4b97569b3a
For classes exported through ToLua it generates the cLuaState::Push() and cLuaState::GetStackValue() functions, as well as the supporting forward declarations and typedefs. Renamed virtual_method_hooks.lua to BindingsProcessor.lua since it no longer provides virtual method hooks and instead does additional processing when generating the bindings.
330 lines
8.8 KiB
CMake
330 lines
8.8 KiB
CMake
cmake_minimum_required (VERSION 2.8.2)
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project (MCServer)
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include_directories (SYSTEM "${CMAKE_CURRENT_SOURCE_DIR}/../lib/")
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include_directories (SYSTEM "${CMAKE_CURRENT_SOURCE_DIR}/../lib/jsoncpp/include")
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include_directories (SYSTEM "${CMAKE_CURRENT_SOURCE_DIR}/../lib/polarssl/include")
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include_directories (SYSTEM "${CMAKE_CURRENT_SOURCE_DIR}/../lib/libevent/include")
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set(FOLDERS
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OSSupport HTTPServer Items Blocks Protocol Generating PolarSSL++ Bindings
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WorldStorage Mobs Entities Simulator BlockEntities UI Generating/Prefabs
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Noise
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)
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SET (SRCS
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BiomeDef.cpp
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BlockArea.cpp
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BlockID.cpp
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BlockInfo.cpp
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Broadcaster.cpp
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BoundingBox.cpp
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ByteBuffer.cpp
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ChatColor.cpp
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Chunk.cpp
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ChunkData.cpp
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ChunkMap.cpp
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ChunkSender.cpp
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ChunkStay.cpp
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ClientHandle.cpp
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CommandOutput.cpp
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CompositeChat.cpp
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CraftingRecipes.cpp
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Cuboid.cpp
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DeadlockDetect.cpp
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Enchantments.cpp
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FastRandom.cpp
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FurnaceRecipe.cpp
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Globals.cpp
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IniFile.cpp
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Inventory.cpp
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Item.cpp
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ItemGrid.cpp
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LightingThread.cpp
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LineBlockTracer.cpp
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LinearInterpolation.cpp
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LoggerListeners.cpp
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Logger.cpp
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Map.cpp
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MapManager.cpp
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MobCensus.cpp
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MobFamilyCollecter.cpp
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MobProximityCounter.cpp
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MobSpawner.cpp
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MonsterConfig.cpp
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ProbabDistrib.cpp
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RankManager.cpp
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RCONServer.cpp
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Root.cpp
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Scoreboard.cpp
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Server.cpp
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SetChunkData.cpp
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Statistics.cpp
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StringCompression.cpp
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StringUtils.cpp
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Tracer.cpp
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VoronoiMap.cpp
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WebAdmin.cpp
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World.cpp
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main.cpp
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)
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SET (HDRS
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AllocationPool.h
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BiomeDef.h
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BlockArea.h
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BlockID.h
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BlockInServerPluginInterface.h
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BlockInfo.h
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BlockTracer.h
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Broadcaster.h
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BoundingBox.h
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BuildInfo.h.cmake
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ByteBuffer.h
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ChatColor.h
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Chunk.h
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ChunkData.h
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ChunkDataCallback.h
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ChunkDef.h
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ChunkMap.h
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ChunkSender.h
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ChunkStay.h
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ClientHandle.h
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CommandOutput.h
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CompositeChat.h
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CraftingRecipes.h
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Cuboid.h
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DeadlockDetect.h
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Defines.h
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Enchantments.h
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Endianness.h
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FastRandom.h
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ForEachChunkProvider.h
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FurnaceRecipe.h
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Globals.h
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IniFile.h
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Inventory.h
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Item.h
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ItemGrid.h
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LightingThread.h
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LineBlockTracer.h
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LinearInterpolation.h
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LinearUpscale.h
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Logger.h
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LoggerListeners.h
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Map.h
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MapManager.h
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Matrix4.h
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MobCensus.h
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MobFamilyCollecter.h
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MobProximityCounter.h
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MobSpawner.h
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MonsterConfig.h
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ProbabDistrib.h
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RankManager.h
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RCONServer.h
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Root.h
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Scoreboard.h
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Server.h
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SetChunkData.h
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Statistics.h
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StringCompression.h
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StringUtils.h
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Tracer.h
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Vector3.h
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VoronoiMap.h
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WebAdmin.h
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World.h
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XMLParser.h
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)
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include_directories(".")
