kobodl/CMakeLists.txt
Ville Lindholm 9238ce61c6
Add global leaderboard client (dormant by default)
End-of-game scores are POSTed to a configurable backend URL; the main menu
gains a "Global Leaderboard" entry that fetches and renders the top N for
the current board. Default `global_leaderboard=0` ships the code dormant
until the backend at leaderboard_url is live.

Architecture:
- httpclient.h: thin async interface. http_post_json / http_get fire and
  forget; the user callback runs from http_pump() (native) or the
  Emscripten runtime (web). No blocking calls.
- httpclient_native.cpp: libcurl-multi, polled per frame.
- httpclient_web.cpp: emscripten_fetch (-sFETCH=1 link option).
- leaderboard.{h,cpp}: portable game-side module. Hand-rolled JSON
  build/parse for the tiny fixed-shape wire format; no JSON dep.

Identity: player name + a player-typed "board name" (shared room code).
A per-install RFC-4122-v4 UUID `client_id` is auto-generated on first run
via SDL_rand_bits and stored in the config — server uses it for rate
limiting / dedup, not as a public identity.

Wire format (informational, server is out-of-tree):
  POST /api/scores  body: {board, name, client_id, score, skill,
                           gametype, end_scene, end_lives, end_health,
                           playtime, start_date, end_date}
                    resp: {rank, total}
  GET  /api/scores?board=&limit=50
                    resp: {board, total, scores:[{name,score,end_scene}]}

Hook points:
- manage.cpp game_start: populate hi.start_date; reset_submission().
- manage.cpp game_stop: populate hi.end_date and the profile name on hi,
  then leaderboard::submit_score after scorefile.record.
- kobo.cpp main: http_init/http_shutdown around the run; generate
  client_id on first run when empty.
- kobo.cpp kobo_gfxengine_t::frame: http_pump() before gsm.frame().
- states.cpp st_game_over post_render: renders "Submitting…" / "Rank #N of M"
  / "(offline)" under "GAME OVER".
- states.cpp main_menu: "Global Leaderboard" button (only when enabled
  + board name set).
- states.cpp st_global_leaderboard_t: new browser state listing top 16.
- options.cpp game_options: onoff toggle.

Out of scope for this commit (left as follow-ups):
- In-game text editor for board name / URL (form toolkit has no free-text
  widget; users edit via config file or CLI flags for now).
- Retry queue across sessions.
- Server implementation. tools/mock-leaderboard.py is a 100-line Python
  scratch server for local testing only.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2026-06-05 11:10:20 +03:00

