mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-15 04:38:21 +00:00
691a42ba20
Add wandering vendor script Update proximity monitors to move with their respective entityies
415 lines
13 KiB
CMake
415 lines
13 KiB
CMake
cmake_minimum_required(VERSION 3.18)
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project(Darkflame)
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include(CTest)
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set (CMAKE_CXX_STANDARD 17)
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# Read variables from file
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FILE(READ "${CMAKE_SOURCE_DIR}/CMakeVariables.txt" variables)
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string(REPLACE "\\\n" "" variables ${variables})
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string(REPLACE "\n" ";" variables ${variables})
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# Set the cmake variables, formatted as "VARIABLE #" in variables
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foreach(variable ${variables})
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# If the string contains a #, skip it
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if(NOT "${variable}" MATCHES "#")
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# Split the variable into name and value
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string(REPLACE "=" ";" variable ${variable})
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# Check that the length of the variable is 2 (name and value)
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list(LENGTH variable length)
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if(${length} EQUAL 2)
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list(GET variable 0 variable_name)
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list(GET variable 1 variable_value)
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# Set the variable
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set(${variable_name} ${variable_value})
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# Add compiler definition
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D${variable_name}=${variable_value}")
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message(STATUS "Variable: ${variable_name} = ${variable_value}")
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endif()
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endif()
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endforeach()
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# Set the version
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set(PROJECT_VERSION "${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}.${PROJECT_VERSION_PATCH}")
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# Echo the version
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message(STATUS "Version: ${PROJECT_VERSION}")
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# Disable demo, tests and examples for recastNavigation. Turn these to ON if you want to use them
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# This has to be done here to prevent a rare build error due to missing dependencies on the initial generations.
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set(RECASTNAVIGATION_DEMO OFF CACHE BOOL "" FORCE)
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set(RECASTNAVIGATION_TESTS OFF CACHE BOOL "" FORCE)
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set(RECASTNAVIGATION_EXAMPLES OFF CACHE BOOL "" FORCE)
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# Compiler flags:
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# Disabled deprecated warnings as the MySQL includes have deprecated code in them.
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# Disabled misleading indentation as DL_LinkedList from RakNet has a weird indent.
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# Disabled no-register
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# Disabled unknown pragmas because Linux doesn't understand Windows pragmas.
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DPROJECT_VERSION=${PROJECT_VERSION}")
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if(UNIX)
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if(APPLE)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -fPIC")
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else()
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -static-libgcc -fPIC -lstdc++fs")
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endif()
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if (__dynamic AND CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -rdynamic")
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endif()
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if (__ggdb)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ggdb")
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endif()
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99 -O2 -fPIC")
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elseif(MSVC)
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# Skip warning for invalid conversion from size_t to uint32_t for all targets below for now
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add_compile_options("/wd4267" "/utf-8")
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elseif(WIN32)
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add_compile_definitions(_CRT_SECURE_NO_WARNINGS)
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endif()
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# Our output dir
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set(CMAKE_BINARY_DIR ${PROJECT_BINARY_DIR})
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# TODO make this not have to override the build type directories
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR})
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR})
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR})
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR})
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR})
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR})
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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# Create a /resServer directory
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make_directory(${CMAKE_BINARY_DIR}/resServer)
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# Create a /logs directory
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make_directory(${CMAKE_BINARY_DIR}/logs)
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# Copy resource files on first build
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set(RESOURCE_FILES "sharedconfig.ini" "authconfig.ini" "chatconfig.ini" "worldconfig.ini" "masterconfig.ini" "blacklist.dcf")
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message(STATUS "Checking resource file integrity")
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foreach (resource_file ${RESOURCE_FILES})
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set(file_size 0)
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if (EXISTS ${PROJECT_BINARY_DIR}/${resource_file})
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file(SIZE ${PROJECT_BINARY_DIR}/${resource_file} file_size)
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endif()
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if (${file_size} EQUAL 0)
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configure_file(
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${CMAKE_SOURCE_DIR}/resources/${resource_file} ${PROJECT_BINARY_DIR}/${resource_file}
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COPYONLY