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include_directories ("${CMAKE_CURRENT_SOURCE_DIR}/../lib/sqlite")
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include_directories ("${CMAKE_CURRENT_SOURCE_DIR}/../lib/SQLiteCpp/include")
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configure_file("BuildInfo.h.cmake" "${CMAKE_CURRENT_SOURCE_DIR}/BuildInfo.h")
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if (NOT MSVC)
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# Bindings need to reference other folders, so they are done here instead
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# lib dependencies are not included
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include_directories ("${CMAKE_CURRENT_SOURCE_DIR}/../lib/polarssl/include")
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foreach(folder ${FOLDERS})
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add_subdirectory(${folder})
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endforeach(folder)
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get_directory_property(BINDING_DEPENDENCIES DIRECTORY "Bindings" DEFINITION BINDING_DEPENDENCIES)
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#clear file
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file(WRITE ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/BindingDependencies.txt)
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foreach(dependency ${BINDING_DEPENDENCIES})
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#write each dependency on a seperate line
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file(APPEND ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/BindingDependencies.txt "${dependency}\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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list(APPEND SOURCE "${SRCS}")
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list(APPEND SOURCE "${HDRS}")
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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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list(APPEND SOURCE "Resources/MCServer.rc")
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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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# Add the MSVC-specific LeakFinder sources:
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list (APPEND SRCS LeakFinder.cpp StackWalker.cpp)
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list (APPEND HDRS LeakFinder.h StackWalker.h MemoryLeak.h)
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source_group(Bindings FILES "Bindings/Bindings.cpp" "Bindings/Bindings.h")
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# Add all subfolders as solution-folders:
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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 ${FOLDERS})
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add_subdirectory(${folder})
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includefolder(${folder})
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# Get all source files in this folder:
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get_directory_property(FOLDER_SRCS DIRECTORY ${folder} DEFINITION SRCS)
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foreach (src ${FOLDER_SRCS})
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list(APPEND SOURCE "${folder}/${src}")
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endforeach(src)
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# Get all headers in this folder:
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get_directory_property(FOLDER_HDRS DIRECTORY ${folder} DEFINITION HDRS)
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foreach (hdr ${FOLDER_HDRS})
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list(APPEND SOURCE "${folder}/${hdr}")
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endforeach(hdr)
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endforeach(folder)
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list(APPEND SOURCE "${SRCS}")
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list(APPEND SOURCE "${HDRS}")
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list(APPEND SOURCE "Bindings/AllToLua.pkg")
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includefolder("Resources")
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source_group("" FILES ${SOURCE})
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include_directories("${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\"$(IntDir)/Bindings.pch\""
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)
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SET_SOURCE_FILES_PROPERTIES(
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"StackWalker.cpp LeakFinder.cpp" PROPERTIES COMPILE_FLAGS "/Yc\"Globals.h\""
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)
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list(APPEND SOURCE "Resources/MCServer.rc")
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# Make MSVC generate the PDB files even for the release build:
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set(CMAKE_CXX_FLAGS_RELEASE "${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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# Generate a list of all source files:
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set(ALLFILES "${SRCS}" "${HDRS}")
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foreach(folder ${FOLDERS})
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get_directory_property(FOLDER_SRCS DIRECTORY ${folder} DEFINITION SRCS)
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foreach (src ${FOLDER_SRCS})
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list(APPEND ALLFILES "${folder}/${src}")
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endforeach(src)
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get_directory_property(FOLDER_HDRS DIRECTORY ${folder} DEFINITION HDRS)
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foreach (hdr ${FOLDER_HDRS})
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list(APPEND ALLFILES "${folder}/${hdr}")
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endforeach(hdr)
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endforeach(folder)
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foreach(arg ${ALLFILES})
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set(ALLFILESLINES "${ALLFILESLINES}${arg}\n")
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endforeach()
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FILE(WRITE "AllFiles.lst" "${ALLFILESLINES}")
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set(EXECUTABLE MCServer)
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if (MSVC)
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get_directory_property(BINDING_OUTPUTS DIRECTORY "Bindings" DEFINITION BINDING_OUTPUTS)
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get_directory_property(BINDING_DEPENDENCIES DIRECTORY "Bindings" DEFINITION BINDING_DEPENDENCIES)
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# The paths in BINDING_DEPENDENCIES are relative to the Bindings folder, convert them relative to this folder:
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foreach (dep ${BINDING_DEPENDENCIES})
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list (APPEND BINDINGS_DEPENDENCIES "Bindings/${dep}")
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endforeach(dep)
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ADD_CUSTOM_COMMAND(
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OUTPUT ${BINDING_OUTPUTS}
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# Copy the Lua DLL into the Bindings folder, so that tolua can run from there:
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COMMAND ${CMAKE_COMMAND} -E copy_if_different ${CMAKE_SOURCE_DIR}/MCServer/lua51.dll ./lua51.dll
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# Regenerate bindings:
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COMMAND tolua -L BindingsProcessor.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 ${BINDINGS_DEPENDENCIES}
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)
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endif()
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add_executable(${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}
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OSSupport HTTPServer Bindings Items Blocks Noise
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Protocol Generating Generating_Prefabs WorldStorage
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Mobs Entities Simulator BlockEntities UI PolarSSL++
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)
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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} luaexpat jsoncpp mbedtls zlib sqlite lua SQLiteCpp event_core event_extra)
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