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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-30 08:57:00 +02:00
Commit Graph

159 Commits

Author SHA1 Message Date
Ivan Savenko
df83fa33a1 Merge branch 'vcmi/master' into 'vcmi/develop' 2024-05-31 09:34:21 +00:00
Ivan Savenko
9bfe000724 Added semi-workaround method for network thread shutdown:
Currently closing game while network thread is waiting for something is
very bug-prone, since network thread may resume during shutdown and
access partially destroyed client state.

Now if exit has been requested, the very first step would be semi-
graceful shutdown of network thread (via exception throwing). This may
in theory skip some cleanup in non-RAII code, but since game is shutting
down this does not matters much.

This logic applies to:
- shutting down while network thread is waiting for dialogs
- shuttind down while network thread waiting for animations in combat
2024-05-18 11:04:10 +00:00
Ivan Savenko
84bc6c42db Added 'Serializeable' base class for classes serializeable by pointer 2024-05-16 18:40:59 +00:00
Ivan Savenko
95d761bbb8 Handle corrupted H3 data - show message box instead of silent crash 2024-05-13 15:41:47 +00:00
Ivan Savenko
6ba6e0d55b Moved serialization of ModCompatibilityInfo from MapFormat 2024-04-23 17:15:59 +03:00
Tomasz Zieliński
b1a5693612 Proof of concept with OH3 obstacles 2024-04-04 21:39:01 +02:00
Ivan Savenko
675e7c3110 Move files that are not needed for lobby to main part of vcmi_lib 2024-03-29 15:02:14 +02:00
Ivan Savenko
39da7b3e32 Added option to build minimal vcmi library as needed by lobby 2024-03-28 12:07:49 +02:00
Ivan Savenko
dd785d71c9 Fix linking when using static libraries without client 2024-03-28 12:07:49 +02:00
Andrii Danylchenko
047e076d05 NKAI: visual logger 2024-03-02 15:54:05 +02:00
Ivan Savenko
41493d6f67 Implemented 'strict' json support 2024-02-26 12:55:49 +02:00
Ivan Savenko
3740f8b02f Moved bonus parsing to a new file 2024-02-14 15:48:06 +02:00
Ivan Savenko
c3957c2c2a Moved json files to new directory, split on per-class basis 2024-02-14 13:08:24 +02:00
Ivan Savenko
763e18d202 Fix symlink target - use absolute path 2024-02-12 16:35:18 +02:00
Ivan Savenko
a909d7ddde Removed cmake_modules/VCMI_lib macro, use it directly in place 2024-02-11 20:38:24 +02:00
Ivan Savenko
f08c9f4d59 Renamed ENABLE_STATIC_AI_LIBS option to match its actual effect 2024-02-11 17:55:02 +02:00
Ivan Savenko
0d263c5571 Implemented option to run server as a thread with shared VLC 2024-02-11 17:55:02 +02:00
Ivan Savenko
c2286e5126 Server now consists from library and separate executable projects 2024-02-11 17:55:02 +02:00
Andrey Filipenkov
0294a8b063 enable StupidAI and EmptyAI for static AI 2023-03-02 12:09:49 +03:00
Andrey Filipenkov
71d51beab2 change static AI approach to use static libvcmi
- now links to static AI lib targets
- solves uncaught boost exception on closing server
2023-03-02 12:09:48 +03:00
Andrey Filipenkov
4c19d8794d add option to compile AI code into libvcmi directly
- used on Android by default
- AI sources and libs are propagated to upper level with set(... PARENT_SCOPE)
2023-03-02 12:09:48 +03:00
Andrey Filipenkov
b0c109d5f7 use target from variable 2023-02-22 14:00:52 +03:00
Ivan Savenko
fa23965d0b Renamed for consistency BUILD_SINGLE_APP -> ENABLE_SINGLE_APP_BUILD 2022-12-06 00:00:56 +02:00
Ivan Savenko
5e37ad6836 Changes to single-app build
- client version of library is now always called vcmi, like in regular
builds (e.g. libvcmi.so)
- server version of library keeps its separate name
2022-12-05 22:57:43 +02:00
Andrey Filipenkov
2d3002bc1d add standard lib target back
- the moved CMakeLists.txt is turned into a macro (adds whitespace difference)
