To date, the build scripts in `codex-cli` still supported building the old TypeScript version of the Codex CLI to give Windows users something they can run, but we are just going to have them use the Rust version like everyone else, so: - updates `codex-cli/bin/codex.js` so that we run the native binary or throw if the target platform/arch is not supported (no more conditional usage based on `CODEX_RUST`, `use-native` file, etc.) - drops the `--native` flag from `codex-cli/scripts/stage_release.sh` and updates all the code paths to behave as if `--native` were passed (i.e., it is the only way to run it now) Tested this by running: ``` ./codex-cli/scripts/stage_rust_release.py --release-version 0.20.0-alpha.2 ```
124 lines
3.5 KiB
JavaScript
Executable File
124 lines
3.5 KiB
JavaScript
Executable File
#!/usr/bin/env node
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// Unified entry point for the Codex CLI.
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import path from "path";
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import { fileURLToPath } from "url";
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// __dirname equivalent in ESM
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const __filename = fileURLToPath(import.meta.url);
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const __dirname = path.dirname(__filename);
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const { platform, arch } = process;
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let targetTriple = null;
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switch (platform) {
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case "linux":
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case "android":
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switch (arch) {
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case "x64":
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targetTriple = "x86_64-unknown-linux-musl";
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break;
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case "arm64":
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targetTriple = "aarch64-unknown-linux-musl";
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break;
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default:
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break;
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}
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break;
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case "darwin":
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switch (arch) {
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case "x64":
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targetTriple = "x86_64-apple-darwin";
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break;
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case "arm64":
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targetTriple = "aarch64-apple-darwin";
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break;
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default:
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break;
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}
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break;
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case "win32":
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switch (arch) {
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case "x64":
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targetTriple = "x86_64-pc-windows-msvc.exe";
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break;
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case "arm64":
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// We do not build this today, fall through...
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default:
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break;
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}
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break;
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default:
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break;
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}
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if (!targetTriple) {
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throw new Error(`Unsupported platform: ${platform} (${arch})`);
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}
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const binaryPath = path.join(__dirname, "..", "bin", `codex-${targetTriple}`);
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// Use an asynchronous spawn instead of spawnSync so that Node is able to
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// respond to signals (e.g. Ctrl-C / SIGINT) while the native binary is
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// executing. This allows us to forward those signals to the child process
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// and guarantees that when either the child terminates or the parent
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// receives a fatal signal, both processes exit in a predictable manner.
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const { spawn } = await import("child_process");
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const child = spawn(binaryPath, process.argv.slice(2), {
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stdio: "inherit",
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env: { ...process.env, CODEX_MANAGED_BY_NPM: "1" },
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});
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child.on("error", (err) => {
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// Typically triggered when the binary is missing or not executable.
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// Re-throwing here will terminate the parent with a non-zero exit code
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// while still printing a helpful stack trace.
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// eslint-disable-next-line no-console
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console.error(err);
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process.exit(1);
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});
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// Forward common termination signals to the child so that it shuts down
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// gracefully. In the handler we temporarily disable the default behavior of
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// exiting immediately; once the child has been signaled we simply wait for
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// its exit event which will in turn terminate the parent (see below).
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const forwardSignal = (signal) => {
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if (child.killed) {
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return;
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}
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try {
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child.kill(signal);
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} catch {
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/* ignore */
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}
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};
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["SIGINT", "SIGTERM", "SIGHUP"].forEach((sig) => {
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process.on(sig, () => forwardSignal(sig));
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});
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// When the child exits, mirror its termination reason in the parent so that
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// shell scripts and other tooling observe the correct exit status.
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// Wrap the lifetime of the child process in a Promise so that we can await
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// its termination in a structured way. The Promise resolves with an object
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// describing how the child exited: either via exit code or due to a signal.
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const childResult = await new Promise((resolve) => {
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child.on("exit", (code, signal) => {
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if (signal) {
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resolve({ type: "signal", signal });
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} else {
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resolve({ type: "code", exitCode: code ?? 1 });
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}
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});
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});
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if (childResult.type === "signal") {
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// Re-emit the same signal so that the parent terminates with the expected
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// semantics (this also sets the correct exit code of 128 + n).
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process.kill(process.pid, childResult.signal);
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} else {
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process.exit(childResult.exitCode);
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}
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