Files
psxrecomp/tools/package_setup_host.sh
Alex Vanderveen 874df9b5bb release: ship bundled, compiled games from committed generated/ C
Retire the setup-host release model (CI wiped generated/ and shipped
emitters + sources + a wizard so every player regenerated and rebuilt the
title). Titles now commit generated/ and CI ships the compiled game.

- docs/ci/templates/game-release.yml replaces setup-release.yml: gate on
  committed game C (tools/ci/check_generated.sh), emit the OpenBIOS backend
  in CI (tools/ci/generate_openbios.sh), configure with
  PSXRECOMP_REQUIRE_GAME_C=ON and assert the full path was taken, package
  with tools/package_game_release.sh, verify the zip is a game not a kit.
- tools/package_game_release.sh: exe, assets, bundled OpenBIOS, configs, mod
  catalog + overlay toolchain via release_stage.py, notices; refuses sources,
  emitters, generated C, BIOS dumps. clear_generated.sh removed;
  package_setup_host.sh marked retired.
- Scaffold: gitignore templates track generated/, package_release.sh.in
  wrapper, setup_project.{sh,ps1} commit generated/ after Generate.
- Project Studio: audit flags ignored/untracked generated/, retail BIOS C
  and setup-host workflows; merge_gitignore un-ignores generated/; ops emit
  the bundled packager + workflow; generate_ci uses the new template.
- Docs: docs/ci/BUNDLED_RELEASES.md replaces HOST_ONLY_RELEASES.md.
- Tests: tools/tests/test_bundled_release_layout.py; fix pre-existing
  false positives in the packager-surface and overlay-static tests.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-30 17:11:14 -04:00

