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