neoLegacy/cmake/ServerTarget.cmake
2026-04-21 17:36:48 +03:00

135 lines
5.4 KiB
CMake

# Shared CMake helper for the dedicated server executable targets.
#
# Both server flavours (vanilla "Minecraft.Server" and FourKit-enabled
# "Minecraft.Server.FourKit") share the same compile/link/asset/debugger
# settings. This helper applies them to a target after add_executable.
#
# The two targets are defined in different source subdirectories so that
# the Visual Studio generator emits their .vcxproj files into matching
# binary subdirectories (build/<dir>/Minecraft.Server/ and
# build/<dir>/Minecraft.Server.FourKit/), keeping the variant identity
# consistent across source dir, project file, and runtime output dir.
include_guard(GLOBAL)
include("${CMAKE_SOURCE_DIR}/cmake/CopyAssets.cmake")
# Apply shared compile/link/asset/debugger settings to a server executable target.
function(configure_lce_server_target target)
# compat_shims.cpp redefines internal MSVC CRT symbols which would explode
# if included via the precompiled header. CMake source-file properties are
# directory-scoped, so we have to apply this for the directory of every
# target that consumes the file (one per server flavour), not just once
# at module-include time.
set_source_files_properties(
"${CMAKE_SOURCE_DIR}/Minecraft.Client/compat_shims.cpp"
TARGET_DIRECTORY ${target}
PROPERTIES SKIP_PRECOMPILE_HEADERS ON
)
# Asset / redist source paths used by setup_asset_*_copy(). Defined inside
# the function so they are in scope when this helper is called from a
# different CMakeLists.txt. (CMake variables set at module file scope are
# not visible to function bodies invoked from other files.)
set(_asset_folder_pairs
"${CMAKE_SOURCE_DIR}/Minecraft.Client/Common/res" "Common/res"
"${CMAKE_SOURCE_DIR}/Minecraft.Client/Common/Media/MediaWindows64" "Common/Media/MediaWindows64"
)
# set(_asset_files_pairs
# "${CMAKE_SOURCE_DIR}/Minecraft.Client/Common/Media/MediaWindows64.arc" "Common/Media/"
# )
set(_use_debug_4j_libs TRUE)
if(CMAKE_CROSSCOMPILING AND CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
set(_use_debug_4j_libs FALSE)
endif()
target_include_directories(${target} PRIVATE
"${CMAKE_BINARY_DIR}/generated/" # Generated BuildVer.h
"${CMAKE_SOURCE_DIR}/Minecraft.Client/"
"${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/Iggy/include"
"${CMAKE_SOURCE_DIR}/Minecraft.Server"
"${CMAKE_SOURCE_DIR}/include/"
)
target_compile_definitions(${target} PRIVATE
${MINECRAFT_SHARED_DEFINES}
MINECRAFT_SERVER_BUILD
)
target_precompile_headers(${target} PRIVATE "$<$<COMPILE_LANGUAGE:CXX>:stdafx.h>")
configure_compiler_target(${target})
# Both flavours produce a binary literally named "Minecraft.Server.exe".
# The variant identity lives in the build directory name, not the file name,
# so end users can ship either one as a drop-in replacement. Override the
# per-config RUNTIME_OUTPUT_DIRECTORY explicitly because the default would
# otherwise put both targets in the same Minecraft.Server/<config>/ dir
# (the source dir of whichever CMakeLists.txt called add_executable) and
# ninja would complain about duplicate output rules.
set_target_properties(${target} PROPERTIES
OUTPUT_NAME "Minecraft.Server"
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/${target}"
RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/${target}/Debug"
RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/${target}/Release"
VS_DEBUGGER_WORKING_DIRECTORY "$<TARGET_FILE_DIR:${target}>"
VS_DEBUGGER_COMMAND_ARGUMENTS "-port 25565 -bind 0.0.0.0 -name DedicatedServer"
)
if(_use_debug_4j_libs)
target_link_libraries(${target} PRIVATE
Minecraft.World
d3d11
dxgi
d3dcompiler
XInput9_1_0
wsock32
legacy_stdio_definitions
4JLibs.${PLATFORM_NAME}.Input
4JLibs.${PLATFORM_NAME}.Profile
4JLibs.${PLATFORM_NAME}.Storage
4JLibs.${PLATFORM_NAME}.Render
)
else()
target_link_libraries(${target} PRIVATE
Minecraft.World
d3d11
dxgi
d3dcompiler
XInput9_1_0
wsock32
legacy_stdio_definitions
"${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/4JLibs/libs/4J_Input.lib"
"${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/4JLibs/libs/4J_Storage.lib"
"${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/4JLibs/libs/4J_Render_PC.lib"
)
endif()
foreach(lib IN LISTS IGGY_LIBS)
target_link_libraries(${target} PRIVATE "${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/Iggy/lib/${lib}")
endforeach()
# Per-target asset / redist copy steps. These create helper sub-targets
# named after the parent (e.g. AssetFileCopy_${target}) which is why each
# server flavour has its own set in the VS Solution Explorer.
setup_asset_folder_copy(${target} "${_asset_folder_pairs}")
#setup_asset_file_copy(${target} "${_asset_files_pairs}")
if(PLATFORM_NAME STREQUAL "Windows64")
add_custom_target(AssetLocalizationCopy_${target} ALL
COMMAND ${CMAKE_COMMAND}
"-DCOPY_SOURCE=${CMAKE_SOURCE_DIR}/Minecraft.Client/Windows64Media/loc"
"-DCOPY_DEST=$<TARGET_FILE_DIR:${target}>/Windows64Media/loc"
-P "${CMAKE_SOURCE_DIR}/cmake/CopyFolderScript.cmake"
VERBATIM
)
add_dependencies(${target} AssetLocalizationCopy_${target})
set_property(TARGET AssetLocalizationCopy_${target} PROPERTY FOLDER "Build")
endif()
add_copyredist_target(${target})
if(PLATFORM_NAME STREQUAL "Windows64")
add_gamehdd_target(${target})
endif()
endfunction()