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#!/usr/bin/env bash
# RETIRED (2026-09-30): setup-host zip packager. Public releases are bundled
# (tools/package_game_release.sh ships the compiled game built from the
# title's committed generated/ C; docs/ci/BUNDLED_RELEASES.md). Kept only for
# a locally built self-compile kit; no release workflow calls it.
#
# Universal setup-host zip packager for PSXRecomp game repos.
#
# Stages the host exe, title sources, filtered psxrecomp/ + recomp-ui/, then
# finishes with stage_setup_sdk.sh (emitters, OpenBIOS, MinGW DLLs).
# Portable cmake/clang is NOT embedded by default — Retro / the setup wizard
# download cmake-clang-v1 from retcomm-toolchains (or accept an offline zip).
#
# Usage (from game repo root):
# psxrecomp/tools/package_setup_host.sh \
# --build-dir build-ci \
# --artifact linux-x64 \
# --zip-prefix bpe \
# --exe-name Bomberman_Party_Edition_Recompiled \
# --display-name "Bomberman Party Edition Recompiled" \
# --recompiler-build build-recompiler \
# [--project-file REL]... [--project-dir REL]... \
# [--runtime-dir NAME]... [--runtime-dir-optional NAME]... \
# [--disc-hint "your legally owned disc"] \
# [--version-env BPE_RELEASE_VERSION] \
# [--embed-toolchain] # optional: copy PSXRECOMP_TOOLCHAIN_DIR into zip
#
# --runtime-dir stages a directory the runtime loads exe-relative (mods,
# bezels, ...) from the built exe's directory into the stage root, so the
# shipped layout matches what the build tree staged next to the binary.
# Per-user state (mods/state.toml) is always excluded. The -optional variant
# warns and continues when the directory is absent from the build.
#
# mods/ IS STAGED BY DEFAULT and is REQUIRED. Every non-oracle game runtime
# gets <exe>/mods from runtime.cmake, so a release missing it means the build
# wiring is broken and the title would ship with an empty Mods page -- which
# is exactly what happened: this was opt-in per title, and 21 of 23 ports
# silently shipped no mods at all because their generated wrapper never passed
# --runtime-dir mods. Enforce it here rather than in each title's wrapper.
# A title that genuinely ships no catalog passes --no-mods.
#
# DEVELOPER CHANNEL. A package manifest may declare channel = "developer".
# Those are work-in-progress catalogs that should stay on the maintainer's
# machine: they ship with ordinary local builds and local exports, but
# --exclude-dev-mods (or EXCLUDE_DEV_MODS=1, which CI sets) drops them from a
# public release. Pruning is by PACKAGE directory, never by rewriting a
# manifest -- editing a package during packaging would change content that is
# meant to be verifiable.
#
# Env:
# RELEASE_VERSION / <version-env> / VERSION file (must match binary stamp)
# PSXRECOMP_TOOLCHAIN_DIR | TOOLCHAIN_DIR | BPE_TOOLCHAIN_DIR (only with --embed-toolchain)
# PSXRECOMP_EMBED_TOOLCHAIN=1 same as --embed-toolchain
# PSXRECOMP_RUNTIME_BIN_DIR | BPE_RUNTIME_BIN_DIR (Windows MinGW DLL search)
#
# Lobby pin: the host exe must have been built with current runtime.cmake so
# $<TARGET_FILE_DIR>/psx_game_version.txt exists. This script refuses to ship a
# VERSION file that disagrees with that stamp (netplay list filter bug).
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
ROOT="$(pwd)"
BUILD_DIR=""
ARTIFACT=""
ZIP_PREFIX=""
EXE_NAME=""
DISPLAY_NAME=""
RECOMPILER_BUILD="build-recompiler"
VERSION_ENV="RELEASE_VERSION"
DISC_HINT="your legally owned game disc"
# Wave-5 F4: a packaged game.toml without `overlay_cache = true` ships a runtime that never
# initialises the overlay loader, so every streamed overlay runs on the interpreter (78 of
# 105 releases measured 2026-09-16). Refuse unless the caller states why.
SHIP_WITHOUT_OVERLAY_CACHE_BECAUSE=""
PROJECT_FILES=()
PROJECT_DIRS=()
RUNTIME_DIRS=()
RUNTIME_DIRS_OPTIONAL=()
# mods/ ships by default; --no-mods opts a catalog-less title out.
STAGE_MODS=1
# Drop channel = "developer" packages from the shipped catalog.
#
# Defaults to ON under CI and OFF locally, which is the whole point: a
# maintainer's local build and local export keep the mods they are working on,
# while anything a release workflow publishes does not. Keying off $CI (set by
# GitHub Actions and every other provider) means this holds for every title
# without editing 23 separate release workflows -- a per-workflow opt-in is
# exactly the shape that left 21 of 23 ports shipping no mods at all.
# --include-dev-mods / --exclude-dev-mods override either way.
if [[ -z "${EXCLUDE_DEV_MODS:-}" ]]; then
if [[ -n "${CI:-}" ]]; then EXCLUDE_DEV_MODS=1; else EXCLUDE_DEV_MODS=0; fi
fi
RUNTIME_BIN_DIR="${PSXRECOMP_RUNTIME_BIN_DIR:-${BPE_RUNTIME_BIN_DIR:-/usr/x86_64-w64-mingw32/bin}}"
EMBED_TOOLCHAIN=0
if [[ "${PSXRECOMP_EMBED_TOOLCHAIN:-0}" == "1" ]]; then
EMBED_TOOLCHAIN=1
fi
usage() {
sed -n '2,30p' "$0" | sed 's/^# \{0,1\}//'
exit "${1:-2}"
}
while [[ $# -gt 0 ]]; do
case "$1" in
-h|--help) usage 0 ;;
--build-dir) BUILD_DIR="${2:?}"; shift 2 ;;
--artifact) ARTIFACT="${2:?}"; shift 2 ;;
--zip-prefix) ZIP_PREFIX="${2:?}"; shift 2 ;;
--exe-name) EXE_NAME="${2:?}"; shift 2 ;;
--display-name) DISPLAY_NAME="${2:?}"; shift 2 ;;
--recompiler-build) RECOMPILER_BUILD="${2:?}"; shift 2 ;;
--version-env) VERSION_ENV="${2:?}"; shift 2 ;;
--disc-hint) DISC_HINT="${2:?}"; shift 2 ;;
--project-file) PROJECT_FILES+=("${2:?}"); shift 2 ;;
--project-dir) PROJECT_DIRS+=("${2:?}"); shift 2 ;;
--no-mods) STAGE_MODS=0; shift ;;
--exclude-dev-mods) EXCLUDE_DEV_MODS=1; shift ;;
--include-dev-mods) EXCLUDE_DEV_MODS=0; shift ;;
--runtime-dir) RUNTIME_DIRS+=("${2:?}"); shift 2 ;;
--runtime-dir-optional) RUNTIME_DIRS_OPTIONAL+=("${2:?}"); shift 2 ;;
--runtime-bin) RUNTIME_BIN_DIR="${2:?}"; shift 2 ;;
--root) ROOT="${2:?}"; shift 2 ;;
--embed-toolchain) EMBED_TOOLCHAIN=1; shift ;;
--no-embed-toolchain) EMBED_TOOLCHAIN=0; shift ;;
--ship-without-overlay-cache-because) SHIP_WITHOUT_OVERLAY_CACHE_BECAUSE="${2:?}"; shift 2 ;;
*)
echo "error: unknown arg: $1" >&2
usage 2
;;
