251 lines
7.3 KiB
CMake
251 lines
7.3 KiB
CMake
cmake_minimum_required (VERSION 2.8.2)
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project (MCServer)
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include_directories (SYSTEM "${PROJECT_SOURCE_DIR}/../lib/")
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include_directories (SYSTEM "${PROJECT_SOURCE_DIR}/../lib/jsoncpp/include")
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include_directories (SYSTEM "${PROJECT_SOURCE_DIR}/../lib/polarssl/include")
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set(FOLDERS OSSupport HTTPServer Items Blocks Protocol Generating PolarSSL++)
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set(FOLDERS ${FOLDERS} WorldStorage Mobs Entities Simulator UI BlockEntities Generating/Prefabs)
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if (NOT MSVC)
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# Bindings need to reference other folders, so they are done here instead
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# lib dependencies are not included
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set(BINDING_DEPENDECIES
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tolua
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${CMAKE_CURRENT_SOURCE_DIR}/Bindings/virtual_method_hooks.lua
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${CMAKE_CURRENT_SOURCE_DIR}/Bindings/AllToLua.pkg
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Bindings/LuaFunctions.h
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Bindings/LuaWindow.h
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Bindings/Plugin.h
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Bindings/PluginLua.h
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Bindings/PluginManager.h
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Bindings/WebPlugin.h
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BiomeDef.h
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BlockArea.h
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BlockEntities/BlockEntity.h
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BlockEntities/BlockEntityWithItems.h
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BlockEntities/ChestEntity.h
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BlockEntities/DispenserEntity.h
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BlockEntities/DropSpenserEntity.h
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BlockEntities/DropperEntity.h
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BlockEntities/FurnaceEntity.h
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BlockEntities/HopperEntity.h
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BlockEntities/JukeboxEntity.h
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BlockEntities/NoteEntity.h
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BlockEntities/SignEntity.h
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BlockEntities/MobHeadEntity.h
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BlockEntities/FlowerPotEntity.h
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BlockID.h
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BoundingBox.h
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ChatColor.h
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ChunkDef.h
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ClientHandle.h
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CraftingRecipes.h
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Cuboid.h
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Defines.h
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Enchantments.h
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Entities/Effects.h
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Entities/Entity.h
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Entities/Floater.h
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Entities/Pawn.h
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Entities/Painting.h
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Entities/Pickup.h
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Entities/Player.h
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Entities/ProjectileEntity.h
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Entities/ArrowEntity.h
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Entities/ThrownEggEntity.h
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Entities/ThrownEnderPearlEntity.h
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Entities/ExpBottleEntity.h
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Entities/ThrownSnowballEntity.h
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Entities/FireChargeEntity.h
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Entities/FireworkEntity.h
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Entities/GhastFireballEntity.h
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Entities/TNTEntity.h
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Entities/ExpOrb.h
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Entities/HangingEntity.h
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Entities/ItemFrame.h
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Generating/ChunkDesc.h
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Group.h
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Inventory.h
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Item.h
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ItemGrid.h
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Mobs/Monster.h
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OSSupport/File.h
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Root.h
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Server.h
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StringUtils.h
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Tracer.h
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UI/Window.h
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Vector3.h
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WebAdmin.h
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World.h
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)
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include_directories(Bindings)
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include_directories(.)
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ADD_CUSTOM_COMMAND(
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# add any new generated bindings here
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OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/Bindings.cpp ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/Bindings.h
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# command execuded to regerate bindings
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COMMAND tolua -L virtual_method_hooks.lua -o Bindings.cpp -H Bindings.h AllToLua.pkg
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/
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# add any new generation dependencies here
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DEPENDS ${BINDING_DEPENDECIES}
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)
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#add cpp files here
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add_library(Bindings
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Bindings/Bindings
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Bindings/DeprecatedBindings
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Bindings/LuaChunkStay
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Bindings/LuaState
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Bindings/LuaWindow
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Bindings/ManualBindings
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Bindings/Plugin
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Bindings/PluginLua
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Bindings/PluginManager
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Bindings/WebPlugin
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)
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target_link_libraries(Bindings lua sqlite tolualib)
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#clear file
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file(WRITE ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/BindingDependecies.txt)
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foreach(dependecy ${BINDING_DEPENDECIES})
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#write each dependecy on a seperate line
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file(APPEND ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/BindingDependecies.txt "${dependecy}\n")
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endforeach()
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set_directory_properties(PROPERTIES ADDITIONAL_MAKE_CLEAN_FILES "Bindings.cpp Bindings.h")
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foreach(folder ${FOLDERS})
