1
0

Renamed leftover strings to Cuberite / Server, as needed.

Also upgraded the user setting file for MSVC to 2013.
This commit is contained in:
Mattes D 2016-01-01 21:05:09 +01:00
parent 2b38b4e66e
commit 80e1eb37dd
51 changed files with 112 additions and 257 deletions

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@ -9,14 +9,13 @@ if (MSVC)
endif()
# These env variables are used for configuring Travis CI builds.
# See https://github.com/mc-server/MCServer/pull/767
if(DEFINED ENV{TRAVIS_CUBERITE_BUILD_TYPE})
message("Setting build type to $ENV{TRAVIS_CUBERITE_BUILD_TYPE}")
set(CMAKE_BUILD_TYPE $ENV{TRAVIS_CUBERITE_BUILD_TYPE})
endif()
if(DEFINED ENV{TRAVIS_MCSERVER_FORCE32})
set(FORCE32 $ENV{TRAVIS_MCSERVER_FORCE32})
if(DEFINED ENV{TRAVIS_CUBERITE_FORCE32})
set(FORCE32 $ENV{TRAVIS_CUBERITE_FORCE32})
endif()
if(DEFINED ENV{TRAVIS_BUILD_WITH_COVERAGE})

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@ -26,7 +26,7 @@ DOXYFILE_ENCODING = UTF-8
# identify the project. Note that if you do not use Doxywizard you need
# to put quotes around the project name if it contains spaces.
PROJECT_NAME = MCServer
PROJECT_NAME = Cuberite
# The PROJECT_NUMBER tag can be used to enter a project or revision number.
# This could be handy for archiving the generated documentation or

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@ -88,8 +88,8 @@ Basically, the process is:
**Windows:**
You need to first generate a solution file by executing `cmake .` on the commandline at the top-level folder of the repository, then just open the solution file in MSVC and build. Note that the first time after generating the solution, you will need to do extra setup in order to be able to fully debug in MSVC:
- Set the startup project to Cuberite: right-click the MCServer project in the Solution Explorer and choose "Set as Startup Project".
- Set the debugging folder: right-click the MCServer project in the Solution Explorer, choose "Properties". In the dialog, browse to "Configuration Properties" -> "Debugging" and set "Working Directory" to "../MCServer".
- Set the startup project to Cuberite: right-click the Cuberite project in the Solution Explorer and choose "Set as Startup Project".
- Set the debugging folder: right-click the Cuberite project in the Solution Explorer, choose "Properties". In the dialog, browse to "Configuration Properties" -> "Debugging" and set "Working Directory" to "../Server".
How to Run
----------

2
Install/.gitignore vendored
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@ -1,4 +1,2 @@
MCServer.exe
*.7z
*.tag
*.example.ini

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@ -0,0 +1 @@
Cuberite --crash-dump-full

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@ -0,0 +1 @@
Cuberite --crash-dump-globals

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@ -1 +0,0 @@
MCServer --crash-dump-full

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@ -1 +0,0 @@
MCServer --crash-dump-globals

1
Server/.gitignore vendored
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@ -31,6 +31,7 @@ motd.txt
*.dmp
*.xml
mcserver_api.lua
cuberite_api.lua
# Ignore the webadmin certs / privkey, so that no-one commits theirs by accident:
webadmin/httpscert.crt

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@ -1459,7 +1459,7 @@ function HandleCompo(a_Split, a_Player)
-- Send one composite message to self:
local msg = cCompositeChat()
msg:AddTextPart("Hello! ", "b@e") -- bold yellow
msg:AddUrlPart("MCServer", "http://mc-server.org")
msg:AddUrlPart("Cuberite", "http://cuberite.org")
msg:AddTextPart(" rules! ")
msg:AddRunCommandPart("Set morning", "/time set 0")
a_Player:SendMessage(msg)

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@ -5,7 +5,7 @@
Implements the entire plugin
NOTE: This plugin is not meant for production servers. It is used mainly by developers to verify that things
are working properly when implementing MCServer features. Do not enable this plugin on production servers!
are working properly when implementing Cuberite features. Do not enable this plugin on production servers!
This plugin logs a notification for each hook that is being called by the server.
The TICK and WORLD_TICK hooks are disabled because they produce too much output.

