NAME + '-$GAME_BUILD_ID$'
}
#endif
// Library
//--------------------------------------------------------------------------
.ProjectConfigs = {}
ForEach( .BuildConfig in .BuildConfigs )
{
Using( .BuildConfig )
@@ -24,22 +30,46 @@
// Library
//--------------------------------------------------------------------------
ObjectList( '$ProjectName$-Lib-$Platform$-$BuildConfigName$' )
ObjectList( '$ProjectName$-Objs-$Platform$-$BuildConfigName$' )
{
// Input (Unity)
.CompilerInputUnity = '$ProjectName$-Unity-$Platform$-$BuildConfigName$'
// Extra Compiler Options
.CompilerOptions + .JulietIncludePath
.CompilerOptions + ' "-IJuliet/include"'
+ ' "-IGame"'
// + ' -DGAME_EXPORT' // I'm just always exporting anyway but just in case
#if __WINDOWS__
.CompilerOptions + ' -DJULIET_WIN32'
.CompilerOptions + ' -DJULIET_WIN32'
#endif
// Output
.CompilerOutputPath = '$OutputBase$/$ProjectPath$/'
}
DLL( '$ProjectName$-Lib-$Platform$-$BuildConfigName$' )
{
.Libraries = { '$ProjectName$-Objs-$Platform$-$BuildConfigName$',
'Juliet-Lib-$Platform$-$BuildConfigName$' } // Link Juliet (Lib or Import Lib)
#if exists( GAME_DLL_NAME )
.LinkerOutput = '$BinPath$/$Platform$-$BuildConfigName$/$GAME_DLL_NAME$.dll'
#else
.LinkerOutput = '$BinPath$/$Platform$-$BuildConfigName$/$ProjectName$.dll'
#endif
#if __WINDOWS__
.LinkerOptions + ' /DLL'
.LinkerOptions + .CommonWinLibs
.CRTLibs = .CRTLibs_Dynamic
If ( .BuildConfigName == 'Debug' )
{
^CRTLibs = .CRTLibs_DynamicDebug
}
.LinkerOptions + .CRTLibs
#endif
}
Alias( '$ProjectName$-$Platform$-$BuildConfigName$' ) { .Targets = '$ProjectName$-Lib-$Platform$-$BuildConfigName$' }
^'Targets_$Platform$_$BuildConfigName$' + { '$ProjectName$-$Platform$-$BuildConfigName$' }
@@ -48,4 +78,12 @@
^ProjectConfigs + .ProjectConfig
#endif
}
VCXProject( '$ProjectName$' )
{
.ProjectOutput = '$ProjectPath$/$ProjectName$.vcxproj'
.ProjectBasePath = '$ProjectPath$/'
.ProjectInputPaths = .ProjectBasePath
.ProjectConfigs = .ProjectConfigs
}
}

