Add compile scripts for linux

linux_template
sigonasr2, Sig, Sigo 2 years ago
parent d3a918876c
commit 0be2bfb35c
  1. 2
      .gitignore
  2. 34
      Faceball2030/C++/scripts/build.sh
  3. 20
      Faceball2030/C++/scripts/commit.sh
  4. 22
      Faceball2030/C++/scripts/debug.sh
  5. 7
      Faceball2030/C++/scripts/filelist
  6. 14
      Faceball2030/C++/scripts/lines.sh
  7. 7
      Faceball2030/C++/scripts/md5
  8. 20
      Faceball2030/C++/scripts/release.sh
  9. 0
      Faceball2030/C++/scripts/temp
  10. 46
      Faceball2030/C++/scripts/web.sh
  11. BIN
      Faceball2030/C++ProjectTemplate
  12. 75
      Faceball2030/C++ProjectTemplate.html
  13. 1
      Faceball2030/C++ProjectTemplate.js
  14. BIN
      Faceball2030/C++ProjectTemplate.wasm
  15. 33
      Faceball2030/README.md
  16. 75
      Faceball2030/buildtemplate.html
  17. BIN
      Faceball2030/dirtblock.png
  18. 29
      Faceball2030/main.cpp
  19. BIN
      Faceball2030/main.data
  20. 75
      Faceball2030/main.html
  21. 1
      Faceball2030/main.js
  22. BIN
      Faceball2030/main.wasm
  23. 2
      Faceball2030/pixelGameEngine.cpp
  24. BIN
      Faceball2030/pixelGameEngine.o
  25. BIN
      Faceball2030/pixelGameEngine_wasm.o
  26. 9
      Faceball2030/sig
  27. 1
      Faceball2030/utils/.coauthors
  28. 5
      Faceball2030/utils/.updateDirectories
  29. 26
      Faceball2030/utils/define.sh
  30. 5
      Faceball2030/utils/filelist
  31. 28
      Faceball2030/utils/main.sh
  32. 4
      Faceball2030/utils/md5
  33. 103
      Faceball2030/utils/search.sh

2
.gitignore vendored

@ -2,7 +2,7 @@
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
emsdk
# User-specific files
*.rsuser
*.suo

@ -0,0 +1,34 @@
#Compiles the entire program then runs it, producing an executable. If the "test" argument is included, will try and run tests too (in the test folder). If the "full" argument is included, it will recopmile the PixelGameEngine (should it change)
#C++
printf "Running program...\n\n\n"
output=$(dpkg -l | grep libx11-dev)
if [[ -z $output ]]
then
sudo apt install libx11-dev libpulse-dev mesa-common-dev libpng-dev
fi
if [ ! -f "pixelGameEngine.o" ]
then
printf "Pixel Game Engine compile object missing. Compiling for the first time..."
g++ -c pixelGameEngine.cpp
fi
if [ "$1" = "test" ]
then
printf "Running tests...\n"
echo "#define TEST_SUITE" > ./test/test.h
if g++ $(find . -type f -name "*.cpp" -not -name "pixelGameEngine.cpp") pixelGameEngine.o ${CUSTOM_PARAMS} -o ${PROJECT_NAME}; then
./${PROJECT_NAME} "$@"
fi
elif [ "$1" = "full" ]
then
echo "" > ./test/test.h
g++ -c pixelGameEngine.cpp
if g++ $(find . -type f -name "*.cpp" -not -path "./test/*" -not -name "pixelGameEngine.cpp") pixelGameEngine.o ${CUSTOM_PARAMS} -o ${PROJECT_NAME}; then
./${PROJECT_NAME} "$@"
fi
else
echo "" > ./test/test.h
if g++ $(find . -type f -name "*.cpp" -not -path "./test/*" -not -name "pixelGameEngine.cpp") pixelGameEngine.o ${CUSTOM_PARAMS} -o ${PROJECT_NAME}; then
./${PROJECT_NAME} "$@"
fi
fi
printf "\n\n"

@ -0,0 +1,20 @@
#Adds a commit message and pushes project to github repository.
#C++
COMMIT_MESSAGE="$*"
FIRST_LINE=true
while IFS= read -r line
do
if [ "$FIRST_LINE" = true ]; then
COMMIT_MESSAGE+="
Co-authored-by: $line"
FIRST_LINE=false
else
COMMIT_MESSAGE+="
Co-authored-by: $line"
fi
done < utils/.coauthors
git add -u
git add *
git commit -m "$COMMIT_MESSAGE"
git push