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@ -107,7 +107,7 @@ local g_Services =
-- Send a welcome message to newly accepted connections:
OnAccepted = function (a_Link)
a_Link:Send("Hello, " .. a_Link:GetRemoteIP() .. ", welcome to the echo server @ MCServer-Lua\r\n")
a_Link:Send("Hello, " .. a_Link:GetRemoteIP() .. ", welcome to the echo server @ Cuberite-Lua\r\n")
end, -- OnAccepted()
-- There was an error listening on the port:
@ -140,7 +140,7 @@ local g_Services =
-- Send a welcome message and the fortune to newly accepted connections:
OnAccepted = function (a_Link)
a_Link:Send("Hello, " .. a_Link:GetRemoteIP() .. ", welcome to the fortune server @ MCServer-Lua\r\n\r\nYour fortune:\r\n")
a_Link:Send("Hello, " .. a_Link:GetRemoteIP() .. ", welcome to the fortune server @ Cuberite-Lua\r\n\r\nYour fortune:\r\n")
a_Link:Send(g_Fortunes[math.random(#g_Fortunes)] .. "\r\n")
end, -- OnAccepted()

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@ -1,7 +1,7 @@
-- TestLuaRocks.lua
-- This is a mockup plugin that does a quick test of LuaRocks capability in MCServer
-- This is a mockup plugin that does a quick test of LuaRocks capability in Cuberite
-- "Success" is when the plugin loads, downloads the forum webpage and displays the headers and length and then displays both libs as loaded.
-- "Failure" usually manifests as one of the "require" lines failing, although you have the luarock installed.

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@ -1,20 +1,17 @@
/============================\
| Custom Minecraft Server |
| (MCServer) |
| |
| Founder: Kevin Bansberg |
| A.K.A. FakeTruth |
| Lead dev: Mattes D |
| A.K.A. _Xoft(o) |
| A.K.A. xoft |
| Monsters by Alex Sonek |
| A.K.A. Duralex |
|============================|
| Info: www.mc-server.org |
| www.ae-c.net |
| www.rbthinktank.com |
| Mail: faketruth@gmail.com |
\============================/
/=============================\
| Custom Minecraft Server |
|(Cuberite, formerly MCServer)|
| |
| Founder: Kevin Bansberg |
| A.K.A. FakeTruth |
| Lead dev: Mattes D |
| A.K.A. _Xoft(o) |
| A.K.A. xoft |
| Monsters by Alex Sonek |
| A.K.A. Duralex |
|=============================|
| Info: www.cuberite.org |
\=============================/
Compatible clients: 1.7.x and 1.8.x
Compatible protocol versions: 4, 5, 47

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@ -1,6 +1,6 @@
#! /bin/bash
# This script runs MCServer under helgrind
# This script runs Cuberite under helgrind
# It expects valgrind to be normally installed and available
# Note that this is for Linux only and debug-only, since it slows down MCS way too much

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@ -1,4 +1,4 @@
# This is a valgrind suppressions file for running helgrind on MCServer
# This is a valgrind suppressions file for running helgrind on Cuberite
# Use by adding "--suppressions=hg.supp" to the helgrind commandline

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@ -1,6 +1,6 @@
#! /bin/bash
# This script runs MCServer under valgrind
# This script runs Cuberite under valgrind
# It expects valgrind to be normally installed and available
# Note that this is for Linux only and debug-only, since it slows down MCS way too much

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@ -8,7 +8,7 @@
<body>
<p>
Hello! Welcome to the MCServer WebAdmin.
Hello! Welcome to the Cuberite WebAdmin.
</p>
<p>
This is a default message, edit <b>files/guest.html</b> to add your own custom message.

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@ -1,4 +1,4 @@
/* Copyright Justin S and MCServer Team, licensed under CC-BY-SA 3.0 */
/* Copyright Justin S and Cuberite Team, licensed under CC-BY-SA 3.0 */
* {
margin: 0;
}

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@ -1,4 +1,4 @@
/* Copyright Justin S and MCServer Team, licensed under CC-BY-SA 3.0 */
/* Copyright Justin S and Cuberite Team, licensed under CC-BY-SA 3.0 */
* {
margin: 0;
}

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@ -1,4 +1,4 @@
<!-- Copyright Justin S and MCServer Team, licensed under CC-BY-SA 3.0 */ -->
<!-- Copyright Justin S and Cuberite Team, licensed under CC-BY-SA 3.0 */ -->
<html>
<head>
<title>Cuberite WebAdmin - Login</title>
@ -32,7 +32,7 @@
<tbody>
<tr>
<td class="thead rounded_top">
<div style="float:left!important"><strong>MCServer WebAdmin</strong></div>
<div style="float:left!important"><strong>Cuberite WebAdmin</strong></div>
</td>
</tr>
<tr>

