mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
* Client is able to await for answers for multiple queries at the same time
* Hackish solution allowing AI undertaking actions from event-handling thread * Fixed crash when death stare or acid breath activated on stack that was just killed * minor fixes
This commit is contained in:
parent
a3f36ccc71
commit
13f26fc3cb
@ -793,7 +793,7 @@ void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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status.addQuery();
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callback(0);
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requestActionASAP(boost::bind(callback, 0));
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}
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void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
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@ -809,7 +809,10 @@ void VCAI::showBlockingDialog(const std::string &text, const std::vector<Compone
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if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
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sel = 1;
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cb->selectionMade(sel, askID);
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requestActionASAP([&]()
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{
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cb->selectionMade(sel, askID);
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});
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}
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void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd)
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@ -819,8 +822,11 @@ void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *do
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status.addQuery();
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//you can't request action from action-response thread
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//pickBestCreatures (down, up);
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onEnd();
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requestActionASAP([=,this]()
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{
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pickBestCreatures (down, up);
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onEnd();
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});
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}
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void VCAI::serialize(COSer<CSaveFile> &h, const int version)
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@ -1352,6 +1358,7 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
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if(h->tempOwner != playerID) //we lost hero
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{
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remove_if_present(lockedHeroes, h);
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throw std::runtime_error("Hero was lost!"); //we need to throw, otherwise hero will be assigned to sth again
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break;
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}
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@ -1653,7 +1660,15 @@ void VCAI::performTypicalActions()
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INDENT;
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makePossibleUpgrades(h);
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cb->setSelection(h);
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wander(h);
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try
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{
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wander(h);
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}
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catch(std::exception &e)
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{
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BNLOG("Cannot use this hero anymore, received exception: %s", e.what());
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continue;
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}
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}
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}
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@ -1787,6 +1802,20 @@ void VCAI::finish()
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makingTurn->interrupt();
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}
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void VCAI::requestActionASAP(boost::function<void()> whatToDo)
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{
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boost::barrier b(2);
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boost::thread newThread([&b,this,whatToDo]()
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{
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setThreadName(-1, "VCAI::requestActionASAP::helper");
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SET_GLOBAL_STATE(this);
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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b.wait();
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whatToDo();
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});
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b.wait();
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}
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AIStatus::AIStatus()
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{
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battle = NO_BATTLE;
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@ -284,6 +284,9 @@ public:
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const CGHeroInstance *primaryHero() const;
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TResources estimateIncome() const;
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bool containsSavedRes(const TResources &cost) const;
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//special function that can be called ONLY from game events handling thread and will send request ASAP
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void requestActionASAP(boost::function<void()> whatToDo);
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};
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@ -59,7 +59,7 @@ void CCallback::selectionMade(int selection, int asker)
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{
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QueryReply pack(asker,selection);
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pack.player = player;
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cl->serv->sendPackToServer(pack, player);
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sendRequest(&pack);
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}
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void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level/*=-1*/)
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{
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@ -222,21 +222,15 @@ int CBattleCallback::battleMakeAction(BattleAction* action)
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void CBattleCallback::sendRequest(const CPack* request)
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{
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//TODO should be part of CClient (client owns connection, not CB)
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//but it would have to be very tricky cause template/serialization issues
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if(waitTillRealize)
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cl->waitingRequest.set(typeList.getTypeID(request));
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cl->serv->sendPackToServer(*request, player);
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int requestID = cl->sendRequest(request, player);
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if(waitTillRealize)
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{
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tlog5 << boost::format("We'll wait till request %d is answered.\n") % requestID;
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unique_ptr<vstd::unlock_shared_guard> unlocker; //optional, if flag set
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if(unlockGsWhenWaiting)
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unlocker = make_unique<vstd::unlock_shared_guard>(vstd::makeUnlockSharedGuard(getGsMutex()));
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unlocker = make_unique<vstd::unlock_shared_guard>(getGsMutex());
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cl->waitingRequest.waitWhileTrue();
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cl->waitingRequest.waitWhileContains(requestID);
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}
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}
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@ -96,13 +96,11 @@ void CClient::init()
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}
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CClient::CClient(void)
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:waitingRequest(0)
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{
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init();
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}
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CClient::CClient(CConnection *con, StartInfo *si)
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:waitingRequest(0)
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{
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init();
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newGame(con,si);
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@ -121,7 +119,7 @@ void CClient::waitForMoveAndSend(int color)
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assert(vstd::contains(battleints, color));
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BattleAction ba = battleints[color]->activeStack(gs->curB->getStack(gs->curB->activeStack, false));
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MakeAction temp_action(ba);
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serv->sendPackToServer(temp_action, color);
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sendRequest(&temp_action, color);
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return;
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}
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catch(boost::thread_interrupted&)