esac
done
# Default the mods catalog into the required set unless the caller already
# named it (in either list) or opted out. Appending rather than overriding
# keeps an explicit --runtime-dir-optional mods meaningful for a title that
# knowingly builds without one.
if [[ "${STAGE_MODS}" -eq 1 ]]; then
_mods_named=0
for _d in "${RUNTIME_DIRS[@]:-}" "${RUNTIME_DIRS_OPTIONAL[@]:-}"; do
[[ "${_d}" == "mods" ]] && _mods_named=1
done
if [[ "${_mods_named}" -eq 0 ]]; then
RUNTIME_DIRS+=("mods")
fi
# Also ship the SOURCE catalog (mods/preloaded/...) when the title has one.
# The setup-host zip rebuilds on the player's machine, and that rebuild
# re-runs the title's POST_BUILD mod staging -- which reads the source tree,
# not the staged copy. Without this the rebuilt exe silently loses every
# game-owned mod and keeps only the framework builtins. copy_proj skips a
# path that does not exist, so this is inert for a title with no catalog.
_mods_proj=0
for _d in "${PROJECT_DIRS[@]:-}"; do
[[ "${_d}" == "mods" ]] && _mods_proj=1
done
if [[ "${_mods_proj}" -eq 0 ]]; then
PROJECT_DIRS+=("mods")
fi
fi
if [[ -z "${BUILD_DIR}" || -z "${ARTIFACT}" || -z "${ZIP_PREFIX}" || -z "${EXE_NAME}" ]]; then
echo "error: --build-dir, --artifact, --zip-prefix, and --exe-name are required" >&2
usage 2
fi
if [[ -z "${DISPLAY_NAME}" ]]; then
DISPLAY_NAME="${EXE_NAME}"
fi
ROOT="$(cd "${ROOT}" && pwd)"
if [[ -d "${ROOT}/${BUILD_DIR}" ]]; then
BUILD_DIR="$(cd "${ROOT}/${BUILD_DIR}" && pwd)"
elif [[ -d "${BUILD_DIR}" ]]; then
BUILD_DIR="$(cd "${BUILD_DIR}" && pwd)"
else
echo "error: build dir not found: ${BUILD_DIR}" >&2
exit 1
fi
# Defaults for a typical title if caller passed none.
# Codegen host sources live in psxrecomp/host/ (copied with the framework tree).
if [[ ${#PROJECT_FILES[@]} -eq 0 && ${#PROJECT_DIRS[@]} -eq 0 ]]; then
PROJECT_FILES=(CMakeLists.txt game.toml VERSION)
for d in seeds launcher_assets; do
if [[ -e "${ROOT}/${d}" ]]; then
PROJECT_DIRS+=("${d}")
fi
done
for f in codegen_setup.c codegen_setup.h DISC.md README.md; do
if [[ -e "${ROOT}/${f}" ]]; then
PROJECT_FILES+=("${f}")