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@ -110,9 +110,9 @@
#cssmenu > ul > li > a:after { border-color:#707070; }
#cssmenu > ul > li > a:hover { background:#B8B8B8; }
</style>
<meta name="msapplication-tooltip" content="MCServer WebAdministrator"/>
<meta name="msapplication-tooltip" content="Cuberite WebAdmin"/>
<meta name="msapplication-navbutton-color" content="#B8B8B8" />
<link rel="shortcut icon" href="http://mc-server.org/favicon.ico" />
<link rel="shortcut icon" href="http://cuberite.org/favicon.ico" />
</head>
<body>
<div id="wrapper">
@ -132,7 +132,7 @@
{CONTENT}
</div>
<footer>
<p>MCServer is using {MEM}MB of memory, with {NUMCHUNKS} chunks loaded.</p>
<p>Cuberite is using {MEM}MB of memory, with {NUMCHUNKS} chunks loaded.</p>
<p>Web Design by <a href="https://github.com/WebFreak001"@WebFreak001</a></p>
</footer>
</div>

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@ -81,7 +81,7 @@ function ShowPage(WebAdmin, TemplateRequest)
end
Output([[
<!-- Copyright Justin S and MCServer Team, licensed under CC-BY-SA 3.0 -->
<!-- Copyright Justin S and Cuberite Team, licensed under CC-BY-SA 3.0 -->
<html>
<head>
<title>]] .. Title .. [[</title>
@ -94,7 +94,7 @@ function ShowPage(WebAdmin, TemplateRequest)
<div class="pagehead">
<div class="row1">
<div class="wrapper">
<img src="/logo_login.png" alt="MCServer Logo" class="logo">
<img src="/logo_login.png" alt="Cuberite Logo" class="logo">
</div>
</div>
<div id="panel">

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@ -258,7 +258,7 @@ macro(set_exe_flags)
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
if ("${CLANG_VERSION}" VERSION_LESS 3.0)
message(FATAL_ERROR "MCServer requires clang version 3.0 or higher, version is ${CLANG_VERSION}")
message(FATAL_ERROR "Cuberite requires clang version 3.0 or higher, your version is ${CLANG_VERSION}")
endif()
# clang does not provide the __extern_always_inline macro and a part of libm depends on this when using fast-math
add_flags_cxx("-D__extern_always_inline=inline")

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@ -11,7 +11,7 @@ If the specifier line ends with an additional " BE", both blocks and entities ar
The tool is aware of extended blocktypes (256 .. 4096).
The source code for this tool is public domain, but note that it depends on a few shared sources in MCServer that may be under other licenses.
The source code for this tool is public domain, but note that it depends on a few shared sources in Cuberite that may be under other licenses.
*/

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@ -62,7 +62,7 @@
/>
<Tool
Name="VCLinkerTool"
OutputFile="$(ProjectDir)\..\..\MCServer\$(ProjectName)_debug.exe"
OutputFile="$(ProjectDir)\..\..\Server\$(ProjectName)_debug.exe"
LinkIncremental="2"
GenerateDebugInformation="true"
SubSystem="1"
@ -137,7 +137,7 @@
/>
<Tool
Name="VCLinkerTool"
OutputFile="$(ProjectDir)\..\..\MCServer\$(ProjectName).exe"
OutputFile="$(ProjectDir)\..\..\Server\$(ProjectName).exe"
LinkIncremental="1"
GenerateDebugInformation="true"
SubSystem="1"