@ -0,0 +1,22 @@
#Compiles the entire program with debug flags then runs it in gdb. If the "test" argument is included, will try and run tests too (in the test folder)
#C++
printf "Running program...\n\n\n"
output=$(dpkg -l | grep libx11-dev)
if [[ -z $output ]]
then
sudo apt install libx11-dev libpulse-dev mesa-common-dev libpng-dev
fi
if [ "$1" = "test" ]
then
printf "Running tests...\n"
echo "#define TEST_SUITE" > ./test/test.h
if g++ $(find . -type f -name "*.cpp") -g ${CUSTOM_PARAMS} -o ${PROJECT_NAME}; then
gdb ./${PROJECT_NAME} "$@"
fi
else
echo "" > ./test/test.h
if g++ $(find . -type f -name "*.cpp" -not -path "./test/*") -g ${CUSTOM_PARAMS} -o ${PROJECT_NAME}; then
gdb ./${PROJECT_NAME} "$@"
fi
fi
printf "\n\n"

@ -0,0 +1,7 @@
build.sh
commit.sh
debug.sh
lines.sh
release.sh
temp
web.sh

@ -0,0 +1,14 @@
#Returns the line counts of your project.
#C++
shopt -s extglob
ls -1 @(*.h|*.cpp) > temp
while read a; do
if [ "$a" != "pixelGameEngine.h" ] && [ "$a" != "soundwaveEngine.h" ] && [ "$a" != "splash.h" ];
then
echo -e "$a\n" >> temp2
fi
done < temp
wc -l $(cat temp2)
rm temp
rm temp2

@ -0,0 +1,7 @@
build.sh:f7da5b6f54c56658f5410e0df797b5a7 -
commit.sh:d03a46e721060c22ccb146e19d27e70a -
debug.sh:849488515cab075948653c15eec4177b -
lines.sh:3b907786f7fc9204025993016c9080de -
release.sh:0ab321c3fa2f1a1b2f03b1aec3bce816 -
temp:d41d8cd98f00b204e9800998ecf8427e -
web.sh:4bbe9c5710a0ae4289468c3f7f340ff1 -

@ -0,0 +1,20 @@
#Creates a release build that focuses on high runtime performance. Use "full" argument to completely rebuild PGE.
#C++
printf "Running program...\n\n\n"
output=$(dpkg -l | grep libx11-dev)
if [[ -z $output ]]
then
sudo apt install libx11-dev libpulse-dev mesa-common-dev libpng-dev
fi
if [ "$1" == "full" ]; then
rm "pixelGameEngine.o"
fi
if [ ! -f "pixelGameEngine.o" ]
then
printf "Pixel Game Engine compile object missing. Compiling for the first time..."
g++ -c pixelGameEngine.cpp
fi
if g++ $(find . -type f -name "*.cpp" -not -path "./test/*" -not -name "pixelGameEngine.cpp") pixelGameEngine.o ${CUSTOM_PARAMS} -o ${PROJECT_NAME}; then
./${PROJECT_NAME} "$@"
fi
printf "\n\n"

