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DEC(__INTEL_COMPILER % 10) +# endif +# else +# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER) +# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE) + /* The third version component from --version is an update index, + but no macro is provided for it. */ +# define COMPILER_VERSION_PATCH DEC(0) +# endif +# if defined(__INTEL_COMPILER_BUILD_DATE) + /* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */ +# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE) +# endif +# if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif +# if defined(__GNUC__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUC__) +# elif defined(__GNUG__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUG__) +# endif +# if defined(__GNUC_MINOR__) +# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__) +# endif +# if defined(__GNUC_PATCHLEVEL__) +# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +# endif + +#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER) +# define COMPILER_ID "IntelLLVM" +#if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +#endif +#if defined(__GNUC__) +# define SIMULATE_ID "GNU" +#endif +/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and + * later. Look for 6 digit vs. 8 digit version number to decide encoding. + * VVVV is no smaller than the current year when a version is released. + */ +#if __INTEL_LLVM_COMPILER < 1000000L +# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100) +# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10) +#else +# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000) +# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100) +# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100) +#endif +#if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +#endif +#if defined(__GNUC__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUC__) +#elif defined(__GNUG__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUG__) +#endif +#if defined(__GNUC_MINOR__) +# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__) +#endif +#if defined(__GNUC_PATCHLEVEL__) +# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +#endif + +#elif defined(__PATHCC__) +# define COMPILER_ID "PathScale" +# define COMPILER_VERSION_MAJOR DEC(__PATHCC__) +# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__) +# if defined(__PATHCC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__) +# endif + +#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__) +# define COMPILER_ID "Embarcadero" +# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF) +# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF) +# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF) + +#elif defined(__BORLANDC__) +# define COMPILER_ID "Borland" + /* __BORLANDC__ = 0xVRR */ +# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8) +# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF) + +#elif defined(__WATCOMC__) && __WATCOMC__ < 1200 +# define COMPILER_ID "Watcom" + /* __WATCOMC__ = VVRR */ +# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100) +# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10) +# if (__WATCOMC__ % 10) > 0 +# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10) +# endif + +#elif defined(__WATCOMC__) +# define COMPILER_ID "OpenWatcom" + /* __WATCOMC__ = VVRP + 1100 */ +# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100) +# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10) +# if (__WATCOMC__ % 10) > 0 +# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10) +# endif + +#elif defined(__SUNPRO_C) +# define COMPILER_ID "SunPro" +# if __SUNPRO_C >= 0x5100 + /* __SUNPRO_C = 0xVRRP */ +# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_C>>12) +# define COMPILER_VERSION_MINOR HEX(__SUNPRO_C>>4 & 0xFF) +# define COMPILER_VERSION_PATCH HEX(__SUNPRO_C & 0xF) +# else + /* __SUNPRO_CC = 0xVRP */ +# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_C>>8) +# define COMPILER_VERSION_MINOR HEX(__SUNPRO_C>>4 & 0xF) +# define COMPILER_VERSION_PATCH HEX(__SUNPRO_C & 0xF) +# endif + +#elif defined(__HP_cc) +# define COMPILER_ID "HP" + /* __HP_cc = VVRRPP */ +# define COMPILER_VERSION_MAJOR DEC(__HP_cc/10000) +# define COMPILER_VERSION_MINOR DEC(__HP_cc/100 % 100) +# define COMPILER_VERSION_PATCH DEC(__HP_cc % 100) + +#elif defined(__DECC) +# define COMPILER_ID "Compaq" + /* __DECC_VER = VVRRTPPPP */ +# define COMPILER_VERSION_MAJOR DEC(__DECC_VER/10000000) +# define COMPILER_VERSION_MINOR