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add_subdirectory(${folder})
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endforeach(folder)
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file(GLOB SOURCE
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"*.cpp"
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"*.h"
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)
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list(REMOVE_ITEM SOURCE "${PROJECT_SOURCE_DIR}/StackWalker.cpp" "${PROJECT_SOURCE_DIR}/LeakFinder.cpp")
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# If building a windows version, but not using MSVC, add the resources directly to the makefile:
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if (WIN32)
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FILE(GLOB ResourceFiles
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"Resources/*.rc"
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)
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list(APPEND SOURCE "${ResourceFiles}")
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endif()
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else ()
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# MSVC-specific handling: Put all files into one project, separate by the folders:
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# Generate the Bindings if they don't exist:
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if (NOT EXISTS "${PROJECT_SOURCE_DIR}/Bindings/Bindings.cpp")
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message("Bindings.cpp not found, generating now")
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set(tolua_executable ${PROJECT_SOURCE_DIR}/Bindings/tolua++.exe)
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execute_process(
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COMMAND ${tolua_executable} -L virtual_method_hooks.lua -o Bindings.cpp -H Bindings.h AllToLua.pkg
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WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}/Bindings
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)
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endif()
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# Get all files in this folder:
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file(GLOB_RECURSE SOURCE
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"*.cpp"
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"*.h"
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"*.pkg"
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)
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source_group("" FILES ${SOURCE})
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# Add all subfolders as solution-folders:
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list(APPEND FOLDERS "Resources")
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list(APPEND FOLDERS "Bindings")
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function(includefolder PATH)
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FILE(GLOB FOLDER_FILES
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"${PATH}/*.cpp"
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"${PATH}/*.h"
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"${PATH}/*.rc"
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"${PATH}/*.pkg"
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)
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string(REPLACE "/" "\\" PROJECT_PATH ${PATH})
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source_group("${PROJECT_PATH}" FILES ${FOLDER_FILES})
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endfunction(includefolder)
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foreach(folder ${FOLDERS})
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includefolder(${folder})
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endforeach(folder)
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include_directories("${PROJECT_SOURCE_DIR}")
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# Precompiled headers (1st part)
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SET_SOURCE_FILES_PROPERTIES(
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Globals.cpp PROPERTIES COMPILE_FLAGS "/Yc\"Globals.h\""
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)
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# CMake cannot "remove" the precompiled header flags, so we use a dummy precompiled header compatible with just this one file:
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SET_SOURCE_FILES_PROPERTIES(
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Bindings/Bindings.cpp PROPERTIES COMPILE_FLAGS "/Yc\"string.h\" /Fp\"$(IntDir)/Bindings.pch\""
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)
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SET_SOURCE_FILES_PROPERTIES(
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"StackWalker.cpp LeakFinder.h" PROPERTIES COMPILE_FLAGS "/Yc\"Globals.h\""
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)
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list(APPEND SOURCE "Resources/MCServer.rc")
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# Make MSVC generate the PDB files even for the release build:
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set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /Zi")
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set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /Zi")
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set(CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} /DEBUG")
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set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} /DEBUG")
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set(CMAKE_MODULE_LINKER_FLAGS_RELEASE "${CMAKE_MODULE_LINKER_FLAGS_RELEASE} /DEBUG")
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endif()
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set(EXECUTABLE MCServer)
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add_executable(${EXECUTABLE} ${SOURCE})
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# Output the executable into the $/MCServer folder, so that it has access to external resources:
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set(EXECUTABLE_OUTPUT_PATH ${CMAKE_SOURCE_DIR}/MCServer)
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SET_TARGET_PROPERTIES(${EXECUTABLE} PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY_DEBUG ${CMAKE_SOURCE_DIR}/MCServer
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RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_SOURCE_DIR}/MCServer
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RUNTIME_OUTPUT_DIRECTORY_DEBUGPROFILE ${CMAKE_SOURCE_DIR}/MCServer
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RUNTIME_OUTPUT_DIRECTORY_RELEASEPROFILE ${CMAKE_SOURCE_DIR}/MCServer
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)
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# Make the debug executable have a "_debug" suffix
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SET_TARGET_PROPERTIES(${EXECUTABLE} PROPERTIES DEBUG_POSTFIX "_debug")
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# Make the profiled executables have a "_profile" postfix
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SET_TARGET_PROPERTIES(${EXECUTABLE} PROPERTIES DEBUGPROFILE_POSTFIX "_debug_profile")
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SET_TARGET_PROPERTIES(${EXECUTABLE} PROPERTIES RELEASEPROFILE_POSTFIX "_profile")
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# Precompiled headers (2nd part)
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if (MSVC)
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SET_TARGET_PROPERTIES(
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${EXECUTABLE} PROPERTIES COMPILE_FLAGS "/Yu\"Globals.h\""
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OBJECT_DEPENDS "$(IntDir)/$(TargetName.pch)"
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)
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endif ()
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if (NOT MSVC)
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target_link_libraries(${EXECUTABLE} OSSupport HTTPServer Bindings Items Blocks)
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target_link_libraries(${EXECUTABLE} Protocol Generating Generating_Prefabs WorldStorage)
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target_link_libraries(${EXECUTABLE} Mobs Entities Simulator UI BlockEntities PolarSSL++)
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endif ()
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if (WIN32)
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target_link_libraries(${EXECUTABLE} expat tolualib ws2_32.lib Psapi.lib)
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endif()
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target_link_libraries(${EXECUTABLE} md5 luaexpat iniFile jsoncpp polarssl zlib lua sqlite)
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