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@ -175,7 +173,7 @@ void CClient::save(const std::string & fname)
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}
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SaveGame save_game(fname);
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serv->sendPackToServer((CPackForClient&)save_game, getCurrentPlayer());
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sendRequest((CPackForClient*)&save_game, 255);
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}
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void CClient::endGame( bool closeConnection /*= true*/ )
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@ -530,7 +528,7 @@ void CClient::stopConnection()
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tlog0 << "Connection has been requested to be closed.\n";
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boost::unique_lock<boost::mutex>(*serv->wmx);
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CloseServer close_server;
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serv->sendPackToServer(close_server, 255);
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sendRequest(&close_server, 255);
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tlog0 << "Sent closing signal to the server\n";
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}
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@ -599,7 +597,7 @@ void CClient::commitPackage( CPackForClient *pack )
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CommitPackage cp;
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cp.freePack = false;
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cp.packToCommit = pack;
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serv->sendPackToServer(cp, 255);
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sendRequest(&cp, 255);
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}
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int CClient::getLocalPlayer() const
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@ -625,7 +623,7 @@ void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
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if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
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{
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MakeAction ma(BattleAction::makeEndOFTacticPhase(battleInt->playerID));
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serv->sendPackToServer(ma, battleInt->playerID);
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sendRequest(&ma, battleInt->playerID);
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}
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} HANDLE_EXCEPTION
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}
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@ -636,6 +634,19 @@ void CClient::invalidatePaths(const CGHeroInstance *h /*= NULL*/)
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pathInfo->isValid = false;
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}
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int CClient::sendRequest(const CPack *request, int player)
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{
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static ui32 requestCounter = 0;
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ui32 requestID = requestCounter++;
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tlog5 << boost::format("Sending a request \"%s\". It'll have an ID=%d.\n")
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% typeid(*request).name() % requestID;
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waitingRequest.pushBack(requestID);
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serv->sendPackToServer(*request, player, requestID);
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return requestID;
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}
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template void CClient::serialize( CISer<CLoadFile> &h, const int version );
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template void CClient::serialize( COSer<CSaveFile> &h, const int version );
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@ -56,6 +56,58 @@ public:
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~CServerHandler();
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};
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template<typename T>
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class ThreadSafeVector
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{
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typedef std::vector<T> TVector;
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typedef boost::unique_lock<boost::mutex> TLock;
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TVector items;
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boost::mutex mx;
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boost::condition_variable cond;
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public:
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void pushBack(const T &item)
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{
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TLock lock(mx);
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items.push_back(item);
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cond.notify_all();
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}
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// //to access list, caller must present a lock used to lock mx
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// TVector &getList(TLock &lockedLock)
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// {
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// assert(lockedLock.owns_lock() && lockedLock.mutex() == &mx);
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// return items;
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// }
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TLock getLock()
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{
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return TLock(mx);
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}
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void waitWhileContains(const T &item)
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{
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auto lock = getLock();
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while(vstd::contains(items, item))
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cond.wait(lock);
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}
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bool tryRemovingElement(const T&item) //returns false if element was not present
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{
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auto lock = getLock();
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auto itr = vstd::find(items, item);
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if(itr == items.end()) //not in container
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{
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return false;
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}
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items.erase(itr);
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cond.notify_all();
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return true;
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}
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};
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/// Class which handles client - server logic
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class CClient : public IGameCallback
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{
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@ -75,7 +127,7 @@ public:
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CScriptingModule *erm;
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CondSh<int> waitingRequest;
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ThreadSafeVector<int> waitingRequest;
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std::queue<CPack *> packs;
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boost::mutex packsM;
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@ -162,6 +214,8 @@ public:
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friend class CBattleCallback; //handling players actions
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friend void processCommand(const std::string &message, CClient *&client); //handling console
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int sendRequest(const CPack *request, int player); //returns ID given to that request
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void handlePack( CPack * pack ); //applies the given pack and deletes it
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void battleStarted(const BattleInfo * info);
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void commenceTacticPhaseForInt(CBattleGameInterface *battleInt); //will be called as separate thread
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@ -717,9 +717,7 @@ void EndAction::applyCl( CClient *cl )
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void PackageApplied::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(player, requestRealized, this);
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if(cl->waitingRequest.get() == packType)
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cl->waitingRequest.setn(false);
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else if(cl->waitingRequest.get())
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if(!cl->waitingRequest.tryRemovingElement(requestID))
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tlog3 << "Surprising server message!\n";
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}
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@ -240,11 +240,11 @@ CPack * CConnection::retreivePack()
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return ret;
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}
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void CConnection::sendPackToServer(const CPack &pack, ui8 player)
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void CConnection::sendPackToServer(const CPack &pack, ui8 player, ui32 requestID)
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{
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boost::unique_lock<boost::mutex> lock(*wmx);
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tlog5 << "Sending to server a pack of type " << typeid(pack).name() << std::endl;
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*this << player << &pack; //packs has to be sent as polymorphic pointers!
