cmake_minimum_required(VERSION 3.18) project(Darkflame) include(CTest) set (CMAKE_CXX_STANDARD 17) # Read variables from file FILE(READ "${CMAKE_SOURCE_DIR}/CMakeVariables.txt" variables) string(REPLACE "\\\n" "" variables ${variables}) string(REPLACE "\n" ";" variables ${variables}) # Set the cmake variables, formatted as "VARIABLE #" in variables foreach(variable ${variables}) # If the string contains a #, skip it if(NOT "${variable}" MATCHES "#") # Split the variable into name and value string(REPLACE "=" ";" variable ${variable}) # Check that the length of the variable is 2 (name and value) list(LENGTH variable length) if(${length} EQUAL 2) list(GET variable 0 variable_name) list(GET variable 1 variable_value) # Set the variable set(${variable_name} ${variable_value}) # Add compiler definition set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D${variable_name}=${variable_value}") message(STATUS "Variable: ${variable_name} = ${variable_value}") endif() endif() endforeach() # Set the version set(PROJECT_VERSION "${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}.${PROJECT_VERSION_PATCH}") # Echo the version message(STATUS "Version: ${PROJECT_VERSION}") # Disable demo, tests and examples for recastNavigation. Turn these to ON if you want to use them # This has to be done here to prevent a rare build error due to missing dependencies on the initial generations. set(RECASTNAVIGATION_DEMO OFF CACHE BOOL "" FORCE) set(RECASTNAVIGATION_TESTS OFF CACHE BOOL "" FORCE) set(RECASTNAVIGATION_EXAMPLES OFF CACHE BOOL "" FORCE) # Compiler flags: # Disabled deprecated warnings as the MySQL includes have deprecated code in them. # Disabled misleading indentation as DL_LinkedList from RakNet has a weird indent. # Disabled no-register # Disabled unknown pragmas because Linux doesn't understand Windows pragmas. set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DPROJECT_VERSION=${PROJECT_VERSION}") if(UNIX) if(APPLE) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -fPIC") else() set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -static-libgcc -fPIC -lstdc++fs") endif() if (__dynamic AND CMAKE_CXX_COMPILER_ID STREQUAL "GNU") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -rdynamic") endif() if (__ggdb) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ggdb") endif() set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99 -O2 -fPIC") elseif(MSVC) # Skip warning for invalid conversion from size_t to uint32_t for all targets below for now add_compile_options("/wd4267" "/utf-8") elseif(WIN32) add_compile_definitions(_CRT_SECURE_NO_WARNINGS) endif() # Our output dir set(CMAKE_BINARY_DIR ${PROJECT_BINARY_DIR}) # TODO make this not have to override the build type directories set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR}) set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR}) set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR}) set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR}) set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR}) set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR}) set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}) set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}) set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}) # Create a /res directory make_directory(${CMAKE_BINARY_DIR}/res) # Create a /locale directory make_directory(${CMAKE_BINARY_DIR}/locale) # Create a /logs directory make_directory(${CMAKE_BINARY_DIR}/logs) # Copy resource files on first build set(RESOURCE_FILES "sharedconfig.ini" "authconfig.ini" "chatconfig.ini" "worldconfig.ini" "masterconfig.ini" "blacklist.dcf") foreach(resource_file ${RESOURCE_FILES}) if (NOT EXISTS ${PROJECT_BINARY_DIR}/${resource_file}) configure_file( ${CMAKE_SOURCE_DIR}/resources/${resource_file} ${PROJECT_BINARY_DIR}/${resource_file} COPYONLY ) message("Moved ${resource_file} to project binary directory") endif() endforeach() # Copy navmesh data on first build and extract it if (NOT EXISTS ${PROJECT_BINARY_DIR}/navmeshes/) configure_file( ${CMAKE_SOURCE_DIR}/resources/navmeshes.zip ${PROJECT_BINARY_DIR}/navmeshes.zip COPYONLY ) file(ARCHIVE_EXTRACT INPUT ${PROJECT_BINARY_DIR}/navmeshes.zip) file(REMOVE ${PROJECT_BINARY_DIR}/navmeshes.zip) endif() # Copy vanity files on first build set(VANITY_FILES "CREDITS.md" "INFO.md" "TESTAMENT.md" "NPC.xml") foreach(file ${VANITY_FILES}) configure_file("${CMAKE_SOURCE_DIR}/vanity/${file}" "${CMAKE_BINARY_DIR}/vanity/${file}" COPYONLY) endforeach() # Move our migrations for MasterServer to run file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/dlu/) file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/dlu/*.sql) foreach(file ${SQL_FILES}) get_filename_component(file ${file} NAME) if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/dlu/${file}) configure_file( ${CMAKE_SOURCE_DIR}/migrations/dlu/${file} ${PROJECT_BINARY_DIR}/migrations/dlu/${file} COPYONLY ) endif() endforeach() file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/cdserver/) file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/cdserver/*.sql) foreach(file ${SQL_FILES}) get_filename_component(file ${file} NAME) if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/cdserver/${file}) configure_file( ${CMAKE_SOURCE_DIR}/migrations/cdserver/${file} ${PROJECT_BINARY_DIR}/migrations/cdserver/${file} COPYONLY ) endif() endforeach() # Create our list of include directories set(INCLUDED_DIRECTORIES "dCommon" "dChatFilter" "dGame" "dGame/dBehaviors" "dGame/dComponents" "dGame/dGameMessages" "dGame/dInventory" "dGame/dMission" "dGame/dEntity" "dGame/dPropertyBehaviors" "dGame/dUtilities" "dCommon/dClient" "dPhysics" "dNavigation" "dNavigation/dTerrain" "dZoneManager" "dDatabase" "dDatabase/Tables" "dNet" "dScripts" "dScripts/02_server" "dScripts/ai" "dScripts/client" "dScripts/EquipmentScripts" "dScripts/zone" "dScripts/02_server/DLU" "dScripts/02_server/Enemy" "dScripts/02_server/Equipment" "dScripts/02_server/Map" "dScripts/02_server/Minigame" "dScripts/02_server/Objects" "dScripts/02_server/Pets" "dScripts/02_server/Enemy/AG" "dScripts/02_server/Enemy/AM" "dScripts/02_server/Enemy/FV" "dScripts/02_server/Enemy/General" "dScripts/02_server/Enemy/Survival" "dScripts/02_server/Enemy/VE" "dScripts/02_server/Enemy/Waves" "dScripts/02_server/Map/AG" "dScripts/02_server/Map/AG_Spider_Queen" "dScripts/02_server/Map/AM" "dScripts/02_server/Map/FV" "dScripts/02_server/Map/General" "dScripts/02_server/Map/GF" "dScripts/02_server/Map/njhub" "dScripts/02_server/Map/NS" "dScripts/02_server/Map/NT" "dScripts/02_server/Map/PR" "dScripts/02_server/Map/Property" "dScripts/02_server/Map/SS" "dScripts/02_server/Map/VE" "dScripts/02_server/Map/FV/Racing" "dScripts/02_server/Map/General/Ninjago" "dScripts/02_server/Map/njhub/boss_instance" "dScripts/02_server/Map/NS/Waves" "dScripts/02_server/Map/Property/AG_Med" "dScripts/02_server/Map/Property/AG_Small" "dScripts/02_server/Map/Property/NS_Med" "dScripts/02_server/Minigame/General" "dScripts/ai/ACT" "dScripts/ai/AG" "dScripts/ai/FV" "dScripts/ai/GENERAL" "dScripts/ai/GF" "dScripts/ai/MINIGAME" "dScripts/ai/NP" "dScripts/ai/NS" "dScripts/ai/