@ -0,0 +1,46 @@
#Compiles emscripten instance of this project for the web. Use "full" argument if your PGE has to be completely rebuilt. Use "headless" argument for a headless version.
#C++
output=$(dpkg -l | grep libx11-dev)
if [[ -z $output ]]
then
sudo apt install libx11-dev libpulse-dev mesa-common-dev libpng-dev
fi
if [[ "$1" == "full" || "$2" == "full" ]]; then
rm "pixelGameEngine_wasm.o"
fi
source ../emsdk/emsdk_env.sh
if [ ! -f "pixelGameEngine_wasm.o" ]
then
printf "Pixel Game Engine compile object missing. Compiling for the first time..."
em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_SDL_MIXER=2 -s USE_LIBPNG=1 -c pixelGameEngine.cpp -o pixelGameEngine_wasm.o
fi
if [ -d "assets" ]; then
em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_SDL_MIXER=2 -s USE_LIBPNG=1 $(find . -type f -name "*.cpp" -not -path "./test/*" -not -name "pixelGameEngine.cpp") pixelGameEngine_wasm.o -o ${PROJECT_NAME}.html --preload-file ./assets
else
em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_SDL_MIXER=2 -s USE_LIBPNG=1 $(find . -type f -name "*.cpp" -not -path "./test/*" -not -name "pixelGameEngine.cpp") pixelGameEngine_wasm.o -o ${PROJECT_NAME}.html
fi
cp buildtemplate.html ${PROJECT_NAME}.html
sed -i "s/_REPLACEME_/$PROJECT_NAME.js/" ${PROJECT_NAME}.html
if [[ "$1" == "headless" || "$2" == "headless" ]]; then
echo "Running as headless web server"
emrun --no_browser ${PROJECT_NAME}.html
else
emrun --serve_after_close ${PROJECT_NAME}.html
fi
if [ $? -eq 127 ]
then
echo "Failed to find Emscripten. Running install script."
PWD=$(pwd)
cd ..
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
git pull
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
cd $PWD
echo "Emscripten has been installed. Try running the command again."
fi

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@ -0,0 +1,75 @@
<!doctype html>
<html lang="en-us">
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Emscripten-Generated Code</title>
<style>
html,body { width: 100%; height: 100%; }
body { font-family: arial; margin: 0; padding: 0; background: #000; }
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten_border { border: none; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; background-color: black; }
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
<script type='text/javascript'>
var Module = {
preRun: [],
postRun: [],
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
};
</script>
<script async type="text/javascript" src="C++ProjectTemplate.js"></script>
<script type="text/javascript">
Module.canvas.addEventListener("resize", (e) => {
var viewWidth = e.detail.width;
var viewHeight = e.detail.width / Module._olc_WindowAspectRatio;
if(viewHeight > e.detail.height)
{
viewHeight = e.detail.height;
viewWidth = e.detail.height * Module._olc_WindowAspectRatio;
}
// update dom attributes
Module.canvas.setAttribute("width", viewWidth);
Module.canvas.setAttribute("height", viewHeight);
var top = (e.detail.height - viewHeight) / 2;
var left = (e.detail.width - viewWidth) / 2;
// update styles
Module.canvas.style.position = "fixed";
Module.canvas.style.top = top.toString() + "px";
Module.canvas.style.left = left.toString() + "px";
Module.canvas.style.width = "";
Module.canvas.style.height = "";
// trigger PGE update
Module._olc_PGE_UpdateWindowSize(viewWidth, viewHeight);
// ensure canvas has focus
Module.canvas.focus();
e.preventDefault();
});
</script>
</body>
</html>

File diff suppressed because one or more lines are too long

@ -0,0 +1,33 @@
This repository contains general build scripts and pipelines for all languages that I incorporate in my projects. The goal is to provide an easy retrieval and update system for the project. Each script will be a shell script containing the following template:
```bash
#Short description about what I do
#Language[Folder]
# #The script's code goes in here.
# rm -Rf out/*
# javac -Xlint:unchecked -cp ${PROJECT_DIR}/.. -d ${OUT_DIR} ${PROJECT_DIR}/*.java
# printf "\n\n\nRunning Program...\n\n"
# cd $OUT_DIR
# java ${MAIN_CLASS} "$@"
# ../scripts/clean.sh
```
Each language will be in the following structure:
```
-<Language>
--<scripts>
---[script files.sh]
```
The `sig` script will display by default any scripts in the `scripts` folder, therefore when creating a project, copy over the scripts folder of the desired language into your project then the `sig` script handles the rest appropriately. If your project requires multiple languages and build setups, then you can use the `sig2` command, which has an additional parameter to specify the language when running it. When setting up a multi-language setup, you'll just copy the entire folder to include the programming language itself. So a multi-language project structure may look something like this:
```
-C
--scripts
---build.sh
---clean.sh
---make.sh
-Java
--scripts
---build.sh
---clean.sh
---jar.sh
```