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@ -1,12 +1,12 @@
<html>
<head>
<title>Generating terrain in MCServer</title>
<title>Generating terrain in Cuberite</title>
</head>
<body>
<h1>Generating terrain in MCServer</h1>
<p>This article explains the principles behind the terrain generator in MCServer. It is not strictly
specific to MCServer, though, it can be viewed as a generic guide to various terrain-generating algorithms,
with specific implementation notes regarding MCServer.</p>
<h1>Generating terrain in Cuberite</h1>
<p>This article explains the principles behind the terrain generator in Cuberite. It is not strictly
specific to Cuberite, though, it can be viewed as a generic guide to various terrain-generating algorithms,
with specific implementation notes regarding Cuberite.</p>
<p>Contents:
<ul>
@ -80,7 +80,7 @@ neighboring chunks.</p>
<hr />
<a name="composablegen"><h2>The ComposableGenerator pipeline</h2></a>
<p>This leads us directly to the main pipeline that is used for generating terrain in MCServer. For
<p>This leads us directly to the main pipeline that is used for generating terrain in Cuberite. For
technical reasons, the terrain composition step is further subdivided into Height generation and Composition
generation, and the structures are really called Finishers. For each chunk the generator generates, in this
sequence:
@ -131,7 +131,7 @@ generated for any number of dimensions.</p>
<a name="biomegen"><h2>Generating biomes</h2></a>
<p>The easiest way to generate biomes is to not generate them at all - simply assign a single constant biome
to everywhere. And indeed there are times when this kind of "generator" is useful - for the MineCraft's Flat
world type, or for testing purposes, or for tematic maps. In MCServer, this is exactly what the Constant
world type, or for testing purposes, or for tematic maps. In Cuberite, this is exactly what the Constant
biome generator does.</p>
<p>Of course, there are more interesting test scenarios for which multiple biomes must be generated as easy
@ -175,7 +175,7 @@ gives us the seed's X position. We use another Perlin noise and the same calcula
seed.</p>
<p>Here's an example of a biome map generated using the Voronoi + jitter grid, as implemented by the Voronoi
biome generator in MCServer:</p>
biome generator in Cuberite:</p>
<img src="img/voronoijitterbiomes.png" />
<h3>Distorted Voronoi</h3>
@ -194,7 +194,7 @@ coordinate before sending the coordinates down to the Voronoi generator:</p>
DistortedVoronoiBiome(X, Z) := VoronoiBiome(X + PerlinX(X, Z), Z + PerlinZ(X, Z))
</code>
<p>The following image shows the effects of the change, as generated by MCServer's DistortedVoronoi biome
<p>The following image shows the effects of the change, as generated by Cuberite's DistortedVoronoi biome
generator. It is actually using the very same Voronoi map as the previous image, the only change has been
the addition of the distortion:</p>
<img src="img/distortedvoronoibiomes.png" />
@ -241,7 +241,7 @@ either add them somewhere into the decision diagram, or we can make the generato
</ul>
</p>
<p>This is the approach implemented in MCServer's MultiStepMap biome generator. It generates biome maps like
<p>This is the approach implemented in Cuberite's MultiStepMap biome generator. It generates biome maps like
this:</p>
<img src="img/multistepmapbiomes.png" />
@ -296,10 +296,10 @@ generator uses distortion before querying the small areas.</p>
<img src="img/twolevelsmallgrid.jpg" /><br />
<img src="img/twolevelsmallareas.jpg" /><br />
<p>The following image shows an example output of a TwoLevel biome generator in MCServer:</p>
<p>The following image shows an example output of a TwoLevel biome generator in Cuberite:</p>
<img src="img/twolevelbiomes.png" />
<p>Note that rivers are currently not implemented in this generator in MCServer, but they could be added
<p>Note that rivers are currently not implemented in this generator in Cuberite, but they could be added
using the same approach as in MultiStepMap - by using a thresholded 2D Perlin noise.</p>
@ -332,12 +332,12 @@ suddenly become smooth. The following image shows the situation from the previou
the averaging process: </p>
<img src="img/biomeheightsavg.jpg" />
<p>The approach used in MCServer's Biomal generator is based on this idea, with two slight modifications.
<p>The approach used in Cuberite's Biomal generator is based on this idea, with two slight modifications.
Instead of using a separate generator for each biome, one generator is used with a different set of input
parameters for each biomes. These input parameters modify the overall amplitude and frequency of the Perlin
noise that the generator produces, thus modifying the final terrain with regards to biomes. Additionally, the
averaging process is weighted - columns closer to the queried column get a more powerful weight in the sum
than the columns further away. The following image shows the output of MCServer's Biomal terrain height
than the columns further away. The following image shows the output of Cuberite's Biomal terrain height
generator (each block type represents a different biome - ocean in the front (stone), plains and ice plains
behind it (lapis, whitewool), extreme hills back right (soulsand), desert hills back left (mossy
cobble)):</p>
@ -425,7 +425,7 @@ snow, for example.</p>
into an ice block if the biome is cold. This means that any water block that is under any kind of other
block, such as under a tree's leaves, will still stay water. Thus an additional improvement could be made by
scanning down from the surface block through blocks that we deem as non-surface, such as leaves, torches,
ladders, fences etc. Note that MCServer currently implements only the easy solution.</p>
ladders, fences etc. Note that Cuberite currently implements only the easy solution.</p>
<h3>Bottom lava</h3>
<p>Most worlds in MineCraft have lava lakes at their bottom. Generating these is pretty straightforward: Use
@ -433,7 +433,7 @@ the user-configured depth and replace all the air blocks below this depth with l
that this makes this generator dependent on the order in which the finishers are applied. If the mineshafts
generate before bottom lava, the mineshafts that are below the lava level will get filled with lava. On the
other hand, if bottom lava is generated before the mineshafts, it is possible for a mineshaft to "drill
through" a lake of lava. MCServer doesn't try to solve this and instead lets the admin choose whichever they
through" a lake of lava. Cuberite doesn't try to solve this and instead lets the admin choose whichever they
prefer.</p>
<h3>Specific foliage</h3>
@ -500,12 +500,12 @@ anywhere, so it would be rather useless.</p>
surface, perhaps a bit more in the mountaineous biomes. There should be quite a few more springs underground,
but there should definitely be more water springs than lava springs in the upper levels of the terrain, while
there should be more lava springs and almost no water springs near the bottom. To accomodate this, the
MCServer team has made a tool that scanned through MineCraft's terrain and counted the amount of both types
Cuberite team has made a tool that scanned through MineCraft's terrain and counted the amount of both types
of springs in relation to their height. Two curves have been found for the distribution of each type of the
spring:</p>
<img src="http://mc-server.xoft.cz/img/vanilla_springs_huge.png" />
<p>MCServer uses an approximation of the above curves to choose the height at which to generate the
<p>Cuberite uses an approximation of the above curves to choose the height at which to generate the
spring.</p>
<!--

