mirror of
https://github.com/vcmi/vcmi.git
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Enable rule to enforce specifying language for code blocks
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@@ -22,7 +22,7 @@ The following instructions apply to **v1.2 and later**. For earlier versions the
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Clone <https://github.com/vcmi/vcmi> with submodules. Example for command line:
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```
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```sh
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git clone --recurse-submodules https://github.com/vcmi/vcmi.git
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```
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@@ -42,7 +42,7 @@ Conan must be aware of the NDK location when you execute `conan install`. There'
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- the easiest is to download NDK from Conan (option 1 in the docs), then all the magic happens automatically. On the step where you need to replace **PROFILE**, choose *android-**X**-ndk* where ***X*** is either `32` or `64`.
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- to use an already installed NDK, you can simply pass it on the command line to `conan install`: (note that this will work only when consuming the pre-built binaries)
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```
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```sh
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conan install -c tools.android:ndk_path=/path/to/ndk ...
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```
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@@ -70,7 +70,7 @@ And put it into build directory. Then run `nix-shell` before running any build c
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We recommend the following directory structure:
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```
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```text
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.
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├── vcmi -> contains sources and is under git control
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└── build -> contains build output, makefiles, object files,...
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@@ -97,7 +97,7 @@ See [CMake](CMake.md) for a list of options
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### Trigger build
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```
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```sh
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cmake --build . -j8
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```
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@@ -12,7 +12,7 @@
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Clone <https://github.com/vcmi/vcmi> with submodules. Example for command line:
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```
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```sh
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git clone --recurse-submodules https://github.com/vcmi/vcmi.git
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```
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@@ -36,9 +36,8 @@ There're a few [CMake presets](https://cmake.org/cmake/help/latest/manual/cmake-
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Open terminal and `cd` to the directory with source code. Configuration example for device with Conan:
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```
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cmake --preset ios-device-conan \
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-D BUNDLE_IDENTIFIER_PREFIX=com.MY-NAME
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```sh
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cmake --preset ios-device-conan -D BUNDLE_IDENTIFIER_PREFIX=com.MY-NAME
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```
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By default build directory containing Xcode project will appear at `../build-ios-device-conan`, but you can change it with `-B` option.
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@@ -61,7 +60,7 @@ You must also install game files, see [Installation on iOS](../players/Installat
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### From command line
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```
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```sh
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cmake --build <path to build directory> --target vcmiclient -- -quiet
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```
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@@ -15,7 +15,7 @@
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Clone <https://github.com/vcmi/vcmi> with submodules. Example for command line:
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```
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```sh
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git clone --recurse-submodules https://github.com/vcmi/vcmi.git
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```
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@@ -4,12 +4,12 @@
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* Enables debug info and disables optimizations
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* `-D CMAKE_EXPORT_COMPILE_COMMANDS=ON`
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* Creates `compile_commands.json` for [clangd](https://clangd.llvm.org/) language server. For clangd to find the JSON, create a file named `.clangd` with this content
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```
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```text
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CompileFlags:
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CompilationDatabase: build
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```
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and place it here:
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```
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```text
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.
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├── vcmi -> contains sources and is under git control
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├── build -> contains build output, makefiles, object files,...
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@@ -126,7 +126,7 @@ In these examples only the minimum required amount of options is passed to `cmak
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### Use our prebuilt binaries to build for macOS x86_64 with Xcode
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```
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```sh
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conan install . \
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--install-folder=conan-generated \
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--no-imports \
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@@ -143,7 +143,7 @@ cmake -S . -B build -G Xcode \
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If you also want to build the missing binaries from source, use `--build=missing` instead of `--build=never`.
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```
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```sh
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conan install . \
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--install-folder=~/my-dir \
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--no-imports \
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@@ -158,7 +158,7 @@ cmake -S . -B build \
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### Use our prebuilt binaries to build for iOS arm64 device with custom preset
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```
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```sh
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conan install . \
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--install-folder=~/my-dir \
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--no-imports \
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@@ -205,7 +205,7 @@ ubuntu
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Next steps are identical both in WSL and in real Ubuntu 22.04
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```bash
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```sh
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sudo pip3 install conan
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sudo apt install cmake build-essential
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sed -i 's/x86_64-w64-mingw32/i686-w64-mingw32/g' CI/mingw-ubuntu/before-install.sh
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@@ -65,7 +65,7 @@ TODO **In near future Lua API may change drastically several times. Information
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#### Low level events API
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``` Lua
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```lua
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-- Each event type must be loaded first
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local PlayerGotTurn = require("events.PlayerGotTurn")
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@@ -6,7 +6,7 @@ For implementation details see files located at `lib/network` directory.
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VCMI uses connection using TCP to communicate with server, even in single-player games. However, even though TCP is stream-based protocol, VCMI uses atomic messages for communication. Each message is a serialized stream of bytes, preceded by 4-byte message size:
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```
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```cpp
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int32_t messageSize;
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byte messagePayload[messageSize];
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```
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@@ -37,7 +37,7 @@ For implementation details see:
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In case of global lobby, message payload uses plaintext json format - utf-8 encoded string:
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```
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```cpp
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int32_t messageSize;
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char jsonString[messageSize];
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```
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