fi
done
fi
# Resolve *requested* version from env / VERSION file (may be empty until stamp).
REQUESTED=""
if [[ -n "${VERSION_ENV}" ]]; then
REQUESTED="${!VERSION_ENV:-}"
fi
if [[ -z "${REQUESTED}" && -n "${RELEASE_VERSION:-}" ]]; then
REQUESTED="${RELEASE_VERSION}"
fi
if [[ -z "${REQUESTED}" && -n "${BPE_RELEASE_VERSION:-}" ]]; then
REQUESTED="${BPE_RELEASE_VERSION}"
fi
if [[ -z "${REQUESTED}" && -f "${ROOT}/VERSION" ]]; then
REQUESTED="$(tr -d '[:space:]' <"${ROOT}/VERSION")"
fi
REQUESTED="$(printf '%s' "${REQUESTED}" | tr -d '[:space:]')"
REQUESTED="${REQUESTED#v}"
DIST="${ROOT}/dist"
STAGE="${DIST}/stage-setup-${ARTIFACT}"
rm -rf "${STAGE}"
mkdir -p "${STAGE}" "${DIST}"
EXE=""
for cand in \
"${BUILD_DIR}/${EXE_NAME}" \
"${BUILD_DIR}/${EXE_NAME}.exe" \
"${BUILD_DIR}/Release/${EXE_NAME}.exe"
do
if [[ -f "${cand}" ]]; then
EXE="${cand}"
break
fi
done
if [[ -z "${EXE}" ]]; then
echo "error: setup host executable '${EXE_NAME}' not found under ${BUILD_DIR}" >&2
ls -la "${BUILD_DIR}" >&2 || true
exit 1
fi
# Authoritative lobby pin = stamp written at compile time next to the exe
# (see runtime.cmake file(GENERATE) psx_game_version.txt). Never invent a
# newer VERSION for the zip than what was baked into PSX_GAME_VERSION.
normalize_ver() {
local v
v="$(printf '%s' "${1:-}" | tr -d '[:space:]')"
v="${v#v}"
printf '%s' "${v}"
}
BUILT=""
for stamp in \
"$(dirname "${EXE}")/psx_game_version.txt" \
"${BUILD_DIR}/psx_game_version.txt" \
"${BUILD_DIR}/Release/psx_game_version.txt"
do
if [[ -f "${stamp}" ]]; then
BUILT="$(normalize_ver "$(cat "${stamp}")")"
echo "lobby pin stamp: ${stamp} -> ${BUILT}"
break
fi
done
if [[ -z "${BUILT}" ]]; then
echo "error: missing psx_game_version.txt next to ${EXE}" >&2
echo " Rebuild with current psxrecomp runtime.cmake so the lobby pin is stamped." >&2
echo " Refusing to package (VERSION file alone can drift from PSX_GAME_VERSION)." >&2
exit 1
fi
if [[ -n "${REQUESTED}" && "${REQUESTED}" != "${BUILT}" ]]; then
echo "error: RELEASE_VERSION/VERSION=${REQUESTED} but binary stamp=${BUILT}" >&2
echo " Rebuild with -DPSX_GAME_VERSION=${REQUESTED} (or pin VERSION then reconfigure)," >&2
echo " then re-run this packager. Shipping mismatched pins breaks netplay lobby lists." >&2
exit 1
fi
VERSION="${BUILT}"
printf '%s\n' "${VERSION}" >"${ROOT}/VERSION"
ZIP_NAME="${ZIP_PREFIX}-${VERSION}-${ARTIFACT}.zip"
rm -f "${DIST}/${ZIP_NAME}"
cp -a "${EXE}" "${STAGE}/"
# Ship the stamp beside the exe so installers / Retro can prefer it over VERSION.
if [[ -f "$(dirname "${EXE}")/psx_game_version.txt" ]]; then
cp -a "$(dirname "${EXE}")/psx_game_version.txt" "${STAGE}/psx_game_version.txt"
else
printf '%s\n' "${VERSION}" >"${STAGE}/psx_game_version.txt"
fi
EXE_BASENAME="$(basename "${EXE}")"
EXE_DIR="$(dirname "${EXE}")"