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*this << player << requestID << &pack; //packs has to be sent as polymorphic pointers!
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}
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CSaveFile::CSaveFile( const std::string &fname )
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@ -916,7 +916,7 @@ public:
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~CConnection(void);
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CPack *retreivePack(); //gets from server next pack (allocates it with new)
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void sendPackToServer(const CPack &pack, ui8 player);
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void sendPackToServer(const CPack &pack, ui8 player, ui32 requestID);
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};
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DLL_LINKAGE std::ostream &operator<<(std::ostream &str, const CConnection &cpc);
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@ -172,11 +172,12 @@ struct PackageApplied : public CPackForClient //94
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ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
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ui32 packType; //type id of applied package
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ui32 requestID; //an ID given by client to the request that was applied
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ui8 player;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & result & packType & player;
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h & result & packType & requestID & player;
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}
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};
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@ -627,29 +627,36 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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{
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setThreadName(-1, "CGameHandler::handleConnection");
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srand(time(NULL));
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CPack *pack = NULL;
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ui8 player = 255;
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try
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{
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while(1)//server should never shut connection first //was: while(!end2)
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{
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CPack *pack = NULL;
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ui8 player = 255;
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si32 requestID = -999;
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int packType = 0;
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{
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boost::unique_lock<boost::mutex> lock(*c.rmx);
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c >> player >> pack; //get the package
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tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
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c >> player >> requestID >> pack; //get the package
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packType = typeList.getTypeID(pack); //get the id of type
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tlog5 << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
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% requestID % player % packType % typeid(*pack).name();
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}
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int packType = typeList.getTypeID(pack); //get the id of type
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//prepare struct informing that action was applied
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PackageApplied applied;
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applied.player = player;
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applied.result = false;
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applied.packType = packType;
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applied.requestID = requestID;
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CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
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if(packType != typeList.getTypeID<QueryReply>()
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&& (packType != typeList.getTypeID<ArrangeStacks>() || !isAllowedArrangePack((ArrangeStacks*)pack)) // for dialogs like garrison
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&& states.getQueriesCount(player))
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if(isBlockedByQueries(pack, packType, player))
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{
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complain(boost::str(boost::format("Player %d has to answer queries before attempting any further actions (count=%d)!") % (int)player % states.getQueriesCount(player)));
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PackageApplied applied;
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applied.player = player;
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applied.result = false;
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applied.packType = packType;
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{
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boost::unique_lock<boost::mutex> lock(*c.wmx);
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c << &applied;
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@ -661,10 +668,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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tlog5 << "Message successfully applied (result=" << result << ")!\n";
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//send confirmation that we've applied the package
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PackageApplied applied;
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applied.player = player;
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applied.result = result;
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applied.packType = packType;
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{
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boost::unique_lock<boost::mutex> lock(*c.wmx);
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c << &applied;
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@ -674,9 +678,8 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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{
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tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
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}
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delete pack;
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pack = NULL;
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player = 255;
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vstd::clear_pointer(pack);
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}
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}
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catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
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@ -4793,6 +4796,12 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
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const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
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attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
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if(bat.bsa[0].newAmount <= 0)
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{
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//don't try death stare or acid breath on dead stack (crash!)