DEC(__DECC_VER/100000 % 100) +# define COMPILER_VERSION_PATCH DEC(__DECC_VER % 10000) + +#elif defined(__IBMC__) && defined(__COMPILER_VER__) +# define COMPILER_ID "zOS" + /* __IBMC__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10) + +#elif defined(__ibmxl__) && defined(__clang__) +# define COMPILER_ID "XLClang" +# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__) +# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__) +# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__) +# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__) + + +#elif defined(__IBMC__) && !defined(__COMPILER_VER__) && __IBMC__ >= 800 +# define COMPILER_ID "XL" + /* __IBMC__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10) + +#elif defined(__IBMC__) && !defined(__COMPILER_VER__) && __IBMC__ < 800 +# define COMPILER_ID "VisualAge" + /* __IBMC__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10) + +#elif defined(__NVCOMPILER) +# define COMPILER_ID "NVHPC" +# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__) +# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__) +# if defined(__NVCOMPILER_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__) +# endif + +#elif defined(__PGI) +# define COMPILER_ID "PGI" +# define COMPILER_VERSION_MAJOR DEC(__PGIC__) +# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__) +# if defined(__PGIC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__) +# endif + +#elif defined(_CRAYC) +# define COMPILER_ID "Cray" +# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR) +# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR) + +#elif defined(__TI_COMPILER_VERSION__) +# define COMPILER_ID "TI" + /* __TI_COMPILER_VERSION__ = VVVRRRPPP */ +# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000) +# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000) +# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000) + +#elif defined(__CLANG_FUJITSU) +# define COMPILER_ID "FujitsuClang" +# define COMPILER_VERSION_MAJOR DEC(__FCC_major__) +# define COMPILER_VERSION_MINOR DEC(__FCC_minor__) +# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__) +# define COMPILER_VERSION_INTERNAL_STR __clang_version__ + + +#elif defined(__FUJITSU) +# define COMPILER_ID "Fujitsu" +# if defined(__FCC_version__) +# define COMPILER_VERSION __FCC_version__ +# elif defined(__FCC_major__) +# define COMPILER_VERSION_MAJOR DEC(__FCC_major__) +# define COMPILER_VERSION_MINOR DEC(__FCC_minor__) +# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__) +# endif +# if defined(__fcc_version) +# define COMPILER_VERSION_INTERNAL DEC(__fcc_version) +# elif defined(__FCC_VERSION) +# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION) +# endif + + +#elif defined(__ghs__) +# define COMPILER_ID "GHS" +/* __GHS_VERSION_NUMBER = VVVVRP */ +# ifdef __GHS_VERSION_NUMBER +# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100) +# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10) +# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10) +# endif + +#elif defined(__TINYC__) +# define COMPILER_ID "TinyCC" + +#elif defined(__BCC__) +# define COMPILER_ID "Bruce" + +#elif defined(__SCO_VERSION__) +# define COMPILER_ID "SCO" + +#elif defined(__ARMCC_VERSION) && !defined(__clang__) +# define COMPILER_ID "ARMCC" +#if __ARMCC_VERSION >= 1000000 + /* __ARMCC_VERSION = VRRPPPP */ + # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000) + # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100) + # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000) +#else + /* __ARMCC_VERSION = VRPPPP */ + # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000) + # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10) + # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000) +#endif + + +#elif defined(__clang__) && defined(__apple_build_version__) +# define COMPILER_ID "AppleClang" +# if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +# endif +# define COMPILER_VERSION_MAJOR DEC(__clang_major__) +# define COMPILER_VERSION_MINOR DEC(__clang_minor__) +# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__) +# if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif +# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__) + +#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION) +# define COMPILER_ID "ARMClang" + # define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000) + # define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100) + # define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION % 10000) +# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION) + +#elif defined(__clang__) +# define COMPILER_ID "Clang" +# if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +# endif +# define COMPILER_VERSION_MAJOR DEC(__clang_major__) +# define COMPILER_VERSION_MINOR DEC(__clang_minor__) +# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__) +# if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif + +#elif defined(__GNUC__) +# define COMPILER_ID "GNU" +# define COMPILER_VERSION_MAJOR DEC(__GNUC__) +# if defined(__GNUC_MINOR__) +# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__) +# endif +# if defined(__GNUC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +# endif + +#elif defined(_MSC_VER) +# define COMPILER_ID "MSVC" + /* _MSC_VER = VVRR */ +# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100) +# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100) +# if defined(_MSC_FULL_VER) +# if _MSC_VER >= 1400 + /* _MSC_FULL_VER = VVRRPPPPP */ +# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000) +# else + /* _MSC_FULL_VER = VVRRPPPP */ +# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000) +# endif +# endif +# if defined(_MSC_BUILD) +# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD) +# endif + +#elif defined(__VISUALDSPVERSION__) || defined(__ADSPBLACKFIN__) || defined(__ADSPTS__) || defined(__ADSP21000__) +# define COMPILER_ID "ADSP" +#if defined(__VISUALDSPVERSION__) + /* __VISUALDSPVERSION__ = 0xVVRRPP00 */ +# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24) +# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF) +# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF) +#endif + +#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC) +# define COMPILER_ID "IAR" +# if defined(__VER__) && defined(__ICCARM__) +# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000) +# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000) +# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000) +# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__) +# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__)) +# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100) +# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100)) +# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__) +# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__) +# endif + +#elif defined(__SDCC_VERSION_MAJOR) || defined(SDCC) +# define COMPILER_ID "SDCC" +# if defined(__SDCC_VERSION_MAJOR) +# define COMPILER_VERSION_MAJOR DEC(__SDCC_VERSION_MAJOR) +# define COMPILER_VERSION_MINOR DEC(__SDCC_VERSION_MINOR) +# define COMPILER_VERSION_PATCH DEC(__SDCC_VERSION_PATCH) +# else + /* SDCC = VRP */ +# define COMPILER_VERSION_MAJOR DEC(SDCC/100) +# define COMPILER_VERSION_MINOR DEC(SDCC/10 % 10) +# define COMPILER_VERSION_PATCH DEC(SDCC % 10) +# endif + + +/* These compilers are either not known or too old to define an + identification macro. Try to identify the platform and guess that + it is the native compiler. */ +#elif defined(__hpux) || defined(__hpua) +# define COMPILER_ID "HP" + +#else /* unknown compiler */ +# define COMPILER_ID "" +#endif + +/* Construct the string literal in pieces to prevent the source from + getting matched. Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]"; +#ifdef SIMULATE_ID +char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]"; +#endif + +#ifdef __QNXNTO__ +char const* qnxnto = "INFO" ":" "qnxnto[]"; +#endif + +#if defined(__CRAYXT_COMPUTE_LINUX_TARGET) +char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]"; +#endif + +#define STRINGIFY_HELPER(X) #X +#define STRINGIFY(X) STRINGIFY_HELPER(X) + +/* Identify known platforms by name. */ +#if defined(__linux) || defined(__linux__) || defined(linux) +# define PLATFORM_ID "Linux" + +#elif defined(__MSYS__) +# define PLATFORM_ID "MSYS" + +#elif defined(__CYGWIN__) +# define PLATFORM_ID "Cygwin" + +#elif defined(__MINGW32__) +# define PLATFORM_ID "MinGW" + +#elif defined(__APPLE__) +# define PLATFORM_ID "Darwin" + +#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32) +# define PLATFORM_ID "Windows" + +#elif defined(__FreeBSD__) || defined(__FreeBSD) +# define PLATFORM_ID "FreeBSD" + +#elif defined(__NetBSD__) || defined(__NetBSD) +# define PLATFORM_ID "NetBSD" + +#elif defined(__OpenBSD__) || defined(__OPENBSD) +# define PLATFORM_ID "OpenBSD" + +#elif defined(__sun) || defined(sun) +# define PLATFORM_ID "SunOS" + +#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__) +# define