# Windows: CMake may already have placed imported runtime DLLs (zlib1.dll)
# next to the host. Copy siblings into the stage before MinGW bundling —
# this packager used to copy only the .exe, so a missed PE-import walk
# shipped hosts that die on clean machines with "zlib1.dll was not found".
if [[ "${EXE_BASENAME}" == *.exe ]]; then
shopt -s nullglob
for dll in "${EXE_DIR}"/*.dll "${EXE_DIR}"/*.DLL; do
[[ -f "${dll}" ]] || continue
cp -a "${dll}" "${STAGE}/"
echo "staged sibling DLL $(basename "${dll}")"
done
shopt -u nullglob
fi
if [[ ! -d "${EXE_DIR}/assets/fonts" || ! -d "${EXE_DIR}/assets/img" ]]; then
echo "error: ${EXE_DIR}/assets/{fonts,img} missing — rebuild psx-runtime" >&2
exit 1
fi
mkdir -p "${STAGE}/assets"
cp -a "${EXE_DIR}/assets/fonts" "${STAGE}/assets/"
cp -a "${EXE_DIR}/assets/img" "${STAGE}/assets/"
if [[ ! -f "${STAGE}/assets/img/boxart.tga" && -f "${ROOT}/launcher_assets/img/boxart.tga" ]]; then
cp -a "${ROOT}/launcher_assets/img/boxart.tga" "${STAGE}/assets/img/boxart.tga"
fi
# Exe-relative runtime data (mods catalog, bezels, ...): the runtime resolves
# these from the exe's own directory, so ship them at the stage root exactly
# as the build tree staged them. Two things under mods/ belong to the local
# machine and must never leak into a release: state.toml is this machine's mod
# enable/disable state (preloaded catalogs ship default-disabled), and
# installed/ holds .psxmod archives the developer installed as a player would.
# Only mods/bundled/ is build output, and only build output ships.
copy_runtime_dir() {
local name="$1" optional="$2"
if [[ ! -d "${EXE_DIR}/${name}" ]]; then
if [[ "${optional}" -eq 1 ]]; then
echo "warn: ${EXE_DIR}/${name} missing -- skipped (--runtime-dir-optional)" >&2
return 0
fi
echo "error: ${EXE_DIR}/${name} missing -- rebuild the runtime target" >&2
echo " (build wiring stages it next to the exe; see the title CMakeLists)" >&2
exit 1
fi
mkdir -p "${STAGE}/${name}"
if command -v rsync >/dev/null 2>&1; then
rsync -a --exclude 'state.toml' --exclude 'state.toml.tmp' \
--exclude 'installed' --exclude 'installed/***' \
"${EXE_DIR}/${name}/" "${STAGE}/${name}/"
else
cp -a "${EXE_DIR}/${name}/." "${STAGE}/${name}/"
rm -f "${STAGE}/${name}/state.toml" "${STAGE}/${name}/state.toml.tmp"
rm -rf "${STAGE}/${name}/installed"
fi
echo "staged runtime dir ${name}/"
}
# Drop developer-channel work from a staged catalog tree.
#
# Channels are per FEATURE, so this cannot be a grep: a line-anchored match on
# `channel = "developer"` cannot tell a package-level key from one inside a
# [[feature]] block, and would drop a whole catalog because one instrument in
# it is unfinished. mod_channel_filter.py parses the manifest, removes the
# version directory when nothing in it ships, and otherwise emits a manifest
# without the developer features and the entries that only served them.
#
# Fails closed: if the filter cannot run, packaging stops rather than
# publishing unfinished work.
prune_dev_mods() { # prune_dev_mods <dir of <id>/<version>/manifest.toml>...
local python=""
for candidate in python3 python; do
if command -v "${candidate}" >/dev/null 2>&1; then python="${candidate}"; break; fi
done
if [[ -z "${python}" ]]; then
echo "error: no python3 on PATH; cannot filter developer-channel mods" >&2
exit 1
fi
if ! "${python}" "${SCRIPT_DIR}/mod_channel_filter.py" "$@"; then
echo "error: developer-channel filtering failed" >&2
exit 1
fi
}
if ((${#RUNTIME_DIRS[@]})); then
for d in "${RUNTIME_DIRS[@]}"; do
copy_runtime_dir "${d}" 0
done
fi
if ((${#RUNTIME_DIRS_OPTIONAL[@]})); then
for d in "${RUNTIME_DIRS_OPTIONAL[@]}"; do
copy_runtime_dir "${d}" 1
done
fi
copy_proj() {
local rel="$1"
if [[ -e "${ROOT}/${rel}" ]]; then
mkdir -p "$(dirname "${STAGE}/${rel}")"