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)
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message(STATUS "Moved " ${resource_file} " to project binary directory")
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elseif (resource_file MATCHES ".ini")
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message(STATUS "Checking " ${resource_file} " for missing config options")
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file(READ ${PROJECT_BINARY_DIR}/${resource_file} current_file_contents)
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string(REPLACE "\\\n" "" current_file_contents ${current_file_contents})
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string(REPLACE "\n" ";" current_file_contents ${current_file_contents})
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set(parsed_current_file_contents "")
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# Remove comment lines so they do not interfere with the variable parsing
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foreach (line ${current_file_contents})
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string(FIND ${line} "#" is_comment)
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if (NOT ${is_comment} EQUAL 0)
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string(APPEND parsed_current_file_contents ${line})
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endif()
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endforeach()
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file(READ ${CMAKE_SOURCE_DIR}/resources/${resource_file} depot_file_contents)
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string(REPLACE "\\\n" "" depot_file_contents ${depot_file_contents})
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string(REPLACE "\n" ";" depot_file_contents ${depot_file_contents})
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set(line_to_add "")
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foreach (line ${depot_file_contents})
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string(FIND ${line} "#" is_comment)
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if (NOT ${is_comment} EQUAL 0)
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string(REPLACE "=" ";" line_split ${line})
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list(GET line_split 0 variable_name)
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if (NOT ${parsed_current_file_contents} MATCHES ${variable_name})
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message(STATUS "Adding missing config option " ${variable_name} " to " ${resource_file})
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set(line_to_add ${line_to_add} ${line})
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foreach (line_to_append ${line_to_add})
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file(APPEND ${PROJECT_BINARY_DIR}/${resource_file} "\n" ${line_to_append})
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endforeach()
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file(APPEND ${PROJECT_BINARY_DIR}/${resource_file} "\n")
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endif()
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set(line_to_add "")
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else()
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set(line_to_add ${line_to_add} ${line})
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endif()
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endforeach()
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endif()
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endforeach()
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message(STATUS "Resource file integrity check complete")
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# Copy navmesh data on first build and extract it
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if (NOT EXISTS ${PROJECT_BINARY_DIR}/navmeshes/)
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configure_file(
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${CMAKE_SOURCE_DIR}/resources/navmeshes.zip ${PROJECT_BINARY_DIR}/navmeshes.zip
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COPYONLY
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)
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file(ARCHIVE_EXTRACT INPUT ${PROJECT_BINARY_DIR}/navmeshes.zip)
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file(REMOVE ${PROJECT_BINARY_DIR}/navmeshes.zip)
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endif()
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# Copy vanity files on first build
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set(VANITY_FILES "CREDITS.md" "INFO.md" "TESTAMENT.md" "NPC.xml")
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foreach(file ${VANITY_FILES})
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configure_file("${CMAKE_SOURCE_DIR}/vanity/${file}" "${CMAKE_BINARY_DIR}/vanity/${file}" COPYONLY)
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endforeach()
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# Move our migrations for MasterServer to run
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file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/dlu/)
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file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/dlu/*.sql)
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foreach(file ${SQL_FILES})
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get_filename_component(file ${file} NAME)
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if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/dlu/${file})
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configure_file(
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${CMAKE_SOURCE_DIR}/migrations/dlu/${file} ${PROJECT_BINARY_DIR}/migrations/dlu/${file}
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COPYONLY
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)
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endif()
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endforeach()
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file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/cdserver/)
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file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/cdserver/*.sql)
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foreach(file ${SQL_FILES})
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get_filename_component(file ${file} NAME)
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if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/cdserver/${file})
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configure_file(
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${CMAKE_SOURCE_DIR}/migrations/cdserver/${file} ${PROJECT_BINARY_DIR}/migrations/cdserver/${file}
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COPYONLY
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)
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endif()
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endforeach()
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# Create our list of include directories
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set(INCLUDED_DIRECTORIES
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"dCommon"
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"dCommon/dClient"
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"dCommon/dEnums"
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"dChatFilter"
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"dGame"
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"dGame/dBehaviors"