View File

@@ -1,112 +1,364 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>15.0</VCProjectVersion>
<ProjectGuid>{B7B12DCC-1A69-4371-A9FE-D6E7671497B0}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>Game</RootNamespace>
<WindowsTargetPlatformVersion>10.0.26100.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props"/>
<PropertyGroup>
<PreferredToolArchitecture>x64</PreferredToolArchitecture>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>ClangCL</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>ClangCL</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props"/>
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform"/>
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform"/>
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<PropertyGroup Label="UserMacros"/>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)Intermediate\$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;CPPDYNAMICLIBRARYTEMPLATE_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<LanguageStandard>stdcpp20</LanguageStandard>
<AdditionalIncludeDirectories>$(SolutionDir)Juliet\include\;$(SolutionDir)Game;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>Juliet.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>$(OutDir)$(TargetName)$(TargetExt)</OutputFile>
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<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;CPPDYNAMICLIBRARYTEMPLATE_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>$(SolutionDir)Juliet\include\;$(SolutionDir)Game;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\lib\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
<AdditionalDependencies>Juliet.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
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</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="game.cpp"/>
<ClCompile Include="Entity\EntityManager.cpp"/>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Entity\Entity.h"/>
<ClInclude Include="Entity\EntityManager.h"/>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets"/>
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
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<ProjectConfiguration Include="x64-Debug|x64">
<Configuration>x64-Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="x64-Profile|x64">
<Configuration>x64-Profile</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="x64-Release|x64">
<Configuration>x64-Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="x64Clang-Debug|x64">
<Configuration>x64Clang-Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="x64Clang-Profile|x64">
<Configuration>x64Clang-Profile</Configuration>
<Platform>x64</Platform>
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<ProjectConfiguration Include="x64Clang-Release|x64">
<Configuration>x64Clang-Release</Configuration>
<Platform>x64</Platform>
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<ProjectConfiguration Include="x64Clang-Debug|x64">
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<Configuration>x64Clang-Profile</Configuration>
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<ProjectConfiguration Include="x64Clang-Release|x64">
<Configuration>x64Clang-Release</Configuration>
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<ItemGroup>
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<CustomBuild Include="Entity\EntityManager.cpp" />
<CustomBuild Include="Entity\EntityManager.h" />
<CustomBuild Include="Game.bff" />
<CustomBuild Include="game.cpp" />
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<ItemGroup>
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<PropertyGroup Label="Globals">
<ProjectGuid>{b1d040d0-6c94-4f93-bc2a-7f5284b7d434}</ProjectGuid>
<Keyword>MakeFileProj</Keyword>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@@ -1,4 +1,4 @@
// Juliet - Lib
// Juliet - Lib/Dll
//------------------------------------------------------------------------------
{
.ProjectName = 'Juliet'
@@ -8,7 +8,6 @@
// Library
//--------------------------------------------------------------------------
.ProjectConfigs = {}
ForEach( .BuildConfig in .BuildConfigs )
{
Using( .BuildConfig )
@@ -25,22 +24,42 @@
// Library
//--------------------------------------------------------------------------
ObjectList( '$ProjectName$-Lib-$Platform$-$BuildConfigName$' )
ObjectList( '$ProjectName$-Objs-$Platform$-$BuildConfigName$' )
{
// Input (Unity)
.CompilerInputUnity = '$ProjectName$-Unity-$Platform$-$BuildConfigName$'
// Extra Compiler Options
.CompilerOptions + .JulietIncludePath
+ ' -DJULIET_EXPORT'
.CompilerOptions + ' -DJULIET_EXPORT'
#if __WINDOWS__
.CompilerOptions + ' -DJULIET_WIN32'
.CompilerOptions + ' -DJULIET_WIN32'
#endif
// Output
.CompilerOutputPath = '$OutputBase$/$ProjectPath$/'
}
// --- DLL BUILD ---
DLL( '$ProjectName$-Lib-$Platform$-$BuildConfigName$' )
{
.Libraries = { '$ProjectName$-Objs-$Platform$-$BuildConfigName$' }
.LinkerOutput = '$BinPath$/$Platform$-$BuildConfigName$/$ProjectName$.dll' // Output .dll to Bin
#if __WINDOWS__
.LinkerOptions + ' /DLL'
.LinkerOptions + .CommonWinLibs
.CRTLibs = .CRTLibs_Dynamic
If ( .BuildConfigName == 'Debug' )
{
^CRTLibs = .CRTLibs_DynamicDebug
}
.LinkerOptions + .CRTLibs
#endif
}
Alias( '$ProjectName$-$Platform$-$BuildConfigName$' ) { .Targets = '$ProjectName$-Lib-$Platform$-$BuildConfigName$' }
^'Targets_$Platform$_$BuildConfigName$' + { '$ProjectName$-$Platform$-$BuildConfigName$' }
@@ -49,4 +68,12 @@
^ProjectConfigs + .ProjectConfig
#endif
}
VCXProject( '$ProjectName$' )
{
.ProjectOutput = '$ProjectPath$/$ProjectName$.vcxproj'
.ProjectBasePath = '$ProjectPath$/'
.ProjectInputPaths = .ProjectBasePath
.ProjectConfigs = .ProjectConfigs
}
}