if [[ -d "${ROOT}/${rel}" ]]; then
# Merge, never nest: a --runtime-dir of the same name may already have
# staged both exe-relative data and project-local source data.
mkdir -p "${STAGE}/${rel}"
cp -a "${ROOT}/${rel}/." "${STAGE}/${rel}/"
else
cp -a "${ROOT}/${rel}" "${STAGE}/${rel}"
fi
else
echo "error: missing ${rel}" >&2
exit 1
fi
}
for f in "${PROJECT_FILES[@]}"; do
copy_proj "${f}"
done
for d in "${PROJECT_DIRS[@]}"; do
copy_proj "${d}"
done
# Developer-channel pruning runs AFTER every catalog is staged, and covers BOTH
# copies: the runtime catalog under mods/bundled that the launcher lists, and
# the source catalog under mods/preloaded that the setup-host rebuild re-stages
# from. Pruning only the first would publish the package in source form and let
# the player's own rebuild put it straight back. mods/packages is the pre-split
# layout, kept here so an older staged tree is still pruned rather than shipped.
if [[ "${EXCLUDE_DEV_MODS}" -eq 1 ]]; then
echo "excluding developer-channel mods from this package"
prune_dev_mods "${STAGE}/mods/bundled" \
"${STAGE}/mods/preloaded/packages" \
"${STAGE}/mods/packages"
_dev_left=$( { grep -rlE '^[[:space:]]*channel[[:space:]]*=[[:space:]]*"developer"[[:space:]]*$' \
"${STAGE}" --include=manifest.toml 2>/dev/null || true; } | wc -l)
if [[ "${_dev_left}" -ne 0 ]]; then
echo "error: ${_dev_left} developer manifest(s) survived pruning:" >&2
grep -rlE '^[[:space:]]*channel[[:space:]]*=[[:space:]]*"developer"[[:space:]]*$' \
"${STAGE}" --include=manifest.toml >&2 || true
exit 1
fi
else
_dev_in=$( { grep -rlE '^[[:space:]]*channel[[:space:]]*=[[:space:]]*"developer"[[:space:]]*$' \
"${STAGE}" --include=manifest.toml 2>/dev/null || true; } | wc -l)
if [[ "${_dev_in}" -ne 0 ]]; then
echo "note: package includes ${_dev_in} developer-channel manifest(s);" \
"pass --exclude-dev-mods (or EXCLUDE_DEV_MODS=1) for a public release"
fi
fi
copy_tree_filtered() {
local src="$1" dest="$2"
shift 2
mkdir -p "${dest}"
if command -v rsync >/dev/null 2>&1; then
rsync -a "$@" "${src}/" "${dest}/"
else
cp -a "${src}/." "${dest}/"
rm -rf "${dest}/.git" "${dest}/recompiler/build" "${dest}/generated" 2>/dev/null || true
find "${dest}" -type d -name '__pycache__' -prune -exec rm -rf {} + 2>/dev/null || true
find "${dest}" -type d \( -name 'build' -o -name 'build-*' \) -prune -exec rm -rf {} + 2>/dev/null || true
fi
}
if [[ ! -d "${ROOT}/psxrecomp" ]]; then
echo "error: ${ROOT}/psxrecomp missing (expected framework submodule)" >&2
exit 1
fi
if [[ ! -d "${ROOT}/recomp-ui" ]]; then
echo "error: ${ROOT}/recomp-ui missing (expected UI submodule)" >&2
exit 1
fi
copy_tree_filtered "${ROOT}/psxrecomp" "${STAGE}/psxrecomp" \
--exclude '.git' \
--exclude 'recompiler/build' \
--exclude 'generated' \
--exclude '__pycache__' \
--exclude 'build' \
--exclude 'build-*'
copy_tree_filtered "${ROOT}/recomp-ui" "${STAGE}/recomp-ui" \
--exclude '.git' \
--exclude 'build' \
--exclude '__pycache__'
