cmake_minimum_required(VERSION 3.20) project(AIServer LANGUAGES C CXX) set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(GAMEPLAY_FILE "${CMAKE_CURRENT_SOURCE_DIR}/../Config/Gameplay/greenfield.json") set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS "${GAMEPLAY_FILE}") file(READ "${GAMEPLAY_FILE}" GAMEPLAY_JSON) file(SHA256 "${GAMEPLAY_FILE}" GAMEPLAY_HASH) string(SUBSTRING "${GAMEPLAY_HASH}" 0 12 GAMEPLAY_HASH_SHORT) set(GAMEPLAY_VERSION "greenfield-1-${GAMEPLAY_HASH_SHORT}") # MSVC caps a single string literal. Chunks are cut on a newline so a UTF-8 character is never # split, and adjacent literals concatenate back to the exact file bytes. string(LENGTH "${GAMEPLAY_JSON}" GAMEPLAY_JSON_LENGTH) set(GAMEPLAY_JSON_CHUNKS "") set(GAMEPLAY_JSON_OFFSET 0) while(GAMEPLAY_JSON_OFFSET LESS GAMEPLAY_JSON_LENGTH) math(EXPR GAMEPLAY_JSON_REMAINING "${GAMEPLAY_JSON_LENGTH} - ${GAMEPLAY_JSON_OFFSET}") if(GAMEPLAY_JSON_REMAINING GREATER 4000) string(SUBSTRING "${GAMEPLAY_JSON}" ${GAMEPLAY_JSON_OFFSET} 4000 GAMEPLAY_JSON_PART) string(FIND "${GAMEPLAY_JSON_PART}" "\n" GAMEPLAY_JSON_BREAK REVERSE) if(GAMEPLAY_JSON_BREAK GREATER 0) math(EXPR GAMEPLAY_JSON_BREAK "${GAMEPLAY_JSON_BREAK} + 1") string(SUBSTRING "${GAMEPLAY_JSON_PART}" 0 ${GAMEPLAY_JSON_BREAK} GAMEPLAY_JSON_PART) endif() else() string(SUBSTRING "${GAMEPLAY_JSON}" ${GAMEPLAY_JSON_OFFSET} ${GAMEPLAY_JSON_REMAINING} GAMEPLAY_JSON_PART) endif() string(LENGTH "${GAMEPLAY_JSON_PART}" GAMEPLAY_JSON_PART_LENGTH) string(APPEND GAMEPLAY_JSON_CHUNKS "R\"GAMECONFIG(${GAMEPLAY_JSON_PART})GAMECONFIG\"\n") math(EXPR GAMEPLAY_JSON_OFFSET "${GAMEPLAY_JSON_OFFSET} + ${GAMEPLAY_JSON_PART_LENGTH}") endwhile() configure_file(src/game_config.hpp.in generated/game_config_data.hpp @ONLY) set(SKILL_RUNTIME_FILE "${CMAKE_CURRENT_SOURCE_DIR}/../Config/Combat/skill_runtime_v1.json") set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS "${SKILL_RUNTIME_FILE}") file(READ "${SKILL_RUNTIME_FILE}" SKILL_RUNTIME_JSON) configure_file(src/skill_runtime.hpp.in generated/skill_runtime_data.hpp @ONLY) include_directories("${CMAKE_CURRENT_BINARY_DIR}/generated") add_executable(aiserver src/main.cpp src/db.cpp src/game.cpp src/game_config.cpp src/combat_slice.cpp src/combat_runtime.cpp src/auth.cpp src/http_ws_server.cpp src/maintenance.cpp src/crypto.cpp third_party/sqlite3.c ) target_include_directories(aiserver PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/src ${CMAKE_CURRENT_SOURCE_DIR}/third_party ) # SQLite: 关闭部分扩展,加快编译 target_compile_definitions(aiserver PRIVATE SQLITE_OMIT_LOAD_EXTENSION SQLITE_THREADSAFE=1 _CRT_SECURE_NO_WARNINGS ) if(WIN32) target_link_libraries(aiserver PRIVATE ws2_32 bcrypt) # sqlite3.c 是 C,MSVC 下关闭部分告警 if(MSVC) target_compile_options(aiserver PRIVATE /W3 /utf-8) set_source_files_properties(third_party/sqlite3.c PROPERTIES COMPILE_FLAGS "/W0") endif() else() target_link_libraries(aiserver PRIVATE pthread dl) endif() # 运行时默认数据目录:可执行文件旁的 data/ add_custom_command(TARGET aiserver POST_BUILD COMMAND ${CMAKE_COMMAND} -E make_directory $/data ) include(CTest) if(BUILD_TESTING) add_executable(combat_runtime_tests tests/combat_runtime_tests.cpp src/db.cpp src/game.cpp src/game_config.cpp src/combat_slice.cpp src/combat_runtime.cpp src/crypto.cpp third_party/sqlite3.c) target_include_directories(combat_runtime_tests PRIVATE src third_party) target_compile_definitions(combat_runtime_tests PRIVATE SQLITE_OMIT_LOAD_EXTENSION SQLITE_THREADSAFE=1 _CRT_SECURE_NO_WARNINGS) if(MSVC) target_compile_options(combat_runtime_tests PRIVATE /W3 /utf-8) elseif(NOT WIN32) target_link_libraries(combat_runtime_tests PRIVATE pthread dl) endif() add_test(NAME combat_authoritative_runtime COMMAND combat_runtime_tests) add_executable(combat_slice_tests tests/combat_slice_tests.cpp src/combat_slice.cpp) target_include_directories(combat_slice_tests PRIVATE src third_party) if(MSVC) target_compile_options(combat_slice_tests PRIVATE /W3 /utf-8) endif() add_test(NAME combat_skill_slice COMMAND combat_slice_tests) add_executable(game_tests tests/game_tests.cpp src/db.cpp src/game.cpp src/game_config.cpp src/combat_slice.cpp src/combat_runtime.cpp src/crypto.cpp third_party/sqlite3.c) target_include_directories(game_tests PRIVATE src third_party) target_compile_definitions(game_tests PRIVATE SQLITE_OMIT_LOAD_EXTENSION SQLITE_THREADSAFE=1 _CRT_SECURE_NO_WARNINGS) target_compile_definitions(game_tests PRIVATE GAME_TEST_FIXTURE_DIR="${CMAKE_CURRENT_SOURCE_DIR}/tests/fixtures") if(MSVC) target_compile_options(game_tests PRIVATE /W3 /utf-8) elseif(NOT WIN32) target_link_libraries(game_tests PRIVATE pthread dl) endif() add_test(NAME game_transactions COMMAND game_tests) add_executable(first_day_tests tests/first_day_tests.cpp src/db.cpp src/game.cpp src/game_config.cpp src/combat_slice.cpp src/combat_runtime.cpp src/crypto.cpp third_party/sqlite3.c) target_include_directories(first_day_tests PRIVATE src third_party) target_compile_definitions(first_day_tests PRIVATE SQLITE_OMIT_LOAD_EXTENSION SQLITE_THREADSAFE=1 _CRT_SECURE_NO_WARNINGS) if(MSVC) target_compile_options(first_day_tests PRIVATE /W3 /utf-8) elseif(NOT WIN32) target_link_libraries(first_day_tests PRIVATE pthread dl) endif() add_test(NAME first_day_progression COMMAND first_day_tests) endif()