290 lines
11 KiB
CMake

cmake_minimum_required(VERSION 3.16)
project(KoboDeluxe VERSION 0.5.1 LANGUAGES C CXX)
set(CMAKE_C_STANDARD 99)
set(CMAKE_CXX_STANDARD 14)
set(CMAKE_CXX_EXTENSIONS OFF)
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
endif()
option(KOBO_ENABLE_OPENGL "Use OpenGL rendering layer" ON)
option(KOBO_ENABLE_OSS "Build OSS audio backend (Linux)" OFF)
option(KOBO_ENABLE_ALSA "Build ALSA audio backend (Linux)" OFF)
option(KOBO_ENABLE_EPM "Extreme Pickyness Mode (-Wall -Werror)" OFF)
# Emscripten target: SDL renderer maps to WebGL, no desktop GL needed.
if(EMSCRIPTEN)
set(KOBO_ENABLE_OPENGL OFF CACHE BOOL "Use OpenGL rendering layer" FORCE)
set(KOBO_ENABLE_OSS OFF CACHE BOOL "Build OSS audio backend" FORCE)
set(KOBO_ENABLE_ALSA OFF CACHE BOOL "Build ALSA audio backend" FORCE)
endif()
# ---------------------------------------------------------------------------
# Feature detection
# ---------------------------------------------------------------------------
include(CheckIncludeFile)
include(CheckSymbolExists)
include(CheckLibraryExists)
check_include_file(dirent.h HAVE_DIRENT_H)
check_symbol_exists(getegid unistd.h HAVE_GETEGID)
check_symbol_exists(setgid unistd.h HAVE_SETGID)
check_symbol_exists(gettimeofday "sys/time.h" HAVE_GETTIMEOFDAY)
check_symbol_exists(stat "sys/stat.h" HAVE_STAT)
check_symbol_exists(snprintf stdio.h HAVE_SNPRINTF)
check_symbol_exists(vsnprintf stdio.h HAVE_VSNPRINTF)
check_symbol_exists(_snprintf stdio.h HAVE__SNPRINTF)
check_symbol_exists(_vsnprintf stdio.h HAVE__VSNPRINTF)
# ---------------------------------------------------------------------------
# Third-party libraries
# ---------------------------------------------------------------------------
# Migrating to SDL 3. Homebrew: `brew install sdl3 sdl3_image`.
# Emscripten 5.x ships an sdl3 port but no sdl3_image yet — we substitute
# libpng + a small shim (graphics/img_compat.c) for IMG_Load. The
# `--use-port` flags must appear in both compile and link phases.
if(EMSCRIPTEN)
add_library(SDL3::SDL3 INTERFACE IMPORTED)
target_compile_options(SDL3::SDL3 INTERFACE --use-port=sdl3)
target_link_options(SDL3::SDL3 INTERFACE --use-port=sdl3)
add_library(SDL3_image::SDL3_image INTERFACE IMPORTED)
target_compile_options(SDL3_image::SDL3_image INTERFACE --use-port=libpng)
target_link_options(SDL3_image::SDL3_image INTERFACE --use-port=libpng)
else()
find_package(SDL3 CONFIG REQUIRED)
find_package(SDL3_image CONFIG REQUIRED)
find_package(CURL REQUIRED)
endif()
if(KOBO_ENABLE_OPENGL)
find_package(OpenGL)
if(OpenGL_FOUND OR OPENGL_FOUND)
set(HAVE_OPENGL 1)
endif()
endif()
if(KOBO_ENABLE_OSS)
check_include_file("sys/soundcard.h" _has_soundcard_sys)
check_include_file("soundcard.h" _has_soundcard)
if(_has_soundcard_sys OR _has_soundcard)
set(HAVE_OSS 1)
endif()
endif()
if(KOBO_ENABLE_ALSA)
find_library(ALSA_LIB asound)
check_include_file("sys/asoundlib.h" _has_asoundlib)
if(ALSA_LIB AND _has_asoundlib)
set(HAVE_ALSA 1)
endif()
endif()
# ---------------------------------------------------------------------------
# Platform-specific install layout (matches the old autotools behavior)
# ---------------------------------------------------------------------------
if(EMSCRIPTEN)
# In the browser, "data" is preloaded into Emscripten's virtual FS at /.
# Config/scores live under /home which we mount as IDBFS for persistence
# (see Module.preRun in the HTML shell / build-web.sh).
set(KOBO_BUNDLE_STYLE "web")
# index.html so the game can be served from a clean subpath URL
# (e.g. https://lindholm.dev/kobo/ — no explicit filename).
set(KOBO_EXEFILE "index.html")