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"dGame/dComponents"
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"dGame/dGameMessages"
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"dGame/dInventory"
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"dGame/dMission"
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"dGame/dEntity"
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"dGame/dPropertyBehaviors"
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"dGame/dPropertyBehaviors/ControlBehaviorMessages"
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"dGame/dUtilities"
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"dPhysics"
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"dNavigation"
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"dNavigation/dTerrain"
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"dZoneManager"
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"dDatabase"
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"dDatabase/Tables"
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"dNet"
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"dScripts"
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"dScripts/02_server"
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"dScripts/ai"
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"dScripts/client"
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"dScripts/EquipmentScripts"
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"dScripts/EquipmentTriggers"
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"dScripts/zone"
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"dScripts/02_server/DLU"
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"dScripts/02_server/Enemy"
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"dScripts/02_server/Equipment"
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"dScripts/02_server/Map"
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"dScripts/02_server/Minigame"
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"dScripts/02_server/Objects"
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"dScripts/02_server/Pets"
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"dScripts/02_server/Enemy/AG"
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"dScripts/02_server/Enemy/AM"
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"dScripts/02_server/Enemy/FV"
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"dScripts/02_server/Enemy/General"
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"dScripts/02_server/Enemy/Survival"
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"dScripts/02_server/Enemy/VE"
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"dScripts/02_server/Enemy/Waves"
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"dScripts/02_server/Map/AG"
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"dScripts/02_server/Map/AG_Spider_Queen"
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"dScripts/02_server/Map/AM"
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"dScripts/02_server/Map/FV"
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"dScripts/02_server/Map/General"
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"dScripts/02_server/Map/GF"
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"dScripts/02_server/Map/njhub"
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"dScripts/02_server/Map/NS"
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"dScripts/02_server/Map/NT"
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"dScripts/02_server/Map/PR"
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"dScripts/02_server/Map/Property"
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"dScripts/02_server/Map/SS"
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"dScripts/02_server/Map/VE"
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"dScripts/02_server/Map/FV/Racing"
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"dScripts/02_server/Map/General/Ninjago"
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"dScripts/02_server/Map/njhub/boss_instance"
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"dScripts/02_server/Map/NS/Waves"
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"dScripts/02_server/Map/Property/AG_Med"
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"dScripts/02_server/Map/Property/AG_Small"
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"dScripts/02_server/Map/Property/NS_Med"
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"dScripts/02_server/Minigame/General"
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"dScripts/ai/ACT"
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"dScripts/ai/AG"
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"dScripts/ai/FV"
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"dScripts/ai/GENERAL"
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"dScripts/ai/GF"
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"dScripts/ai/MINIGAME"
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"dScripts/ai/NP"
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"dScripts/ai/NS"
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"dScripts/ai/PETS"
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"dScripts/ai/PROPERTY"
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"dScripts/ai/RACING"
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"dScripts/ai/SPEC"
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"dScripts/ai/WILD"
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"dScripts/ai/ACT/FootRace"
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"dScripts/ai/MINIGAME/SG_GF"
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"dScripts/ai/MINIGAME/SG_GF/SERVER"
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"dScripts/ai/NS/NS_PP_01"
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"dScripts/ai/NS/WH"
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"dScripts/ai/PROPERTY/AG"
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"dScripts/ai/RACING/OBJECTS"
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"dScripts/client/ai"
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"dScripts/client/ai/PR"
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"dScripts/zone/AG"
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"dScripts/zone/LUPs"
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"dScripts/zone/LUPs/RobotCity_Intro"
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"dScripts/zone/PROPERTY"
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"dScripts/zone/PROPERTY/FV"
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"dScripts/zone/PROPERTY/GF"
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"dScripts/zone/PROPERTY/NS"
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"thirdparty/raknet/Source"
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"thirdparty/tinyxml2"
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"thirdparty/recastnavigation"
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"thirdparty/SQLite"
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"thirdparty/cpplinq"
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"tests"
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"tests/dCommonTests"
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"tests/dGameTests"
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"tests/dGameTests/dComponentsTests"
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)
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# Add system specfic includes for Apple, Windows and Other Unix OS' (including Linux)
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if (APPLE)
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include_directories("/usr/local/include/")
