mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
63af2c8da7
Added ZLIB for Windows. Packets for character creation are now compressed on windows before sending and ZCompression can now be used on Windows.
264 lines
7.6 KiB
CMake
264 lines
7.6 KiB
CMake
cmake_minimum_required(VERSION 3.14)
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project(Darkflame)
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include(CTest)
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set (CMAKE_CXX_STANDARD 17)
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# Read variables from file
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FILE(READ "${CMAKE_SOURCE_DIR}/CMakeVariables.txt" variables)
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string(REPLACE "\\\n" "" variables ${variables})
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string(REPLACE "\n" ";" variables ${variables})
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# Set the cmake variables, formatted as "VARIABLE #" in variables
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foreach(variable ${variables})
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# If the string contains a #, skip it
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if(NOT "${variable}" MATCHES "#")
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# Split the variable into name and value
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string(REPLACE "=" ";" variable ${variable})
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# Check that the length of the variable is 2 (name and value)
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list(LENGTH variable length)
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if(${length} EQUAL 2)
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list(GET variable 0 variable_name)
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list(GET variable 1 variable_value)
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# Set the variable
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set(${variable_name} ${variable_value})
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# Add compiler definition
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D${variable_name}=${variable_value}")
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message(STATUS "Variable: ${variable_name} = ${variable_value}")
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endif()
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endif()
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endforeach()
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# Set the version
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set(PROJECT_VERSION "${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}.${PROJECT_VERSION_PATCH}")
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# Echo the version
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message(STATUS "Version: ${PROJECT_VERSION}")
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# Disable demo, tests and examples for recastNavigation. Turn these to ON if you want to use them
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# This has to be done here to prevent a rare build error due to missing dependencies on the initial generations.
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set(RECASTNAVIGATION_DEMO OFF CACHE BOOL "" FORCE)
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set(RECASTNAVIGATION_TESTS OFF CACHE BOOL "" FORCE)
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set(RECASTNAVIGATION_EXAMPLES OFF CACHE BOOL "" FORCE)
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# Compiler flags:
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# Disabled deprecated warnings as the MySQL includes have deprecated code in them.
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# Disabled misleading indentation as DL_LinkedList from RakNet has a weird indent.
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# Disabled no-register
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# Disabled unknown pragmas because Linux doesn't understand Windows pragmas.
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DPROJECT_VERSION=${PROJECT_VERSION}")
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if(UNIX)
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if(APPLE)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -fPIC")
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else()
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -static-libgcc -fPIC")
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endif()
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if (__dynamic AND CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -rdynamic")
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endif()
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if (__ggdb)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ggdb")
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endif()
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99 -O2 -fPIC")
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elseif(MSVC)
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# Skip warning for invalid conversion from size_t to uint32_t for all targets below for now
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add_compile_options("/wd4267" "/utf-8")
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elseif(WIN32)
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add_compile_definitions(_CRT_SECURE_NO_WARNINGS)
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endif()
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# Our output dir
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set(CMAKE_BINARY_DIR ${PROJECT_BINARY_DIR})
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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# Create a /res directory
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make_directory(${CMAKE_BINARY_DIR}/res)
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# Create a /locale directory
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make_directory(${CMAKE_BINARY_DIR}/locale)
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# Create a /logs directory
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make_directory(${CMAKE_BINARY_DIR}/logs)
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# Copy resource files on first build
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set(RESOURCE_FILES "authconfig.ini" "chatconfig.ini" "worldconfig.ini" "masterconfig.ini" "blacklist.dcf")
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foreach(resource_file ${RESOURCE_FILES})
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if (NOT EXISTS ${PROJECT_BINARY_DIR}/${resource_file})
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configure_file(
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${CMAKE_SOURCE_DIR}/resources/${resource_file} ${PROJECT_BINARY_DIR}/${resource_file}
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COPYONLY
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)
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message("Moved ${resource_file} to project binary directory")
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endif()
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endforeach()
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# Copy vanity files on first build
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set(VANITY_FILES "CREDITS.md" "INFO.md" "TESTAMENT.md" "NPC.xml")
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foreach(file ${VANITY_FILES})
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configure_file("${CMAKE_SOURCE_DIR}/vanity/${file}" "${CMAKE_BINARY_DIR}/vanity/${file}" COPYONLY)
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endforeach()
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# Move our migrations for MasterServer to run
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file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/)
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file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/dlu/*.sql)
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foreach(file ${SQL_FILES})
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get_filename_component(file ${file} NAME)
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if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/${file})
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configure_file(
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${CMAKE_SOURCE_DIR}/migrations/dlu/${file} ${PROJECT_BINARY_DIR}/migrations/${file}
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COPYONLY
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)
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endif()
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endforeach()
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# Create our list of include directories
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set(INCLUDED_DIRECTORIES
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"dCommon"
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"dChatFilter"
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"dGame"