PETS" "dScripts/ai/PROPERTY" "dScripts/ai/RACING" "dScripts/ai/SPEC" "dScripts/ai/WILD" "dScripts/ai/ACT/FootRace" "dScripts/ai/MINIGAME/SG_GF" "dScripts/ai/MINIGAME/SG_GF/SERVER" "dScripts/ai/NS/NS_PP_01" "dScripts/ai/NS/WH" "dScripts/ai/PROPERTY/AG" "dScripts/ai/RACING/OBJECTS" "dScripts/client/ai" "dScripts/client/ai/PR" "dScripts/zone/AG" "dScripts/zone/LUPs" "dScripts/zone/PROPERTY" "dScripts/zone/PROPERTY/FV" "dScripts/zone/PROPERTY/GF" "dScripts/zone/PROPERTY/NS" "thirdparty/raknet/Source" "thirdparty/tinyxml2" "thirdparty/recastnavigation" "thirdparty/SQLite" "thirdparty/cpplinq" "tests" "tests/dCommonTests" "tests/dGameTests" "tests/dGameTests/dComponentsTests" ) # Add system specfic includes for Apple, Windows and Other Unix OS' (including Linux) if (APPLE) include_directories("/usr/local/include/") endif() if (WIN32) set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt/include") elseif (UNIX) set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt") set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt/include/bcrypt") endif() # Add binary directory as an include directory include_directories(${PROJECT_BINARY_DIR}) # Actually include the directories from our list foreach (dir ${INCLUDED_DIRECTORIES}) include_directories(${PROJECT_SOURCE_DIR}/${dir}) endforeach() # Add linking directories: link_directories(${PROJECT_BINARY_DIR}) # Load all of our third party directories add_subdirectory(thirdparty) # Glob together all headers that need to be precompiled file( GLOB HEADERS_DDATABASE LIST_DIRECTORIES false ${PROJECT_SOURCE_DIR}/dDatabase/*.h ${PROJECT_SOURCE_DIR}/dDatabase/Tables/*.h ${PROJECT_SOURCE_DIR}/thirdparty/SQLite/*.h ) file( GLOB HEADERS_DZONEMANAGER LIST_DIRECTORIES false ${PROJECT_SOURCE_DIR}/dZoneManager/*.h ) file( GLOB HEADERS_DCOMMON LIST_DIRECTORIES false ${PROJECT_SOURCE_DIR}/dCommon/*.h ) file( GLOB HEADERS_DGAME LIST_DIRECTORIES false ${PROJECT_SOURCE_DIR}/dGame/Entity.h ${PROJECT_SOURCE_DIR}/dGame/dGameMessages/GameMessages.h ${PROJECT_SOURCE_DIR}/dGame/EntityManager.h ${PROJECT_SOURCE_DIR}/dScripts/CppScripts.h ) # Add our library subdirectories for creation of the library object add_subdirectory(dCommon) add_subdirectory(dDatabase) add_subdirectory(dChatFilter) add_subdirectory(dNet) add_subdirectory(dScripts) # Add for dGame to use add_subdirectory(dGame) add_subdirectory(dZoneManager) add_subdirectory(dNavigation) add_subdirectory(dPhysics) # Create a list of common libraries shared between all binaries set(COMMON_LIBRARIES "dCommon" "dDatabase" "dNet" "raknet" "mariadbConnCpp") # Add platform specific common libraries if (UNIX) set(COMMON_LIBRARIES ${COMMON_LIBRARIES} "dl" "pthread") if (NOT APPLE AND __include_backtrace__) set(COMMON_LIBRARIES ${COMMON_LIBRARIES} "backtrace") endif() endif() # Include all of our binary directories add_subdirectory(dWorldServer) add_subdirectory(dAuthServer) add_subdirectory(dChatServer) add_subdirectory(dMasterServer) # Add MasterServer last so it can rely on the other binaries # Add our precompiled headers target_precompile_headers( dGame PRIVATE ${HEADERS_DGAME} ) target_precompile_headers( dZoneManager PRIVATE ${HEADERS_DZONEMANAGER} ) # Need to specify to use the CXX compiler language here or else we get errors including . target_precompile_headers( dDatabase PRIVATE "$<$:${HEADERS_DDATABASE}>" ) target_precompile_headers( dCommon PRIVATE ${HEADERS_DCOMMON} ) target_precompile_headers( tinyxml2 PRIVATE "$<$:${PROJECT_SOURCE_DIR}/thirdparty/tinyxml2/tinyxml2.h>" ) if (${__enable_testing__} MATCHES "1") add_subdirectory(tests) endif()