PLATFORM_ID "AIX" + +#elif defined(__hpux) || defined(__hpux__) +# define PLATFORM_ID "HP-UX" + +#elif defined(__HAIKU__) +# define PLATFORM_ID "Haiku" + +#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS) +# define PLATFORM_ID "BeOS" + +#elif defined(__QNX__) || defined(__QNXNTO__) +# define PLATFORM_ID "QNX" + +#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__) +# define PLATFORM_ID "Tru64" + +#elif defined(__riscos) || defined(__riscos__) +# define PLATFORM_ID "RISCos" + +#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__) +# define PLATFORM_ID "SINIX" + +#elif defined(__UNIX_SV__) +# define PLATFORM_ID "UNIX_SV" + +#elif defined(__bsdos__) +# define PLATFORM_ID "BSDOS" + +#elif defined(_MPRAS) || defined(MPRAS) +# define PLATFORM_ID "MP-RAS" + +#elif defined(__osf) || defined(__osf__) +# define PLATFORM_ID "OSF1" + +#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv) +# define PLATFORM_ID "SCO_SV" + +#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX) +# define PLATFORM_ID "ULTRIX" + +#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX) +# define PLATFORM_ID "Xenix" + +#elif defined(__WATCOMC__) +# if defined(__LINUX__) +# define PLATFORM_ID "Linux" + +# elif defined(__DOS__) +# define PLATFORM_ID "DOS" + +# elif defined(__OS2__) +# define PLATFORM_ID "OS2" + +# elif defined(__WINDOWS__) +# define PLATFORM_ID "Windows3x" + +# elif defined(__VXWORKS__) +# define PLATFORM_ID "VxWorks" + +# else /* unknown platform */ +# define PLATFORM_ID +# endif + +#elif defined(__INTEGRITY) +# if defined(INT_178B) +# define PLATFORM_ID "Integrity178" + +# else /* regular Integrity */ +# define PLATFORM_ID "Integrity" +# endif + +#else /* unknown platform */ +# define PLATFORM_ID + +#endif + +/* For windows compilers MSVC and Intel we can determine + the architecture of the compiler being used. This is because + the compilers do not have flags that can change the architecture, + but rather depend on which compiler is being used +*/ +#if defined(_WIN32) && defined(_MSC_VER) +# if defined(_M_IA64) +# define ARCHITECTURE_ID "IA64" + +# elif defined(_M_ARM64EC) +# define ARCHITECTURE_ID "ARM64EC" + +# elif defined(_M_X64) || defined(_M_AMD64) +# define ARCHITECTURE_ID "x64" + +# elif defined(_M_IX86) +# define ARCHITECTURE_ID "X86" + +# elif defined(_M_ARM64) +# define ARCHITECTURE_ID "ARM64" + +# elif defined(_M_ARM) +# if _M_ARM == 4 +# define ARCHITECTURE_ID "ARMV4I" +# elif _M_ARM == 5 +# define ARCHITECTURE_ID "ARMV5I" +# else +# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM) +# endif + +# elif defined(_M_MIPS) +# define ARCHITECTURE_ID "MIPS" + +# elif defined(_M_SH) +# define ARCHITECTURE_ID "SHx" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__WATCOMC__) +# if defined(_M_I86) +# define ARCHITECTURE_ID "I86" + +# elif defined(_M_IX86) +# define ARCHITECTURE_ID "X86" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC) +# if defined(__ICCARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__ICCRX__) +# define ARCHITECTURE_ID "RX" + +# elif defined(__ICCRH850__) +# define ARCHITECTURE_ID "RH850" + +# elif defined(__ICCRL78__) +# define ARCHITECTURE_ID "RL78" + +# elif defined(__ICCRISCV__) +# define ARCHITECTURE_ID "RISCV" + +# elif defined(__ICCAVR__) +# define ARCHITECTURE_ID "AVR" + +# elif defined(__ICC430__) +# define ARCHITECTURE_ID "MSP430" + +# elif defined(__ICCV850__) +# define ARCHITECTURE_ID "V850" + +# elif defined(__ICC8051__) +# define ARCHITECTURE_ID "8051" + +# elif defined(__ICCSTM8__) +# define ARCHITECTURE_ID "STM8" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__ghs__) +# if defined(__PPC64__) +# define ARCHITECTURE_ID "PPC64" + +# elif defined(__ppc__) +# define ARCHITECTURE_ID "PPC" + +# elif defined(__ARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__x86_64__) +# define ARCHITECTURE_ID "x64" + +# elif defined(__i386__) +# define ARCHITECTURE_ID "X86" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__TI_COMPILER_VERSION__) +# if defined(__TI_ARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__MSP430__) +# define ARCHITECTURE_ID "MSP430" + +# elif defined(__TMS320C28XX__) +# define ARCHITECTURE_ID "TMS320C28x" + +# elif defined(__TMS320C6X__) || defined(_TMS320C6X) +# define ARCHITECTURE_ID "TMS320C6x" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#else +# define ARCHITECTURE_ID +#endif + +/* Convert integer to decimal digit literals. */ +#define DEC(n) \ + ('0' + (((n) / 