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return;
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}
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if (attacker->hasBonusOfType(Bonus::DEATH_STARE)) // spell id 79
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{
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int staredCreatures = 0;
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@ -4815,6 +4824,7 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
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!attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
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}
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}
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int acidDamage = 0;
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TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
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BOOST_FOREACH(const Bonus *b, *acidBreath)
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@ -5621,6 +5631,22 @@ void CGameHandler::spawnWanderingMonsters(int creatureID)
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}
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}
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bool CGameHandler::isBlockedByQueries(const CPack *pack, int packType, ui8 player)
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{
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//it's always legal to send query reply (we'll check later if it makes sense)
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if(packType == typeList.getTypeID<QueryReply>())
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return false;
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if(packType == typeList.getTypeID<ArrangeStacks>() && isAllowedArrangePack((const ArrangeStacks*)pack))
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return false;
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//if there are no queries, nothing is blocking
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if(states.getQueriesCount(player) == 0)
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return false;
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return true; //block package
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}
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CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
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{
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int color = army->tempOwner;
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|
@ -98,6 +98,7 @@ public:
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std::map<ui32, boost::function<void()> > garrisonCallbacks; //query id => callback - for garrison dialogs
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std::map<ui32, std::pair<si32,si32> > allowedExchanges;
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bool isBlockedByQueries(const CPack *pack, int packType, ui8 player);
|
||||
bool isAllowedExchange(int id1, int id2);
|
||||
bool isAllowedArrangePack(const ArrangeStacks *pack);
|
||||
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
|
||||
|
@ -62,17 +62,12 @@
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup>
|
||||
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..</OutDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Configuration)_VC9\</IntDir>
|
||||
<_ProjectFileVersion>10.0.30128.1</_ProjectFileVersion>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)</OutDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Configuration)\</IntDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Configuration)\</OutDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Configuration)_VC9\</IntDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='RD|Win32'">..\..\RD</OutDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='RD|Win32'">$(Configuration)_VC9\</IntDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Configuration)\</IntDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='RD|Win32'">G:\Programowanie\VCMI\RD</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='RD|Win32'">$(SolutionDir)$(Configuration)\bin\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='RD|x64'">$(SolutionDir)$(Configuration)\bin\</OutDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='RD|Win32'">$(Configuration)\</IntDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='RD|x64'">$(Configuration)\</IntDir>
|
||||
@ -112,8 +107,8 @@
|
||||
<PrecompiledHeaderFile>StdInc.h</PrecompiledHeaderFile>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<AdditionalDependencies>VCMI_lib.lib;zdll.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>../..;../../libs;../;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>VCMI_lib.lib;zlib.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(OutDir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<TargetMachine>MachineX86</TargetMachine>
|
||||
</Link>
|
||||
@ -160,14 +155,13 @@
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<AdditionalDependencies>VCMI_lib.lib;zlib.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>G:\Programowanie\VCMI\libs;$(OutDir);G:\Programowanie\VCMI\RD;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(OutDir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<GenerateMapFile>true</GenerateMapFile>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<TargetMachine>MachineX86</TargetMachine>
|
||||
<Profile>true</Profile>
|
||||
<OutputFile>$(OutDir)$(TargetName)$(TargetExt)</OutputFile>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='RD|x64'">
|
||||
@ -178,7 +172,7 @@
|
||||
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
|
||||
<OmitFramePointers>false</OmitFramePointers>
|
||||
<EnableFiberSafeOptimizations>true</EnableFiberSafeOptimizations>
|
||||
<AdditionalIncludeDirectories>F:\Programowanie\VCMI\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<StringPooling>true</StringPooling>
|
||||
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
|
||||
<FunctionLevelLinking>false</FunctionLevelLinking>
|
||||
@ -191,12 +185,13 @@
|
||||
<PrecompiledHeaderFile>StdInc.h</PrecompiledHeaderFile>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<AdditionalDependencies>VCMI_lib.lib;zdll.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>F:\Programowanie\VCMI\libs;F:\Programowanie\VCMI\RD;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>VCMI_lib.lib;zlib.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(OutDir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<GenerateMapFile>true</GenerateMapFile>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<Profile>true</Profile>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
@ -220,7 +215,6 @@
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\lib\VCMI_lib.vcxproj">
|
||||
<Project>{b952ffc5-3039-4de1-9f08-90acda483d8f}</Project>
|
||||
<ReferenceOutputAssembly>false</ReferenceOutputAssembly>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
|
Loading…
Reference in New Issue
Block a user