View File

@@ -1,262 +1,332 @@
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{1bbc0b92-e4d8-4838-974b-439c5c501e82}</ProjectGuid>
<RootNamespace>Juliet</RootNamespace>
<WindowsTargetPlatformVersion>10.0.26100.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props"/>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>ClangCL</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>ClangCL</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props"/>
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform"/>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform"/>
</ImportGroup>
<PropertyGroup Label="UserMacros"/>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)Intermediate\$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
<IncludePath>$(SolutionDir)Juliet\include\;$(SolutionDir)Juliet\src\;$(SolutionDir)Juliet\src\Graphics\D3D12\;$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)Intermediate\$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
<IncludePath>$(SolutionDir)Juliet\include\;$(SolutionDir)Juliet\src\;$(SolutionDir)Juliet\src\Graphics\D3D12\;$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>DEBUG;JULIET_EXPORT;JULIET_WIN32;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<LanguageStandard>stdcpp20</LanguageStandard>
<FloatingPointModel>Fast</FloatingPointModel>
<RuntimeTypeInfo>false</RuntimeTypeInfo>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<Link>
<SubSystem>
</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>ws2_32.lib;dxgi.lib;dxguid.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
<ImportLibrary>$(SolutionDir)\lib\$(Platform)\$(Configuration)\$(TargetName).lib</ImportLibrary>
</Link>
<Lib>
<AdditionalDependencies>
</AdditionalDependencies>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;JULIET_EXPORT;JULIET_WIN32;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<LanguageStandard>stdcpp20</LanguageStandard>
<FloatingPointModel>Fast</FloatingPointModel>
<RuntimeTypeInfo>false</RuntimeTypeInfo>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<Link>
<SubSystem>
</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>ws2_32.lib;d3d12.lib;dxgi.lib;dxguid.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
<ImportLibrary>$(SolutionDir)\lib\$(Platform)\$(Configuration)\$(TargetName).lib</ImportLibrary>
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File diff suppressed because it is too large Load Diff

View File

@@ -1,16 +0,0 @@
// pch.h: This is a precompiled header file.
// Files listed below are compiled only once, improving build performance for future builds.
// This also affects IntelliSense performance, including code completion and many code browsing features.
// However, files listed here are ALL re-compiled if any one of them is updated between builds.
// Do not add files here that you will be updating frequently as this negates the performance advantage.
#ifndef PCH_H
#define PCH_H
#include <Core/Common/CoreTypes.h>
#include <Core/Common/CoreUtils.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Juliet.h>
#endif // PCH_H

View File

@@ -8,7 +8,6 @@
// Library
//--------------------------------------------------------------------------
.ProjectConfigs = {}
ForEach( .BuildConfig in .BuildConfigs )
{
Using( .BuildConfig )
@@ -33,6 +32,7 @@
// Extra Compiler Options
.CompilerOptions + .JulietIncludePath
#if __WINDOWS__
.CompilerOptions + ' -DJULIET_WIN32'
#endif
@@ -59,22 +59,13 @@
'Game-Lib-$Platform$-$BuildConfigName$'
}
.LinkerOutput = '$OutputBase$/$ProjectPath$/JulietApp$ExeExtension$'
.LinkerOutput = '$BinPath$/$Platform$-$BuildConfigName$/$ProjectName$$ExeExtension$'
// TODO : Only use when using DLL and not static link
//.LinkerOptions + ' /DEF:"$ProjectDefPath$"'
#if __WINDOWS__
.LinkerOptions + ' /SUBSYSTEM:CONSOLE'
+ ' kernel32.lib'
+ ' user32.lib'
+ ' gdi32.lib'
+ ' dxguid.lib'
+ ' Ws2_32.lib'
+ ' dxgi.lib'
//+ .CRTLibs_Static
.LinkerOptions + .CommonWinLibs
// Chose appropriate CRT
.CRTLibs = .CRTLibs_Dynamic
@@ -99,4 +90,12 @@
^ProjectConfigs + .ProjectConfig
#endif
}
VCXProject( '$ProjectName$' )
{
.ProjectOutput = '$ProjectPath$/$ProjectName$.vcxproj'
.ProjectBasePath = '$ProjectPath$/'
.ProjectInputPaths = .ProjectBasePath
.ProjectConfigs = .ProjectConfigs
}
}