10000000)%10)), \ + ('0' + (((n) / 1000000)%10)), \ + ('0' + (((n) / 100000)%10)), \ + ('0' + (((n) / 10000)%10)), \ + ('0' + (((n) / 1000)%10)), \ + ('0' + (((n) / 100)%10)), \ + ('0' + (((n) / 10)%10)), \ + ('0' + ((n) % 10)) + +/* Convert integer to hex digit literals. */ +#define HEX(n) \ + ('0' + ((n)>>28 & 0xF)), \ + ('0' + ((n)>>24 & 0xF)), \ + ('0' + ((n)>>20 & 0xF)), \ + ('0' + ((n)>>16 & 0xF)), \ + ('0' + ((n)>>12 & 0xF)), \ + ('0' + ((n)>>8 & 0xF)), \ + ('0' + ((n)>>4 & 0xF)), \ + ('0' + ((n) & 0xF)) + +/* Construct a string literal encoding the version number. */ +#ifdef COMPILER_VERSION +char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]"; + +/* Construct a string literal encoding the version number components. */ +#elif defined(COMPILER_VERSION_MAJOR) +char const info_version[] = { + 'I', 'N', 'F', 'O', ':', + 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[', + COMPILER_VERSION_MAJOR, +# ifdef COMPILER_VERSION_MINOR + '.', COMPILER_VERSION_MINOR, +# ifdef COMPILER_VERSION_PATCH + '.', COMPILER_VERSION_PATCH, +# ifdef COMPILER_VERSION_TWEAK + '.', COMPILER_VERSION_TWEAK, +# endif +# endif +# endif + ']','\0'}; +#endif + +/* Construct a string literal encoding the internal version number. */ +#ifdef COMPILER_VERSION_INTERNAL +char const info_version_internal[] = { + 'I', 'N', 'F', 'O', ':', + 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_', + 'i','n','t','e','r','n','a','l','[', + COMPILER_VERSION_INTERNAL,']','\0'}; +#elif defined(COMPILER_VERSION_INTERNAL_STR) +char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]"; +#endif + +/* Construct a string literal encoding the version number components. */ +#ifdef SIMULATE_VERSION_MAJOR +char const info_simulate_version[] = { + 'I', 'N', 'F', 'O', ':', + 's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[', + SIMULATE_VERSION_MAJOR, +# ifdef SIMULATE_VERSION_MINOR + '.', SIMULATE_VERSION_MINOR, +# ifdef SIMULATE_VERSION_PATCH + '.', SIMULATE_VERSION_PATCH, +# ifdef SIMULATE_VERSION_TWEAK + '.', SIMULATE_VERSION_TWEAK, +# endif +# endif +# endif + ']','\0'}; +#endif + +/* Construct the string literal in pieces to prevent the source from + getting matched. Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]"; +char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]"; + + + +#if !defined(__STDC__) && !defined(__clang__) +# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__) +# define C_VERSION "90" +# else +# define C_VERSION +# endif +#elif __STDC_VERSION__ > 201710L +# define C_VERSION "23" +#elif __STDC_VERSION__ >= 201710L +# define C_VERSION "17" +#elif __STDC_VERSION__ >= 201000L +# define C_VERSION "11" +#elif __STDC_VERSION__ >= 199901L +# define C_VERSION "99" +#else +# define C_VERSION "90" +#endif +const char* info_language_standard_default = + "INFO" ":" "standard_default[" C_VERSION "]"; + +const char* info_language_extensions_default = "INFO" ":" "extensions_default[" +/* !defined(_MSC_VER) to exclude Clang's MSVC compatibility mode. */ +#if (defined(__clang__) || defined(__GNUC__) || \ + defined(__TI_COMPILER_VERSION__)) && \ + !defined(__STRICT_ANSI__) && !defined(_MSC_VER) + "ON" +#else + "OFF" +#endif +"]"; + +/*--------------------------------------------------------------------------*/ + +#ifdef ID_VOID_MAIN +void main() {} +#else +# if defined(__CLASSIC_C__) +int main(argc, argv) int argc; char *argv[]; +# else +int main(int argc, char* argv[]) +# endif +{ + int require = 0; + require += info_compiler[argc]; + require += info_platform[argc]; + require += info_arch[argc]; +#ifdef COMPILER_VERSION_MAJOR + require += info_version[argc]; +#endif +#ifdef COMPILER_VERSION_INTERNAL + require += info_version_internal[argc]; +#endif +#ifdef SIMULATE_ID + require += info_simulate[argc]; +#endif +#ifdef SIMULATE_VERSION_MAJOR + require += info_simulate_version[argc]; +#endif +#if defined(__CRAYXT_COMPUTE_LINUX_TARGET) + require += info_cray[argc]; +#endif + require += info_language_standard_default[argc]; + require += info_language_extensions_default[argc]; + (void)argv; + return require; +} +#endif diff --git a/.utmp/RelWithDebInfo/3x4o6w3z/arm64-v8a/CMakeFiles/3.22.1-g37088a8/CompilerIdC/CMakeCCompilerId.o b/.utmp/RelWithDebInfo/3x4o6w3z/arm64-v8a/CMakeFiles/3.22.1-g37088a8/CompilerIdC/CMakeCCompilerId.o new file mode 100644 index 0000000..1be8986 Binary files /dev/null and b/.utmp/RelWithDebInfo/3x4o6w3z/arm64-v8a/CMakeFiles/3.22.1-g37088a8/CompilerIdC/CMakeCCompilerId.o differ diff --git