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@ -11,7 +11,7 @@ Login Sequence.txt
- Annotated log of packets exchanged between the client and server for login; 1.6.2 protocol
Object ownership.gv
- a GraphViz file to visualise ownership relations in the MCServer code architecture
- a GraphViz file to visualise ownership relations in the Cuberite code architecture
SocketThreads states.gv
- a GraphViz file documenting the states for individual sockets in cSocketThreads, and transitions between them

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@ -1,5 +1,5 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")
include_directories (".")

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -216,7 +216,7 @@ if (NOT MSVC)
# If building a windows version, but not using MSVC, add the resources directly to the makefile:
if (WIN32)
list(APPEND SOURCE "Resources/MCServer.rc")
list(APPEND SOURCE "Resources/Cuberite.rc")
endif()
else ()
# MSVC-specific handling: Put all files into one project, separate by the folders:
@ -276,7 +276,7 @@ else ()
SET_SOURCE_FILES_PROPERTIES(
"StackWalker.cpp LeakFinder.cpp" PROPERTIES COMPILE_FLAGS "/Yc\"Globals.h\""
)
list(APPEND SOURCE "Resources/MCServer.rc")
list(APPEND SOURCE "Resources/Cuberite.rc")
# Make MSVC generate the PDB files even for the release build:
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /Zi")

27
src/Cuberite.vcxproj.user Normal file
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@ -0,0 +1,27 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>../Server</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='ReleaseProfile|Win32'">
<LocalDebuggerWorkingDirectory>../Server</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RelWithDebInfo|Win32'">
<LocalDebuggerWorkingDirectory>../Server</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='MinSizeRel|Win32'">
<LocalDebuggerWorkingDirectory>../Server</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LocalDebuggerWorkingDirectory>../Server</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='DebugProfile|Win32'">
<LocalDebuggerWorkingDirectory>../Server</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
</Project>