View File

@@ -1,180 +1,530 @@
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<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
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<ProjectReference Include="..\Game\Game.vcxproj">
<Project>{b7b12dcc-1a69-4371-a9fe-d6e7671497b0}</Project>
<Name>Game</Name>
</ProjectReference>
<ProjectReference Include="..\Juliet\Juliet.vcxproj">
<Project>{1bbc0b92-e4d8-4838-974b-439c5c501e82}</Project>
<Name>Juliet</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClInclude Include="main.h"/>
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<ClCompile Include="main.cpp">
<RuntimeLibrary>MultiThreadedDebugDll</RuntimeLibrary>
<Optimization>Disabled</Optimization>
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</ClCompile>
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<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Profile|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Release|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64-Profile|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64-Release|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Profile|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Release|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64-Profile|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64-Release|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Profile|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Release|x64'">
<BuildLog>
<Path>$(SolutionDir)\Intermediate\$(ProjectName)-$(Configuration).log</Path>
</BuildLog>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
<Import Condition="'$(ConfigurationType)' == 'Makefile' and Exists('$(VCTargetsPath)\Platforms\$(Platform)\SCE.Makefile.$(Platform).targets')" Project="$(VCTargetsPath)\Platforms\$(Platform)\SCE.Makefile.$(Platform).targets" />
<Import Condition="'$(ConfigurationType)' == 'Makefile' and '$(AndroidAPILevel)' != '' and Exists('$(VCTargetsPath)\Application Type\$(ApplicationType)\$(ApplicationTypeRevision)\Android.Common.targets')" Project="$(VCTargetsPath)\Application Type\$(ApplicationType)\$(ApplicationTypeRevision)\Android.Common.targets" />
</Project>

View File

@@ -1,33 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="Header Files\Editor">
<UniqueIdentifier>{0a1df9b0-b5eb-4de6-b550-9c5fea30aa17}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\Editor">
<UniqueIdentifier>{33a4c0d7-76fa-40dc-bae3-cdc6da2dea0d}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Editor\EditorMain_win32.cpp">
<Filter>Source Files\Editor</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Editor\EditorMain_win32.h">
<Filter>Header Files\Editor</Filter>
</ClInclude>
<CustomBuild Include="JulietApp.bff">
</CustomBuild>
<CustomBuild Include="main.cpp">
</CustomBuild>
<CustomBuild Include="main.h">
</CustomBuild>
</ItemGroup>
</Project>

View File

@@ -70,11 +70,11 @@ void JulietApplication::Init()
shaderCI.EntryPoint = entryPoint;
// TODO: Assets management that handles path to assets or something.
String shaderPath = WrapString("../../../Assets/compiled/Triangle.vert.dxil");
String shaderPath = WrapString("../../Assets/compiled/Triangle.vert.dxil");
shaderCI.Stage = ShaderStage::Vertex;
Shader* vertexShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
shaderPath = WrapString("../../../Assets/compiled/SolidColor.frag.dxil");
shaderPath = WrapString("../../Assets/compiled/SolidColor.frag.dxil");
shaderCI.Stage = ShaderStage::Fragment;
Shader* fragmentShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
@@ -207,11 +207,11 @@ void JulietApplication::Update()
String entryPoint = WrapString("main");
ShaderCreateInfo shaderCI = {};
shaderCI.EntryPoint = entryPoint;
String shaderPath = WrapString("../../../Assets/compiled/Triangle.vert.dxil");
String shaderPath = WrapString("../../Assets/compiled/Triangle.vert.dxil");
shaderCI.Stage = ShaderStage::Vertex;
Shader* vertexShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
shaderPath = WrapString("../../../Assets/compiled/SolidColor.frag.dxil");
shaderPath = WrapString("../../Assets/compiled/SolidColor.frag.dxil");
shaderCI.Stage = ShaderStage::Fragment;
Shader* fragmentShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);

