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