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"dGame/dBehaviors"
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"dGame/dComponents"
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"dGame/dGameMessages"
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"dGame/dInventory"
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"dGame/dMission"
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"dGame/dEntity"
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"dGame/dUtilities"
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"dPhysics"
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"dNavigation"
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"dNavigation/dTerrain"
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"dZoneManager"
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"dDatabase"
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"dDatabase/Tables"
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"dNet"
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"dScripts"
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"thirdparty/raknet/Source"
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"thirdparty/tinyxml2"
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"thirdparty/recastnavigation"
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"thirdparty/SQLite"
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"thirdparty/cpplinq"
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)
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# Add system specfic includes for Apple, Windows and Other Unix OS' (including Linux)
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if (APPLE)
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include_directories("/usr/local/include/")
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endif()
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if (WIN32)
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set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt/include")
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elseif (UNIX)
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set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt")
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set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt/include/bcrypt")
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endif()
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# Add binary directory as an include directory
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include_directories(${PROJECT_BINARY_DIR})
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# Actually include the directories from our list
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foreach (dir ${INCLUDED_DIRECTORIES})
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include_directories(${PROJECT_SOURCE_DIR}/${dir})
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endforeach()
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# Add linking directories:
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link_directories(${PROJECT_BINARY_DIR})
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# Load all of our third party directories
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add_subdirectory(thirdparty)
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# Glob together all headers that need to be precompiled
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file(
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GLOB HEADERS_DDATABASE
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LIST_DIRECTORIES false
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${PROJECT_SOURCE_DIR}/dDatabase/*.h
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${PROJECT_SOURCE_DIR}/dDatabase/Tables/*.h
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${PROJECT_SOURCE_DIR}/thirdparty/SQLite/*.h
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)
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file(
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GLOB HEADERS_DZONEMANAGER
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LIST_DIRECTORIES false
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${PROJECT_SOURCE_DIR}/dZoneManager/*.h
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)
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file(
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GLOB HEADERS_DCOMMON
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LIST_DIRECTORIES false
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${PROJECT_SOURCE_DIR}/dCommon/*.h
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)
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file(
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GLOB HEADERS_DGAME
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LIST_DIRECTORIES false
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${PROJECT_SOURCE_DIR}/dGame/Entity.h
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${PROJECT_SOURCE_DIR}/dGame/dGameMessages/GameMessages.h
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${PROJECT_SOURCE_DIR}/dGame/EntityManager.h
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${PROJECT_SOURCE_DIR}/dScripts/CppScripts.h
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)
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# Add our library subdirectories for creation of the library object
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add_subdirectory(dCommon)
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add_subdirectory(dDatabase)
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add_subdirectory(dChatFilter)
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add_subdirectory(dNet)
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add_subdirectory(dScripts) # Add for dGame to use
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add_subdirectory(dGame)
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add_subdirectory(dZoneManager)
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add_subdirectory(dNavigation)
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add_subdirectory(dPhysics)
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# Create a list of common libraries shared between all binaries
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set(COMMON_LIBRARIES "dCommon" "dDatabase" "dNet" "raknet" "mariadbConnCpp")
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# Add platform specific common libraries
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if (UNIX)
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set(COMMON_LIBRARIES ${COMMON_LIBRARIES} "dl" "pthread")
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if (NOT APPLE AND __include_backtrace__)
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set(COMMON_LIBRARIES ${COMMON_LIBRARIES} "backtrace")
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endif()
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endif()
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add_subdirectory(tests)
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# Include all of our binary directories
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add_subdirectory(dWorldServer)
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add_subdirectory(dAuthServer)
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add_subdirectory(dChatServer)
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add_subdirectory(dMasterServer) # Add MasterServer last so it can rely on the other binaries
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# Add our precompiled headers
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target_precompile_headers(
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dGame PRIVATE
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${HEADERS_DGAME}
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)
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target_precompile_headers(
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dZoneManager PRIVATE
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${HEADERS_DZONEMANAGER}
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)
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# Need to specify to use the CXX compiler language here or else we get errors including <string>.
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target_precompile_headers(
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dDatabase PRIVATE
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"$<$<COMPILE_LANGUAGE:CXX>:${HEADERS_DDATABASE}>"
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)
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target_precompile_headers(
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dCommon PRIVATE
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${HEADERS_DCOMMON}
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)
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target_precompile_headers(
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tinyxml2 PRIVATE
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"$<$<COMPILE_LANGUAGE:CXX>:${PROJECT_SOURCE_DIR}/thirdparty/tinyxml2/tinyxml2.h>"
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)
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