- now uses absolute paths to the lib and include dirs
- refactors iOS install section to use "early continue" in the foreach loop
2022-09-24 15:55:21 +03:00
Andrey Filipenkov
267e8df7db move lib/CMakeLists.txt to cmake_modules/VCMI_lib.cmake
preparation to be able to duplicate the lib target
2022-09-24 15:55:21 +03:00
Andrey Filipenkov
27551a9eae fix using local minizip after rebase 2022-09-24 15:55:20 +03:00
Andrey Filipenkov
3388583089 use component-based install to copy only what's needed for every app 2022-09-24 15:55:20 +03:00
Andrey Filipenkov
cfa22c33ad use rpath properly 2022-09-24 15:55:17 +03:00
Andrey Filipenkov
8249171066 implement VCMIDirs 2022-09-24 15:55:16 +03:00
Nordsoft91
e4ac0d4370
Editor prerequisites [part 2] (#889) 2022-09-17 14:04:01 +03:00
Nordsoft91
ad01c7ffce
Vlc obstacles [part 1] (#888)
* obstacles content handler, entity service and VLC integration
2022-09-15 11:06:54 +03:00
Nordsoft91
4bd0ff680a Random map generator refactoring (#762)
random map generator refactoring and improvements
2022-09-11 11:31:27 +03:00
Andrii Danylchenko
4b4cc3cf4b battlefields in VLC and custom bonuses for terrain patches 2022-09-11 11:31:27 +03:00
Nordsoft91
aaa07e4d2e New terrain support - part 1 (#755)
Initial support of new terrains
2022-09-11 11:31:26 +03:00
Andrey Filipenkov
d7650ce9c0
use Conan to make macOS CI builds for both Intel and ARM (#782)
* [CI] append platform to output artifact name if it's given
2022-08-30 17:29:00 +03:00
Soar Qin
188607b05f Replace cotire with CMake builtin precompiled headers support (Requires CMake version >= 3.16) 2022-06-17 17:20:08 +03:00
Nordsoft91
5c1a66ab69 Rmg water support (#745)
* RMG: water support and refactoring
* Fix seers hut bug
2022-06-11 18:40:24 +03:00
Konstantin
8fc14369a4
CMake presets. (#744)
* CI: use single build action
* CMake: use imported targets
* CI: do not build boost for linux
* CMake: add FORCE_BUNDLED_MINIZIP option
* linux: use external minizip and fuzzylite
* CMake: add presets
* .gitignore: ignore cmake build dirs
* github: use cmake presets
2022-05-26 08:55:20 +03:00
AlexVinS
ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00
Michał Kalinowski
ec536e613c CMake more transitive
-Moving AIs cmake to target focusing code
-Beign explicit when link libraries
2019-03-28 16:56:51 +03:00
Michał Kalinowski
a0d1808b62 CMake transitive compile dependency
Moving to more target focusing code that provides better transitive scope
2019-01-19 17:38:54 +03:00
AlexVinS
4b5910c2f4 VCAI performance improvements
* Node graph initialization optimized.
* Fixed "Unathorized obstacle access".
* Pathfinding tracing disabled with ifdef.
* Misc bonus calculation optimizations.
* Removed timestamp from log lines. Date formatting eats too much CPU.
* Paths for all heroes in Client are now cached
2019-01-17 10:50:56 +03:00
Konstantin Vukolov
96215233bc macOS: fix packet deserialization (#479) 2018-08-14 01:03:45 +03:00
Andrii Danylchenko
ee033e9c9c fix android build 2018-05-25 22:57:29 +03:00
Henning Koehler
2ede3783dd Settings: savefrequency is now configurable in launcher
* Client command-line can modify arbitrary settings now
* Only launcher auto-saves to settings.json
2018-04-08 17:12:29 +07:00
ArseniyShestakov
1a6f456ac0
Merge pull request #402 from vcmi/feature/multiplayer
Refactoring of all pre-gameplay UI and networking code.
This will break some things, but I'll be able to fix them without constant rebasing.
2018-04-05 23:29:27 +07:00
Arseniy Shestakov
ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00
AlexVinS
1fb25c46d3 cleanup 2018-04-03 21:46:12 +03:00
AlexVinS
9d108d59db Redone RMG template serialization using JSON serializer, added tests 2018-03-10 19:36:19 +03:00