View File

@@ -7,6 +7,7 @@
//------------------------------------------------------------------------------
Settings
{
.CachePath = 'C:\FASTBuild_Cache\' // Use a local SSD or network path
#if __WINDOWS__
#import TMP
.Environment = { "PATH=$VS_PATH$;$WINDOWS_SDK_2019_PATH$",
@@ -15,6 +16,14 @@ Settings
#endif
}
//------------------------------------------------------------------------------
// Global Output Paths
//------------------------------------------------------------------------------
.BinPath = 'bin'
.OutputBase = 'Intermediate'
.CommonWinLibs = ' kernel32.lib user32.lib gdi32.lib dxguid.lib Ws2_32.lib dxgi.lib'
.ProjectConfigs = {}
//------------------------------------------------------------------------------
// Config Defines
//------------------------------------------------------------------------------
@@ -22,26 +31,12 @@ Settings
[
.CompilerOptions = ' -DDEBUG -DPROFILING_ENABLED'
.CompilerOptionsC = .CompilerOptions
.BuildConfigName = 'Debug'
#if !BUILDING_FROM_TESTS
// Build writable files (Perforce "Open for edit") outside of Unity
// to improve iteration times.
// - Only in Debug as this impacts performance (inlining)
// - Only when not building from tests (FASTBuild building itself)
.UnityInputIsolateWritableFiles = true
// Also not when building on CI (which builds from git).
#if CI_BUILD
.UnityInputIsolateWritableFiles = false
#endif
#endif
]
.Profile_Config =
[
.CompilerOptions = ' -DRELEASE -DPROFILING_ENABLED'
.CompilerOptionsC = .CompilerOptions
.BuildConfigName = 'Profile'
]
.Release_Config =
@@ -49,7 +44,6 @@ Settings
.CompilerOptions = ' -DRELEASE'
.CompilerOptionsC = .CompilerOptions
.CompilerOptionsDeoptimized = .CompilerOptions
.BuildConfigName = 'Release'
]
@@ -140,24 +134,21 @@ Settings
#endif
//------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------
.OutputBase = 'Intermediate'
//------------------------------------------------------------------------------
// VisualStudio Project Generation
//------------------------------------------------------------------------------
#if __WINDOWS__
.ProjectCommon =
[
.ProjectBuildCommand = 'cd ^$(SolutionDir)\..\..\Code\ & fbuild -vs -dist -monitor -cache ^$(ProjectName)-^$(Configuration)'
.ProjectRebuildCommand = 'cd ^$(SolutionDir)\..\..\Code\ & fbuild -vs -dist -monitor -cache -clean ^$(ProjectName)-^$(Configuration)'
.OutputDirectory = '^$(SolutionDir)\Intermediate'
.IntermediateDirectory = '^$(SolutionDir)\Intermediate'
.BuildLogFile = '^$(SolutionDir)\Intermediate\^$(ProjectName)-^$(Configuration).log'
.Platform = 'x64'
.PlatformToolset = '$VS_PlatformToolset$'
.ProjectBuildCommand = 'cd ^$(SolutionDir) & misc\fbuild -vs -dist -monitor -cache ^$(ProjectName)-^$(Configuration)'
.ProjectRebuildCommand = 'cd ^$(SolutionDir) & mics\fbuild -vs -dist -monitor -cache -clean ^$(ProjectName)-^$(Configuration)'
.OutputDirectory = '^$(SolutionDir)\bin'
.IntermediateDirectory = '^$(SolutionDir)\Intermediate'
.BuildLogFile = '^$(SolutionDir)\Intermediate\^$(ProjectName)-^$(Configuration).log'
.Platform = 'x64'
.PlatformToolset = '$VS_PlatformToolset$'
.LocalDebuggerCommand = '^$(SolutionDir)\bin\^$(Configuration)\^$(ProjectName).exe'
.LocalDebuggerWorkingDirectory = '^$(SolutionDir)\bin\^$(Configuration)\'
]
.Project_x64_Debug = [ Using( .ProjectCommon ) .SolutionPlatform = 'x64' .SolutionConfig = 'Debug' .Config = '$SolutionPlatform$-$SolutionConfig$' ]
@@ -192,7 +183,6 @@ Settings
ForEach( .BuildConfig in .BuildConfigs )
{
Using( .BuildConfig )
Alias( 'All-$Platform$-$BuildConfigName$' ) { .Targets = .'Targets_$Platform$_$BuildConfigName$' }
}
@@ -205,11 +195,7 @@ Alias( 'Exes' )
// Aliases : All-$Platform$
//------------------------------------------------------------------------------
.Platforms =
{
'x64',
'x64Clang',
}
.Platforms = { 'x64', 'x64Clang' }
.PlatformConfigs_x64 = { 'Debug', 'Profile', 'Release' }
.PlatformConfigs_x64Clang = { 'Debug', 'Profile', 'Release' }
@@ -220,20 +206,7 @@ ForEach( .Platform in .Platforms )
.Targets = {}
ForEach( .Config in .'PlatformConfigs_$Platform$' )
{
// TODO:B Exclude windows configs that don't work yet
// x64Clang Analyze config - not working yet
// x64Clang ASan config - not working yet
// x64Clang TSan config - not working yet (not supported by Clang on Windows)
// x64 ASan config - not working yet
// x64 TSan config - not working yet (not supported by MSVC on Windows)
If( !( ( .Platform == 'x64Clang' ) && ( .Config == 'Analyze' ) ) &&
!( ( .Platform == 'x64Clang' ) && ( .Config == 'ASan' ) ) &&
!( ( .Platform == 'x64Clang' ) && ( .Config == 'TSan' ) ) &&
!( ( .Platform == 'x64' ) && ( .Config == 'ASan' ) ) &&
!( ( .Platform == 'x64' ) && ( .Config == 'TSan' ) ) )
{
^Targets + { 'All-$Platform$-$Config$' }
}
}
}
}
@@ -249,3 +222,38 @@ ForEach( .Platform in .Platforms )
}
#endif
//------------------------------------------------------------------------------
// Intuitive Aliases (msvc / clang)
//------------------------------------------------------------------------------
// 1. Map 'msvc' and 'clang' to the full platform builds
Alias( 'msvc' ) { .Targets = 'All-x64' }
Alias( 'clang' ) { .Targets = 'All-x64Clang' }
// 2. Map specific compiler + config combinations
.Configs = { 'Debug', 'Profile', 'Release' }
ForEach( .Config in .Configs )
{
// Allows: fbuild msvc-debug, fbuild msvc-release, etc.
Alias( 'msvc-$Config$' ) { .Targets = 'All-x64-$Config$' }
// Allows: fbuild clang-debug, fbuild clang-release, etc.
Alias( 'clang-$Config$' ) { .Targets = 'All-x64Clang-$Config$' }
}
// 3. Map config-only aliases across both compilers
// Allows: fbuild debug, fbuild release
ForEach( .Config in .Configs )
{
Alias( '$Config$' ) { .Targets = { 'msvc-$Config$', 'clang-$Config$' } }
}
// Generate solution
VSSolution( 'GenerateSolution' )
{
.SolutionOutput = 'Juliet.sln'
.SolutionProjects = { 'Juliet', 'Game', 'JulietApp' }
.SolutionConfigs = .ProjectConfigs
.SolutionBuildProject = 'JulietApp'
}
Alias( 'gen' ) { .Targets = 'GenerateSolution' }