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endif()
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if (WIN32)
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set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt/include")
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elseif (UNIX)
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set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt")
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set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt/include/bcrypt")
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endif()
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# Add binary directory as an include directory
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include_directories(${PROJECT_BINARY_DIR})
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# Actually include the directories from our list
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foreach (dir ${INCLUDED_DIRECTORIES})
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include_directories(${PROJECT_SOURCE_DIR}/${dir})
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endforeach()
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# Add linking directories:
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link_directories(${PROJECT_BINARY_DIR})
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# Load all of our third party directories
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add_subdirectory(thirdparty)
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# Glob together all headers that need to be precompiled
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file(
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GLOB HEADERS_DDATABASE
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LIST_DIRECTORIES false
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${PROJECT_SOURCE_DIR}/dDatabase/*.h
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${PROJECT_SOURCE_DIR}/dDatabase/Tables/*.h
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${PROJECT_SOURCE_DIR}/thirdparty/SQLite/*.h
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)
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file(
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GLOB HEADERS_DZONEMANAGER
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LIST_DIRECTORIES false
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${PROJECT_SOURCE_DIR}/dZoneManager/*.h
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)
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file(
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GLOB HEADERS_DCOMMON
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LIST_DIRECTORIES false
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${PROJECT_SOURCE_DIR}/dCommon/*.h
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)
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file(
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GLOB HEADERS_DGAME
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LIST_DIRECTORIES false
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${PROJECT_SOURCE_DIR}/dGame/Entity.h
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${PROJECT_SOURCE_DIR}/dGame/dGameMessages/GameMessages.h
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${PROJECT_SOURCE_DIR}/dGame/EntityManager.h
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${PROJECT_SOURCE_DIR}/dScripts/CppScripts.h
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)
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# Add our library subdirectories for creation of the library object
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add_subdirectory(dCommon)
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add_subdirectory(dDatabase)
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add_subdirectory(dChatFilter)
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add_subdirectory(dNet)
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add_subdirectory(dScripts) # Add for dGame to use
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add_subdirectory(dGame)
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add_subdirectory(dZoneManager)
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add_subdirectory(dNavigation)
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add_subdirectory(dPhysics)
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# Create a list of common libraries shared between all binaries
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set(COMMON_LIBRARIES "dCommon" "dDatabase" "dNet" "raknet" "mariadbConnCpp")
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# Add platform specific common libraries
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if (UNIX)
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set(COMMON_LIBRARIES ${COMMON_LIBRARIES} "dl" "pthread")
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if (NOT APPLE AND __include_backtrace__)
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set(COMMON_LIBRARIES ${COMMON_LIBRARIES} "backtrace")
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endif()
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endif()
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# Include all of our binary directories
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add_subdirectory(dWorldServer)
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add_subdirectory(dAuthServer)
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add_subdirectory(dChatServer)
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add_subdirectory(dMasterServer) # Add MasterServer last so it can rely on the other binaries
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# Add our precompiled headers
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target_precompile_headers(
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dGame PRIVATE
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${HEADERS_DGAME}
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)
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target_precompile_headers(
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dZoneManager PRIVATE
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${HEADERS_DZONEMANAGER}
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)
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# Need to specify to use the CXX compiler language here or else we get errors including <string>.
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target_precompile_headers(
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dDatabase PRIVATE
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"$<$<COMPILE_LANGUAGE:CXX>:${HEADERS_DDATABASE}>"
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)
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target_precompile_headers(
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dCommon PRIVATE
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${HEADERS_DCOMMON}
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)
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target_precompile_headers(
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tinyxml2 PRIVATE
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"$<$<COMPILE_LANGUAGE:CXX>:${PROJECT_SOURCE_DIR}/thirdparty/tinyxml2/tinyxml2.h>"
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)
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if (${__enable_testing__} MATCHES "1")
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add_subdirectory(tests)
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endif()
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