# Never ship game generated C or common disc working trees.
rm -rf "${STAGE}/generated" "${STAGE}/bpe" "${STAGE}/motk" "${STAGE}/disc"
STAGE_SDK="${SCRIPT_DIR}/stage_setup_sdk.sh"
if [[ ! -f "${STAGE_SDK}" ]]; then
echo "error: missing ${STAGE_SDK}" >&2
exit 1
fi
chmod +x "${STAGE_SDK}" 2>/dev/null || true
stage_args=(
--stage "${STAGE}"
--framework "${ROOT}/psxrecomp"
--search-dir "${EXE_DIR}"
--search-dir "${BUILD_DIR}"
--runtime-bin "${RUNTIME_BIN_DIR}"
--host-exe "${STAGE}/${EXE_BASENAME}"
--recompiler-build "${RECOMPILER_BUILD}"
)
if [[ "${EMBED_TOOLCHAIN}" -eq 1 ]]; then
if [[ -z "${PSXRECOMP_TOOLCHAIN_DIR:-${TOOLCHAIN_DIR:-${BPE_TOOLCHAIN_DIR:-}}}" ]]; then
echo "error: --embed-toolchain requires PSXRECOMP_TOOLCHAIN_DIR (or TOOLCHAIN_DIR)" >&2
exit 1
fi
stage_args+=(--toolchain-dir "${PSXRECOMP_TOOLCHAIN_DIR:-${TOOLCHAIN_DIR:-${BPE_TOOLCHAIN_DIR}}}")
else
stage_args+=(--allow-no-toolchain)
fi
bash "${STAGE_SDK}" "${stage_args[@]}"
if ! grep -qE '^[[:space:]]*overlay_cache[[:space:]]*=[[:space:]]*true' "${STAGE}/game.toml"; then
if [[ -z "${SHIP_WITHOUT_OVERLAY_CACHE_BECAUSE}" ]]; then
echo "error: REFUSING TO PACKAGE: ${STAGE}/game.toml has no '[runtime] overlay_cache = true'." >&2
echo " The runtime never initialises the overlay loader without it, so every streamed" >&2
echo " overlay runs on the dirty-RAM interpreter for every player. Add the key, or pass" >&2
echo " --ship-without-overlay-cache-because '<reason>' to record why this title ships without it." >&2
exit 1
fi
echo "warning: packaging without overlay_cache = true (reason: ${SHIP_WITHOUT_OVERLAY_CACHE_BECAUSE})" >&2
fi
cat >"${STAGE}/README-SETUP.txt" <<EOF
${DISPLAY_NAME} ${VERSION} — setup package
Platform: ${ARTIFACT}
One zip for first install and updates. Does NOT include disc images, retail
BIOS dumps, pre-generated game C, or a portable cmake/clang pack. Emitters
(psxrecomp-game / psxrecomp-bios) and the CLI are inside psxrecomp/.
Standalone:
1. Install Python 3.
2. Run ${EXE_BASENAME}.
3. Provide ${DISC_HINT} (and optional retail SCPH-1001 BIOS; otherwise
OpenBIOS is regenerated locally).
4. Follow the Generate & rebuild wizard. On first rebuild the host downloads
cmake-clang-v1 from RetroPortingToolKit/RetroPorting-Toolchains (or you can
pick a local cmake-clang-v1-*.zip for offline builds). System cmake/ninja
also works if already on PATH.
Retro uses this same zip: it harvests emitters into a shared SDK cache,
downloads the toolchain pack (or uses RETCOMM_TOOLCHAIN_DIR), and preserves
saves/user config across updates.
EOF
# --- Gate: the staged tree must be able to configure itself ----------------
# The project file/dir list is an allowlist, so any path a project adds to
# CMakeLists.txt has to be added here too. When that is missed the zip still
# builds and only fails on the user's machine, at cmake configure, with
# "Cannot find source file". Catch it at package time instead.
#
# Only unguarded references are required: a path used solely inside
# if(EXISTS "...") is optional by construction, and a glob or a path built from
# a cmake variable cannot be resolved here.
if [[ -f "${STAGE}/CMakeLists.txt" ]]; then
cml="${STAGE}/CMakeLists.txt"