View File

@@ -1,16 +1,46 @@
@echo off
setlocal
del /s ..\Game*.pdb > NUL 2> NUL
:: --- 1. Handle Compiler Choice ---
:: Default to Clang, but allow override via "build_game.bat msvc"
set "COMPILER_TYPE=%~1"
if "%COMPILER_TYPE%"=="" set "COMPILER_TYPE=clang"
pushd %~dp0\..\bin\x64\Debug
echo WAITING FOR PDB > lock.tmp
if /I "%COMPILER_TYPE%"=="clang" (
set "PLATFORM=x64Clang"
) else (
set "PLATFORM=x64"
)
:: --- 2. Generate Random ID & Setup Paths ---
set "CONFIG=Debug"
set "GAME_BUILD_ID=%RANDOM%"
set "TARGET=Game-%PLATFORM%-%CONFIG%"
set "OUT_DIR=%~dp0..\bin\%PLATFORM%-%CONFIG%"
echo --- Building %TARGET% (ID: %GAME_BUILD_ID%) ---
:: --- 3. Manage Lock File ---
if not exist "%OUT_DIR%" mkdir "%OUT_DIR%"
pushd "%OUT_DIR%"
:: Clean up old DLLs/PDBs in this folder to prevent clutter
del Game-*.dll Game-*.pdb > NUL 2> NUL
echo %GAME_BUILD_ID% > lock.tmp
popd
pushd %~dp0
msbuild -p:Random=%random% /p:SolutionDir=..\ ..\Game\Game.vcxproj
popd
:: --- 4. Run FASTBuild ---
:: We pass the ID via an Environment Variable so the .bff can read it
set "GAME_BUILD_ID=%GAME_BUILD_ID%"
fbuild %TARGET% -cache
pushd %~dp0\..\bin\x64\Debug
del lock.tmp
popd
if %ERRORLEVEL% NEQ 0 (
echo.
echo BUILD FAILED!
goto :cleanup
)
echo.
echo SUCCESS: Generated %OUT_DIR%\Game-%GAME_BUILD_ID%.dll
:cleanup
if exist "%OUT_DIR%\lock.tmp" del "%OUT_DIR%\lock.tmp"