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https://github.com/DarkflameUniverse/DarkflameServer.git
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The client keeps the scene under the player loaded, the scenes the zone file's transitions connect to it, and the global scene (Zone::StreamScenesAroundPosition 0x0108a3f0, TerrainManager::GetSceneAtPos 0x01069010, the connected scenes at 0x01066500; transitions naming a missing scene dropped as Zone::FixupInvalidTransitions 0x010842e0 does). - ZoneScenes (dCommon): the terrain's scene map lookup and the scene graph, shared by the world server and the dashboard. - Objects remember the scene they were placed in (spawners pass theirs on). - ghosting_scenes=1 (world config, off by default): players get the objects of their loaded scenes instead of the ones within the ghosting distances; objects from no scene go by the scene under them. Zones without a scene map keep distance ghosting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
94 lines
2.3 KiB
CMake
94 lines
2.3 KiB
CMake
set(DCOMMON_SOURCES
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"AMFDeserialize.cpp"
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"AmfSerialize.cpp"
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"BinaryIO.cpp"
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"dConfig.cpp"
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"Diagnostics.cpp"
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"TrafficStats.cpp"
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"Locale.cpp"
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"Logger.cpp"
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"Game.cpp"
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"GeneralUtils.cpp"
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"LDFFormat.cpp"
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"Metrics.cpp"
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"NiPoint3.cpp"
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"NiQuaternion.cpp"
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"Demangler.cpp"
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"ZCompression.cpp"
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"BrickByBrickFix.cpp"
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"BinaryPathFinder.cpp"
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"FdbToSqlite.cpp"
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"JSONUtils.cpp"
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"TinyXmlUtils.cpp"
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"Sd0.cpp"
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"Lxfml.cpp"
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"LxfmlBugged.cpp"
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"VanityXml.cpp"
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"ScheduleRules.cpp"
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"EventParts.cpp"
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"VanityEvents.cpp"
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"ZoneFile.cpp"
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"LevelFile.cpp"
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"Raw.cpp"
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"ZoneScenes.cpp"
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"Process.cpp"
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"Permissions.cpp"
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"NifFile.cpp"
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)
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# Workaround for compiler bug where the optimized code could result in a memcpy of 0 bytes, even though that isnt possible.
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# https://gcc.gnu.org/bugzilla/show_bug.cgi?id=97185
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if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
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set_source_files_properties("FdbToSqlite.cpp" PROPERTIES COMPILE_FLAGS "-Wno-stringop-overflow")
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endif()
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add_subdirectory(dClient)
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foreach(file ${DCOMMON_DCLIENT_SOURCES})
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set(DCOMMON_SOURCES ${DCOMMON_SOURCES} "dClient/${file}")
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endforeach()
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add_library(dCommon STATIC ${DCOMMON_SOURCES})
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target_include_directories(dCommon
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PUBLIC "." "dClient" "dEnums"
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PRIVATE
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"${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase"
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"${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase/ITables"
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"${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase"
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)
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if (UNIX)
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find_package(ZLIB REQUIRED)
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elseif (WIN32)
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include(FetchContent)
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FetchContent_Declare(
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zlib
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URL https://github.com/madler/zlib/archive/refs/tags/v1.3.2.zip
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URL_HASH MD5=adbba6eef8960c3412818b2e241f46dc
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GIT_PROGRESS TRUE
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GIT_SHALLOW 1
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)
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# Disable warning about no project version.
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set(CMAKE_POLICY_DEFAULT_CMP0048 NEW)
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# Disable warning about the minimum version of cmake used for bcrypt being deprecated in the future
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set(CMAKE_WARN_DEPRECATED OFF CACHE BOOL "" FORCE)
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# Disable zlib tests
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set(ZLIB_BUILD_TESTING OFF CACHE BOOL "" FORCE)
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FetchContent_MakeAvailable(zlib)
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set(ZLIB_INCLUDE_DIRS ${zlib_SOURCE_DIR} ${zlib_BINARY_DIR})
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else ()
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message(
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FATAL_ERROR
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"This platform does not have a way to use zlib.\nCreate an issue on GitHub with your build system so it can be configured."
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)
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endif ()
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target_link_libraries(dCommon
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PUBLIC glm::glm
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PRIVATE ZLIB::ZLIB bcrypt tinyxml2
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INTERFACE dDatabase)
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