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,167 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<VisualStudioUserFile
ProjectType="Visual C++"
Version="9,00"
ShowAllFiles="false"
>
<Configurations>
<Configuration
Name="Debug|Win32"
>
<DebugSettings
Command="$(TargetPath)"
WorkingDirectory="..\MCServer"
CommandArguments=""
Attach="false"
DebuggerType="3"
RemoteCommand=""
HttpUrl=""
PDBPath=""
SQLDebugging=""
Environment=""
EnvironmentMerge="true"
DebuggerFlavor="0"
MPIRunCommand=""
MPIRunArguments=""
MPIRunWorkingDirectory=""
ApplicationCommand=""
ApplicationArguments=""
ShimCommand=""
MPIAcceptMode=""
MPIAcceptFilter=""
/>
</Configuration>
<Configuration
Name="DebugProfile|Win32"
>
<DebugSettings
Command="$(TargetPath)"
WorkingDirectory="..\MCServer"
CommandArguments=""
Attach="false"
DebuggerType="3"
RemoteCommand=""
HttpUrl=""
PDBPath=""
SQLDebugging=""
Environment=""
EnvironmentMerge="true"
DebuggerFlavor="0"
MPIRunCommand=""
MPIRunArguments=""
MPIRunWorkingDirectory=""
ApplicationCommand=""
ApplicationArguments=""
ShimCommand=""
MPIAcceptMode=""
MPIAcceptFilter=""
/>
</Configuration>
<Configuration
Name="MinSizeRel|Win32"
>
<DebugSettings
Command="$(TargetPath)"
WorkingDirectory="..\MCServer"
CommandArguments=""
Attach="false"
DebuggerType="3"
RemoteCommand=""
HttpUrl=""
PDBPath=""
SQLDebugging=""
Environment=""
EnvironmentMerge="true"
DebuggerFlavor="0"
MPIRunCommand=""
MPIRunArguments=""
MPIRunWorkingDirectory=""
ApplicationCommand=""
ApplicationArguments=""
ShimCommand=""
MPIAcceptMode=""
MPIAcceptFilter=""
/>
</Configuration>
<Configuration
Name="Release|Win32"
>
<DebugSettings
Command="$(TargetPath)"
WorkingDirectory="..\MCServer"
CommandArguments=""
Attach="false"
DebuggerType="3"
RemoteCommand=""
HttpUrl=""
PDBPath=""
SQLDebugging=""
Environment=""
EnvironmentMerge="true"
DebuggerFlavor="0"
MPIRunCommand=""
MPIRunArguments=""
MPIRunWorkingDirectory=""
ApplicationCommand=""
ApplicationArguments=""
ShimCommand=""
MPIAcceptMode=""
MPIAcceptFilter=""
/>
</Configuration>
<Configuration
Name="ReleaseProfile|Win32"
>
<DebugSettings
Command="$(TargetPath)"
WorkingDirectory="..\MCServer"
CommandArguments=""
Attach="false"
DebuggerType="3"
Remote="1"
RemoteMachine="ASAGA"
RemoteCommand=""
HttpUrl=""
PDBPath=""
SQLDebugging=""
Environment=""
EnvironmentMerge="true"
DebuggerFlavor="0"
MPIRunCommand=""
MPIRunArguments=""
MPIRunWorkingDirectory=""
ApplicationCommand=""
ApplicationArguments=""
ShimCommand=""
MPIAcceptMode=""
MPIAcceptFilter=""
/>
</Configuration>
<Configuration
Name="RelWithDebInfo|Win32"
>
<DebugSettings
Command="$(TargetPath)"
WorkingDirectory="..\MCServer"
CommandArguments=""
Attach="false"
DebuggerType="3"
RemoteCommand=""
HttpUrl=""
PDBPath=""
SQLDebugging=""
Environment=""
EnvironmentMerge="true"
DebuggerFlavor="0"
MPIRunCommand=""
MPIRunArguments=""
MPIRunWorkingDirectory=""
ApplicationCommand=""
ApplicationArguments=""
ShimCommand=""
MPIAcceptMode=""
MPIAcceptFilter=""
/>
</Configuration>
</Configurations>
</VisualStudioUserFile>

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,5 +1,5 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -5,7 +5,7 @@
#include <windows.h>
#include <commctrl.h>
#include <richedit.h>
#include "resource_MCServer.h"
#include "resource_Cuberite.h"

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,5 +1,5 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,6 +1,6 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
project (Cuberite)
include_directories ("${PROJECT_SOURCE_DIR}/../")

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@ -1,8 +1,8 @@
// Stubs.cpp
// Implements stubs of various MCServer methods that are needed for linking but not for runtime
// This is required so that we don't bring in the entire MCServer via dependencies
// Implements stubs of various Cuberite methods that are needed for linking but not for runtime
// This is required so that we don't bring in the entire Cuberite via dependencies
#include "Globals.h"
#include "BlockInfo.h"

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@ -128,7 +128,7 @@ clean :
###################################################
# Build the parts of MCServer
# Build the parts of Cuberite
#
# options used:
# -x c ... compile as C code