@ -0,0 +1,75 @@
<!doctype html>
<html lang="en-us">
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Emscripten-Generated Code</title>
<style>
html,body { width: 100%; height: 100%; }
body { font-family: arial; margin: 0; padding: 0; background: #000; }
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten_border { border: none; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; background-color: black; }
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
<script type='text/javascript'>
var Module = {
preRun: [],
postRun: [],
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
};
</script>
<script async type="text/javascript" src="_REPLACEME_"></script>
<script type="text/javascript">
Module.canvas.addEventListener("resize", (e) => {
var viewWidth = e.detail.width;
var viewHeight = e.detail.width / Module._olc_WindowAspectRatio;
if(viewHeight > e.detail.height)
{
viewHeight = e.detail.height;
viewWidth = e.detail.height * Module._olc_WindowAspectRatio;
}
// update dom attributes
Module.canvas.setAttribute("width", viewWidth);
Module.canvas.setAttribute("height", viewHeight);
var top = (e.detail.height - viewHeight) / 2;
var left = (e.detail.width - viewWidth) / 2;
// update styles
Module.canvas.style.position = "fixed";
Module.canvas.style.top = top.toString() + "px";
Module.canvas.style.left = left.toString() + "px";
Module.canvas.style.width = "";
Module.canvas.style.height = "";
// trigger PGE update
Module._olc_PGE_UpdateWindowSize(viewWidth, viewHeight);
// ensure canvas has focus
Module.canvas.focus();
e.preventDefault();
});
</script>
</body>
</html>

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Width:  |  Height:  |  Size: 35 KiB

@ -1,4 +1,3 @@
#define OLC_PGE_APPLICATION
#include "pixelGameEngine.h"
#include "geometry2d.h"
#include <strstream>
@ -256,7 +255,7 @@ void FaceBall::InitializeEnemyData() {
enemyData[SHOOTME2] = { "SHOOTME2",enemy_ShootMe2,YELLOW,1,1,PI / 6,2,1,0.35f,true };
enemyData[ISHOOT] = { "ISHOOT",enemy_IShoot,YELLOW,1,1,0.5,2,3,0.4f,true };
enemyData[SHOOTME_ARMOR] = { "SHOOTME",enemy_ShootMe,YELLOW,6,1,0.5,2,1,0.3f,true,PowerupType::ARMOR,true };
enemyData[ISHOOT_MAP] = { "ISHOOT",enemy_IShoot,YELLOW,7,1,0.5,2,2,0.3f,true,PowerupType::STOP,true };
enemyData[ISHOOT_MAP] = { "ISHOOT",enemy_IShoot,YELLOW,7,1,0.5,2,2,0.3f,true,PowerupType::MAP,true };
enemyData[SONAR] = { "Sonar",enemy_Sonar,RED,5,1,PI / 8,2,1 };
enemyData[COIN] = { "Coin",undefined,BLUE };
enemyData[POWERUP_ARMOR] = { "Armor",undefined,{96,0,96} };
@ -1287,15 +1286,28 @@ void FaceBall::RenderWorld() {
}
}
for (auto& bullet : bullets) {
RenderBulletMesh(matView, vecTrianglesToRasterTranslucent, bullet);
#if defined(OLC_PLATFORM_EMSCRIPTEN)
RenderBulletMesh(matView, vecTrianglesToRaster, bullet);
#else
RenderBulletMesh(matView, vecTrianglesToRasterTranslucent, bullet);
#endif
}
for (auto& powerup : powerups) {
RenderPowerupMesh(matView, vecTrianglesToRasterTranslucent, powerup);
#if defined(OLC_PLATFORM_EMSCRIPTEN)
RenderPowerupMesh(matView, vecTrianglesToRaster, powerup);
#else
RenderPowerupMesh(matView, vecTrianglesToRasterTranslucent, powerup);
#endif
}
RenderMesh(matView, vecTrianglesToRaster, walls);
RenderMesh(matView, vecTrianglesToRasterTranslucent, walls, true);
//std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](triangle&t1,triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
#if defined(OLC_PLATFORM_EMSCRIPTEN)
RenderMesh(matView, vecTrianglesToRaster, walls, true);
#else
RenderMesh(matView, vecTrianglesToRasterTranslucent, walls, true);
#endif
#if defined(OLC_PLATFORM_EMSCRIPTEN)
std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](Triangle&t1,Triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
#endif
ClearBuffer(BLACK, true);
triRenderCount = 0;
for (auto& triToRaster : vecTrianglesToRaster) {
@ -2106,7 +2118,8 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) {
}break;
}
}break;
case ISHOOT: {
case ISHOOT:
case ISHOOT_MAP: {
e.rot += dat.rotSpd * fElapsedTime;
if (e.CanShoot()) {
e.ShootBullet(myIndex);

