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* Move to cmake * Move sources to source_groups and ditch more old VS files * Add BuildVer.h generation * Break out cmake source lists to platforms * Don't copy swf files * Revert audio changes from merge * Add platform defines * Match MSBuild flags * Move BuildVer.h to common include and fix rebuild issue * Seperate projects properly * Exclude more files and make sure GameHDD exists * Missing line * Remove remaining VS project files * Update readme and actions * Use incremental LTCG * Update workflows * Update build workflows and output folder * Disable vcpkg checks * Force MSVC * Use precompiled headers * Only use PCH for cpp * Exclude compat_shims from PCH * Handle per-platform source includes * Copy only current platform media * Define Iggy libs per platform * Fix EnsureGameHDD check * Only set WIN32_EXECUTABLE on Windows * Correct Iggy libs path * Remove include of terrain_MipmapLevel * Correct path to xsb/xwb * Implement copilot suggestions * Add clang flags (untested) * Fix robocopy error checking * Update documentation * Drop CMakePresets.json version as we dont use v6 features * Always cleanup artifacts in nightly even if some builds fail * Re-work compiler target options * Move newer iggy dll into redist and cleanup * Fix typos * Remove 'Source Files' from all source groups * Remove old ps1 build scripts
79 lines
2.3 KiB
Markdown
79 lines
2.3 KiB
Markdown
# Compile Instructions
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## Visual Studio
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1. Clone or download the repository
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1. Open the repo folder in Visual Studio 2022+.
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2. Wait for cmake to configure the project and load all assets (this may take a few minutes on the first run).
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3. Right click a folder in the solution explorer and switch to the 'CMake Targets View'
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4. Select platform and configuration from the dropdown. EG: `Windows64 - Debug` or `Windows64 - Release`
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5. Pick the startup project `Minecraft.Client.exe` or `Minecraft.Server.exe` using the debug targets dropdown
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6. Build and run the project:
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- `Build > Build Solution` (or `Ctrl+Shift+B`)
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- Start debugging with `F5`.
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### Dedicated server debug arguments
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- Default debugger arguments for `Minecraft.Server`:
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- `-port 25565 -bind 0.0.0.0 -name DedicatedServer`
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- You can override arguments in:
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- `Project Properties > Debugging > Command Arguments`
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- `Minecraft.Server` post-build copies only the dedicated-server asset set:
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- `Common/Media/MediaWindows64.arc`
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- `Common/res`
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- `Windows64/GameHDD`
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## CMake (Windows x64)
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Configure (use your VS Community instance explicitly):
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Open `Developer PowerShell for VS` and run:
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```powershell
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cmake --preset windows64
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```
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Build Debug:
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```powershell
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cmake --build --preset windows64-debug --target Minecraft.Client
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```
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Build Release:
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```powershell
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cmake --build --preset windows64-release --target Minecraft.Client
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```
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Build Dedicated Server (Debug):
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```powershell
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cmake --build --preset windows64-debug --target Minecraft.Server
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```
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Build Dedicated Server (Release):
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```powershell
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cmake --build --preset windows64-release --target Minecraft.Server
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```
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Run executable:
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```powershell
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cd .\build\windows64\Minecraft.Client\Debug
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.\Minecraft.Client.exe
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```
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Run dedicated server:
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```powershell
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cd .\build\windows64\Minecraft.Server\Debug
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.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
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```
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Notes:
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- The CMake build is Windows-only and x64-only.
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- Contributors on macOS or Linux need a Windows machine or VM to build the project. Running the game via Wine is separate from having a supported build environment.
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- Post-build asset copy is automatic for `Minecraft.Client` in CMake (Debug and Release variants).
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- The game relies on relative paths (for example `Common\Media\...`), so launching from the output directory is required.
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