# A CMakeLists.txt with no if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/...") guard at
# all is normal, and grep exits 1 on no match. Under `set -e -o pipefail` that
# status propagates out of the command substitution and kills the packager
# here — silently, before any gate can report anything. Guard the assignment.
guarded="$( { grep -oE 'if\(EXISTS[[:space:]]+"\$\{CMAKE_CURRENT_SOURCE_DIR\}/[^"]+"' "${cml}" \
|| true; } | sed -E 's|.*\$\{CMAKE_CURRENT_SOURCE_DIR\}/||; s|"$||' | sort -u)"
missing_refs=()
while IFS= read -r rel; do
[[ -z "${rel}" ]] && continue
case "${rel}" in *"*"*|*"?"*|*'$'*) continue ;; esac
if [[ -n "${guarded}" ]] && grep -qxF -- "${rel}" <<<"${guarded}"; then
continue
fi
[[ -e "${STAGE}/${rel}" ]] || missing_refs+=("${rel}")
done < <(grep -oE '\$\{CMAKE_CURRENT_SOURCE_DIR\}/[^"]+' "${cml}" \
| sed 's|^\${CMAKE_CURRENT_SOURCE_DIR}/||' | sort -u)
if (( ${#missing_refs[@]} )); then
echo "error: CMakeLists.txt references paths that are not staged in the zip:" >&2
for r in "${missing_refs[@]}"; do echo " - ${r}" >&2; done
echo " add them via --project-file / --project-dir in the title's setup-host wrapper" >&2
exit 1
fi
fi
# Second gate: the project's own C must be able to include what it includes.
# The CMakeLists check above cannot see this — src/<game>_mods.c pulls in
# "../psx_symbols.h", a compile input nothing in CMakeLists.txt names, and a zip
# missing it fails at the first object file rather than at configure.
#
# Only project-owned staged paths are scanned. Framework trees (psxrecomp/,
# recomp-ui/) resolve their headers through -I and are not ours to police.
missing_incs=()
for rel in "${PROJECT_FILES[@]}" "${PROJECT_DIRS[@]}"; do
[[ -e "${STAGE}/${rel}" ]] || continue
while IFS= read -r src; do
case "${src}" in *.c|*.cc|*.cpp|*.h|*.hpp) ;; *) continue ;; esac
src_dir="$(dirname "${src}")"
while IFS= read -r inc; do
[[ -z "${inc}" ]] && continue
# Only relative includes can name a file the zip is expected to carry.
case "${inc}" in /*) continue ;; esac
target="${src_dir}/${inc}"
[[ -e "${target}" ]] && continue
# Resolve against the stage root too (some projects include "x.h" flatly).
[[ -e "${STAGE}/${inc}" ]] && continue
# Finally, anything reachable through an -I path: the framework trees are
# staged whole, so a bare "mod_plugins.h" resolves out of
# psxrecomp/runtime/include. Match on basename — deliberately loose, since
# a false pass here only forfeits a warning while a false failure would
# block a good release.
inc_base="${inc##*/}"
if find "${STAGE}" -name "${inc_base}" -type f -print -quit 2>/dev/null | grep -q .; then
continue
fi
rel_src="${src#"${STAGE}"/}"
missing_incs+=("${inc} (included by ${rel_src})")
done < <(grep -oE '^[[:space:]]*#[[:space:]]*include[[:space:]]+"[^"]+"' "${src}" 2>/dev/null \
| sed -E 's|.*"([^"]+)".*|\1|')
done < <(find "${STAGE}/${rel}" -type f 2>/dev/null)
done
if (( ${#missing_incs[@]} )); then
echo "error: staged project sources include files that are not in the zip:" >&2
printf ' - %s\n' "${missing_incs[@]}" >&2
echo " add them via --project-file / --project-dir in the title's setup-host wrapper" >&2
exit 1
fi
# --- Windows: Authenticode-sign what the player will run -------------------
# The host exe, its DLLs, and the emitters. A no-op without a certificate in
# the environment (see tools/ci/sign_windows.sh); fatal if one is configured
# and signing fails. Note the limit of what signing can do for a setup-host
# title: the game exe the player's own machine builds after Generate is not
# this file and carries no signature -- Smart App Control judges that build
# on its own, and only the host/wizard, emitters and DLLs shipped here are
# covered.
if [[ "${EXE_BASENAME}" == *.exe ]]; then
SIGN_SH="${SCRIPT_DIR}/ci/sign_windows.sh"
if [[ -f "${SIGN_SH}" ]]; then
bash "${SIGN_SH}" "${STAGE}"
else
echo "note: ${SIGN_SH} missing; Windows binaries ship unsigned" >&2
fi
fi
find "${STAGE}" -exec touch -c {} + 2>/dev/null || find "${STAGE}" -exec touch {} +
(
cd "${STAGE}"
if command -v zip >/dev/null 2>&1; then
zip -r -q "${DIST}/${ZIP_NAME}" .
else
echo "error: zip not found" >&2
exit 1
fi
)
echo "Wrote ${DIST}/${ZIP_NAME}"
du -h "${DIST}/${ZIP_NAME}"