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@ -0,0 +1,75 @@
<!doctype html>
<html lang="en-us">
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Emscripten-Generated Code</title>
<style>
html,body { width: 100%; height: 100%; }
body { font-family: arial; margin: 0; padding: 0; background: #000; }
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten_border { border: none; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; background-color: black; }
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
<script type='text/javascript'>
var Module = {
preRun: [],
postRun: [],
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
};
</script>
<script async type="text/javascript" src="main.js"></script>
<script type="text/javascript">
Module.canvas.addEventListener("resize", (e) => {
var viewWidth = e.detail.width;
var viewHeight = e.detail.width / Module._olc_WindowAspectRatio;
if(viewHeight > e.detail.height)
{
viewHeight = e.detail.height;
viewWidth = e.detail.height * Module._olc_WindowAspectRatio;
}
// update dom attributes
Module.canvas.setAttribute("width", viewWidth);
Module.canvas.setAttribute("height", viewHeight);
var top = (e.detail.height - viewHeight) / 2;
var left = (e.detail.width - viewWidth) / 2;
// update styles
Module.canvas.style.position = "fixed";
Module.canvas.style.top = top.toString() + "px";
Module.canvas.style.left = left.toString() + "px";
Module.canvas.style.width = "";
Module.canvas.style.height = "";
// trigger PGE update
Module._olc_PGE_UpdateWindowSize(viewWidth, viewHeight);
// ensure canvas has focus
Module.canvas.focus();
e.preventDefault();
});
</script>
</body>
</html>

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@ -0,0 +1,2 @@
#define OLC_PGE_APPLICATION
#include "pixelGameEngine.h"

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@ -0,0 +1,9 @@
export AUTO_UPDATE=true
source utils/define.sh
define PROJECT_NAME "main"
define CUSTOM_PARAMS "-std=c++17 -lX11 -lpthread -lpng -lstdc++fs -I/usr/include/lua5.3"
define LANGUAGE "C++"
source utils/main.sh

@ -0,0 +1 @@
sigonasr2 <sigonasr2@gmail.com>

@ -0,0 +1,5 @@
Java/
C/
C++/
scripts/
utils/

@ -0,0 +1,26 @@
export VARS=("")
export LANGUAGE=""
function define() {
VARS+=("$1")
value="${*:2}"
eval export "$1"='$value'
}
if [[ $(pwd) != *"SigScript" && $AUTO_UPDATE = "true" && $1 != "update" ]]; then
source utils/search.sh
find . -type f -name md5 -delete
find . -type f -name filelist -delete
#Check for hashes
FILES=$(cat utils/.updateDirectories)
for f in $FILES
do
search $f
check $f
done
else
echo "Dev build, no checks required."
fi

@ -0,0 +1,5 @@
.coauthors
define.sh
main.sh
search.sh
.updateDirectories

@ -0,0 +1,28 @@
if [ -z "$1" ]
then
echo ""
echo " Usage: ./sig <command> {args}"
echo ""
printf "====\tCurrent Configuration"
printf "\t====================="
for t in ${VARS[@]}
do
printf "\n\t%-15s%20s" $t ${!t}
done
printf "\n====================================================="
echo ""
echo ""
echo " Command List:"
FILES=$(ls -1A ./$LANGUAGE/scripts 2>/dev/null | sed -e 's/\.sh$//' | sed -e 's/^/ /')
for f in $FILES
do
if [ -f "./$LANGUAGE/scripts/$f.sh" ]; then
DESC="$(head -n1 ./$LANGUAGE/scripts/$f.sh)"
printf "\n\t%-15s%-65s" $f "${DESC:1}"
fi
done
echo ""
exit
fi
./$LANGUAGE/scripts/$1.sh "${@:2}"

@ -0,0 +1,4 @@
define.sh:3ecab0dffe2adfb950f3eb7c7061b750 -
main.sh:4e6e9f0650ec790ce2c4364db94f0caa -
search.sh:30e1842e9a13452ea883bb6516d28e1c -
.updateDirectories:971afb892e8280cb4c9ad43fb72a46a0 -