set(KOBO_DATA_DIR "/data")
set(KOBO_SCORE_DIR "/home/scores")
set(KOBO_CONFIG_DIR "/home")
set(KOBO_CONFIG_FILE ".kobodlrc")
elseif(APPLE)
set(KOBO_BUNDLE_STYLE "macosx")
set(KOBO_EXEFILE "kobodl")
set(KOBO_DATA_DIR "EXE>>../Resources")
set(KOBO_SCORE_DIR "/Library/Preferences/KoboDeluxe/scores")
set(KOBO_CONFIG_DIR "HOME>>Library/Preferences")
set(KOBO_CONFIG_FILE "KoboDeluxe Preferences")
elseif(WIN32)
set(KOBO_BUNDLE_STYLE "simple")
set(KOBO_EXEFILE "kobodl.exe")
set(KOBO_DATA_DIR "EXE>>")
set(KOBO_SCORE_DIR "EXE>>scores")
set(KOBO_CONFIG_DIR "EXE>>")
set(KOBO_CONFIG_FILE "kobodl.cfg")
else()
set(KOBO_BUNDLE_STYLE "unix")
set(KOBO_EXEFILE "kobodl")
set(KOBO_DATA_DIR "${CMAKE_INSTALL_PREFIX}/share/kobo-deluxe")
set(KOBO_SCORE_DIR "${CMAKE_INSTALL_PREFIX}/var/lib/kobo-deluxe/scores")
set(KOBO_CONFIG_DIR "HOME>>")
set(KOBO_CONFIG_FILE ".kobodlrc")
endif()
# ---------------------------------------------------------------------------
# Generated headers
# ---------------------------------------------------------------------------
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/aconfig.h.cmake.in
${CMAKE_CURRENT_BINARY_DIR}/aconfig.h
@ONLY
)
if(APPLE)
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/Info.plist.cmake.in
${CMAKE_CURRENT_BINARY_DIR}/Info.plist
@ONLY
)
endif()
# ---------------------------------------------------------------------------
# Shared interface target — every component links this for flags/defines/SDL
# ---------------------------------------------------------------------------
add_library(kobo_deps INTERFACE)
target_compile_definitions(kobo_deps INTERFACE
HAVE_CONFIG_H
KOBO_DATA_DIR="${KOBO_DATA_DIR}"
KOBO_SCORE_DIR="${KOBO_SCORE_DIR}"
KOBO_CONFIG_DIR="${KOBO_CONFIG_DIR}"
KOBO_CONFIG_FILE="${KOBO_CONFIG_FILE}"
SYSCONF_DIR="${CMAKE_INSTALL_PREFIX}/etc"
)
target_include_directories(kobo_deps INTERFACE
${CMAKE_CURRENT_BINARY_DIR} # for generated aconfig.h
${CMAKE_CURRENT_SOURCE_DIR} # for config.h
)
target_link_libraries(kobo_deps INTERFACE SDL3::SDL3 SDL3_image::SDL3_image)
if(HAVE_OPENGL)
target_compile_definitions(kobo_deps INTERFACE HAVE_OPENGL)
target_link_libraries(kobo_deps INTERFACE OpenGL::GL)
endif()
if(HAVE_OSS)
target_compile_definitions(kobo_deps INTERFACE HAVE_OSS)
endif()
if(HAVE_ALSA)
target_compile_definitions(kobo_deps INTERFACE HAVE_ALSA)
target_link_libraries(kobo_deps INTERFACE ${ALSA_LIB})
endif()
if(UNIX AND NOT APPLE)
target_link_libraries(kobo_deps INTERFACE m)
endif()
if(EMSCRIPTEN)
# -pthread enables wasm atomics+bulk-memory; every TU must agree on it or
# wasm-ld rejects --shared-memory.
target_compile_options(kobo_deps INTERFACE -pthread)
target_link_options(kobo_deps INTERFACE -pthread)
endif()
if(KOBO_ENABLE_EPM)
target_compile_options(kobo_deps INTERFACE
-Wall -Werror -Wwrite-strings -fno-builtin
)
endif()
# ---------------------------------------------------------------------------
# Subprojects
# ---------------------------------------------------------------------------
add_subdirectory(graphics)
add_subdirectory(sound)
add_subdirectory(eel)
# ---------------------------------------------------------------------------
# Main executable
# ---------------------------------------------------------------------------
set(KOBO_SOURCES
enemies.cpp enemy.cpp pfile.cpp gamectl.cpp manage.cpp map.cpp
myship.cpp radar.cpp random.cpp scenes.cpp score.cpp screen.cpp
filemap.cpp prefs.cpp cfgform.cpp options.cpp gamestate.cpp
states.cpp form.cpp cfgparse.cpp game.cpp kobo.cpp logger.c