@ -0,0 +1,103 @@
function search() {
FILES2=$(ls -A $1 2>/dev/null)
for g in $FILES2
do
if [ -d $1$g ];
then
echo "$1$g is a directory"
search $1$g/
else
echo "$1$g is a file"
if [ $g != "md5" ] && [ $g != "filelist" ] && [ $g != ".package.files" ]; then
if [ $g != ".coauthors" ] && [ $g != "version_info" ]; then
SUM=$(md5sum < $1$g)
echo "$g:$SUM" >> $1md5
fi
echo "$g" >> $1filelist
else
echo " ignoring $g..."
fi
fi
done
}
function check() {
echo "Check $1"
FILES2=$(ls -A $1 2>/dev/null)
if [ -f "$1/md5" ];
then
echo " md5: http://sig.projectdivar.com/sigonasr2/SigScript/raw/branch/main/$1md5"
curl -H 'Cache-Control: no-cache, no-store' -s "http://sig.projectdivar.com/sigonasr2/SigScript/raw/branch/main/$1md5" --output /tmp/out
cmp -s $1/md5 /tmp/out
if [ "$?" -ne 0 ]
then
echo " Differences detected!"
cat /tmp/out
while IFS= read -r line
do
IFS=':' read -ra split <<< $line
g="${split[0]}"
echo "LINE -- $g"
if [ "$g" != "md5" ] && [ "$g" != "filelist" ] && [ "$g" != ".package.files" ]; then
if [ -f $1$g ];
then
if [ "$g" != ".coauthors" ] && [ "$g" != "version_info" ]; then
echo "++Redownload $1$g..."
if [ -f "$1$g" ]; then
curl -H 'Cache-Control: no-cache, no-store' "http://sig.projectdivar.com/sigonasr2/SigScript/raw/branch/main/$1$g" --output $1$g
else
echo "===Could not find directory, assuming regular scripts directory exists."
curl -H 'Cache-Control: no-cache, no-store' "http://sig.projectdivar.com/sigonasr2/SigScript/raw/branch/main/$1$g" --output $LANGUAGE/scripts/$g
fi
fi
else
echo "++==Downloading $1$g..."
curl -H 'Cache-Control: no-cache, no-store' "http://sig.projectdivar.com/sigonasr2/SigScript/raw/branch/main/$1$g" --output $1$g
fi
fi
done < /tmp/out
fi
fi
if [ -f "$1/filelist" ];
then
echo " filelist: http://sig.projectdivar.com/sigonasr2/SigScript/raw/branch/main/$1filelist"
curl -H 'Cache-Control: no-cache, no-store' -s "http://sig.projectdivar.com/sigonasr2/SigScript/raw/branch/main/$1filelist" --output /tmp/out
cmp -s $1/filelist /tmp/out
if [ "$?" -ne 0 ]
then
echo " Differences detected!"
cat /tmp/out
while IFS= read -r line
do
IFS=':' read -ra split <<< $line
g="${split[0]}"
echo "LINE -- $g"
if [ "$g" != "md5" ] && [ "$g" != "filelist" ] && [ "$g" != ".package.files" ]; then
if [ -f $1$g ];
then
if [ "$g" != ".coauthors" ] && [ "$g" != "version_info" ]; then
echo "++Redownload $1$g..."
if [ -f "$1$g" ]; then
curl -H 'Cache-Control: no-cache, no-store' "http://sig.projectdivar.com/sigonasr2/SigScript/raw/branch/main/$1$g" --output $1$g
else
echo "===Could not find directory, assuming regular scripts directory exists."
curl -H 'Cache-Control: no-cache, no-store' "http://sig.projectdivar.com/sigonasr2/SigScript/raw/branch/main/$1$g" --output $LANGUAGE/scripts/$g
fi
fi
else
echo "++==Downloading $1$g..."
curl -H 'Cache-Control: no-cache, no-store' "http://sig.projectdivar.com/sigonasr2/SigScript/raw/branch/main/$1$g" --output $1$g
fi
fi
done < /tmp/out
fi
fi
for g in $FILES2
do
if [ -d $1$g ];
then
echo "$1$g is a directory"
check $1$g/
fi
done
}
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