dashboard.cpp sound.cpp prof.cpp bench.cpp leaderboard.cpp
)
if(EMSCRIPTEN)
list(APPEND KOBO_SOURCES httpclient_web.cpp)
else()
list(APPEND KOBO_SOURCES httpclient_native.cpp)
endif()
add_executable(kobodl ${KOBO_SOURCES})
target_include_directories(kobodl PRIVATE ${CMAKE_SOURCE_DIR}/data/sfx)
target_link_libraries(kobodl PRIVATE graphics sound eel kobo_deps)
set_target_properties(kobodl PROPERTIES OUTPUT_NAME ${KOBO_EXEFILE})
if(EMSCRIPTEN)
target_link_options(kobodl PRIVATE -sFETCH=1)
else()
target_link_libraries(kobodl PRIVATE CURL::libcurl)
endif()
if(EMSCRIPTEN)
# ASYNCIFY lets the existing blocking main loop (gengine->run(), SDL_Delay)
# yield to the browser without rewriting it around emscripten_set_main_loop.
# pthread (atomics+bulk-memory) is applied via kobo_deps for every TU.
# The data directory is baked into the .data sidecar via --preload-file.
target_link_options(kobodl PRIVATE
-sASYNCIFY=1
-sALLOW_MEMORY_GROWTH=1
-sINITIAL_MEMORY=128MB
-sMAXIMUM_MEMORY=1gb
-sPTHREAD_POOL_SIZE=4
-sEXIT_RUNTIME=1
-sFORCE_FILESYSTEM=1
-sEXPORTED_RUNTIME_METHODS=FS,callMain
-lidbfs.js
--preload-file ${CMAKE_SOURCE_DIR}/data@/data
)
# Generate index.html alongside kobodl.html so it can be served as the
# default document. The shell file mounts /home as IDBFS for persistence.
if(EXISTS ${CMAKE_SOURCE_DIR}/web/shell.html)
target_link_options(kobodl PRIVATE
--shell-file ${CMAKE_SOURCE_DIR}/web/shell.html)
endif()
set_target_properties(kobodl PROPERTIES SUFFIX "")
endif()
# ---------------------------------------------------------------------------
# Install rules
# ---------------------------------------------------------------------------
if(KOBO_BUNDLE_STYLE STREQUAL "macosx")
# Build a .app bundle alongside the binary.
set(KOBO_APP_DIR ${CMAKE_BINARY_DIR}/KoboDeluxe.app)
add_custom_command(TARGET kobodl POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory ${KOBO_APP_DIR}/Contents/MacOS
COMMAND ${CMAKE_COMMAND} -E make_directory ${KOBO_APP_DIR}/Contents/Resources
COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/Info.plist ${KOBO_APP_DIR}/Contents/Info.plist
COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_FILE:kobodl> ${KOBO_APP_DIR}/Contents/MacOS/
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/data/gfx ${KOBO_APP_DIR}/Contents/Resources/gfx
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/data/sfx ${KOBO_APP_DIR}/Contents/Resources/sfx
COMMENT "Assembling KoboDeluxe.app bundle"
VERBATIM
)
install(DIRECTORY ${KOBO_APP_DIR} DESTINATION /Applications USE_SOURCE_PERMISSIONS)
elseif(KOBO_BUNDLE_STYLE STREQUAL "simple")
install(TARGETS kobodl RUNTIME DESTINATION KoboDeluxe)
install(DIRECTORY data/gfx data/sfx DESTINATION KoboDeluxe)
install(FILES COPYING COPYING.LIB README ChangeLog TODO DESTINATION KoboDeluxe)
elseif(KOBO_BUNDLE_STYLE STREQUAL "web")
# Emscripten emits index.html / .js / .wasm / .data — install all four.
install(TARGETS kobodl RUNTIME DESTINATION web)
install(FILES
${CMAKE_CURRENT_BINARY_DIR}/index.js
${CMAKE_CURRENT_BINARY_DIR}/index.wasm
${CMAKE_CURRENT_BINARY_DIR}/index.data
DESTINATION web OPTIONAL)
else()
include(GNUInstallDirs)
install(TARGETS kobodl RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR})
install(FILES kobodl.6 DESTINATION ${CMAKE_INSTALL_MANDIR}/man6)
install(DIRECTORY data/gfx data/sfx
DESTINATION ${CMAKE_INSTALL_DATADIR}/kobo-deluxe)
install(DIRECTORY DESTINATION ${KOBO_SCORE_DIR}
DIRECTORY_PERMISSIONS
OWNER_READ OWNER_WRITE OWNER_EXECUTE
GROUP_READ GROUP_WRITE GROUP_EXECUTE
WORLD_READ WORLD_WRITE WORLD_EXECUTE)
endif()