a/.utmp/RelWithDebInfo/3x4o6w3z/arm64-v8a/CMakeFiles/3.22.1-g37088a8/CompilerIdCXX/CMakeCXXCompilerId.cpp b/.utmp/RelWithDebInfo/3x4o6w3z/arm64-v8a/CMakeFiles/3.22.1-g37088a8/CompilerIdCXX/CMakeCXXCompilerId.cpp new file mode 100644 index 0000000..25c62a8 --- /dev/null +++ b/.utmp/RelWithDebInfo/3x4o6w3z/arm64-v8a/CMakeFiles/3.22.1-g37088a8/CompilerIdCXX/CMakeCXXCompilerId.cpp @@ -0,0 +1,791 @@ +/* This source file must have a .cpp extension so that all C++ compilers + recognize the extension without flags. Borland does not know .cxx for + example. */ +#ifndef __cplusplus +# error "A C compiler has been selected for C++." +#endif + +#if !defined(__has_include) +/* If the compiler does not have __has_include, pretend the answer is + always no. */ +# define __has_include(x) 0 +#endif + + +/* Version number components: V=Version, R=Revision, P=Patch + Version date components: YYYY=Year, MM=Month, DD=Day */ + +#if defined(__COMO__) +# define COMPILER_ID "Comeau" + /* __COMO_VERSION__ = VRR */ +# define COMPILER_VERSION_MAJOR DEC(__COMO_VERSION__ / 100) +# define COMPILER_VERSION_MINOR DEC(__COMO_VERSION__ % 100) + +#elif defined(__INTEL_COMPILER) || defined(__ICC) +# define COMPILER_ID "Intel" +# if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +# endif +# if defined(__GNUC__) +# define SIMULATE_ID "GNU" +# endif + /* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later, + except that a few beta releases use the old format with V=2021. */ +# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111 +# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100) +# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10) +# if defined(__INTEL_COMPILER_UPDATE) +# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE) +# else +# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10) +# endif +# else +# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER) +# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE) + /* The third version component from --version is an update index, + but no macro is provided for it. */ +# define COMPILER_VERSION_PATCH DEC(0) +# endif +# if defined(__INTEL_COMPILER_BUILD_DATE) + /* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */ +# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE) +# endif +# if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif +# if defined(__GNUC__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUC__) +# elif defined(__GNUG__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUG__) +# endif +# if defined(__GNUC_MINOR__) +# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__) +# endif +# if defined(__GNUC_PATCHLEVEL__) +# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +# endif + +#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER) +# define COMPILER_ID "IntelLLVM" +#if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +#endif +#if defined(__GNUC__) +# define SIMULATE_ID "GNU" +#endif +/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and + * later. Look for 6 digit vs. 8 digit version number to decide encoding. + * VVVV is no smaller than the current year when a version is released. + */ +#if __INTEL_LLVM_COMPILER < 1000000L +# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100) +# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10) +#else +# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000) +# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100) +# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100) +#endif +#if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +#endif +#if defined(__GNUC__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUC__) +#elif defined(__GNUG__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUG__) +#endif +#if defined(__GNUC_MINOR__) +# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__) +#endif +#if defined(__GNUC_PATCHLEVEL__) +# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +#endif + +#elif defined(__PATHCC__) +# define COMPILER_ID "PathScale" +# define COMPILER_VERSION_MAJOR DEC(__PATHCC__) +# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__) +# if defined(__PATHCC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__) +# endif + +#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__) +# define COMPILER_ID "Embarcadero" +# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF) +# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF) +# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF) + +#elif defined(__BORLANDC__) +# define COMPILER_ID "Borland" + /* __BORLANDC__ = 0xVRR */ +# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8) +# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF) + +#elif defined(__WATCOMC__) && __WATCOMC__ < 1200 +# define COMPILER_ID "Watcom" + /* __WATCOMC__ = VVRR */ +# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100) +# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10) +# if (__WATCOMC__ % 10) > 0 +# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10) +# endif + +#elif defined(__WATCOMC__) +# define COMPILER_ID "OpenWatcom" + /* __WATCOMC__ = VVRP + 1100 */ +# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100) +# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10) +# if (__WATCOMC__ % 10) > 0 +# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10) +# endif + +#elif defined(__SUNPRO_CC) +# define COMPILER_ID "SunPro" +# if __SUNPRO_CC >= 0x5100 + /* __SUNPRO_CC = 0xVRRP */ +# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12) +# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF) +# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF) +# else + /* __SUNPRO_CC = 0xVRP */ +# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8) +# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF) +# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF) +# endif + +#elif defined(__HP_aCC) +# define COMPILER_ID "HP" + /* __HP_aCC = VVRRPP */ +# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000) +# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100) +# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100) + +#elif defined(__DECCXX) +# define COMPILER_ID "Compaq" + /* __DECCXX_VER = VVRRTPPPP */ +# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000) +# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100) +# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000) + +#elif defined(__IBMCPP__) && defined(__COMPILER_VER__) +# define COMPILER_ID "zOS" + /* __IBMCPP__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10) + +#elif defined(__ibmxl__) && defined(__clang__) +# define COMPILER_ID "XLClang" +# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__) +# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__) +# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__) +# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__) + + +#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800 +# define COMPILER_ID "XL" + /* __IBMCPP__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10) + +#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800 +# define COMPILER_ID "VisualAge" + /* __IBMCPP__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10) + +#elif defined(__NVCOMPILER) +# define COMPILER_ID "NVHPC" +# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__) +# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__) +# if defined(__NVCOMPILER_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__) +# endif + +#elif defined(__PGI) +# define COMPILER_ID "PGI" +# define COMPILER_VERSION_MAJOR DEC(__PGIC__) +# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__) +# if defined(__PGIC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__) +# endif + +#elif defined(_CRAYC) +# define COMPILER_ID "Cray" +# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR) +# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR) + +#elif defined(__TI_COMPILER_VERSION__) +# define COMPILER_ID "TI" + /* __TI_COMPILER_VERSION__ = VVVRRRPPP */ +# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000) +# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000) +# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000) + +#elif defined(__CLANG_FUJITSU) +# define COMPILER_ID "FujitsuClang" +# define COMPILER_VERSION_MAJOR DEC(__FCC_major__) +# define COMPILER_VERSION_MINOR DEC(__FCC_minor__) +# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__) +# define COMPILER_VERSION_INTERNAL_STR __clang_version__ + + +#elif defined(__FUJITSU) +# define COMPILER_ID "Fujitsu" +# if defined(__FCC_version__) +# define COMPILER_VERSION __FCC_version__ +# elif defined(__FCC_major__) +# define COMPILER_VERSION_MAJOR DEC(__FCC_major__) +# define COMPILER_VERSION_MINOR DEC(__FCC_minor__) +# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__) +# endif +# if defined(__fcc_version) +# define COMPILER_VERSION_INTERNAL DEC(__fcc_version) +# elif defined(__FCC_VERSION) +# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION) +# endif + + +#elif defined(__ghs__) +# define COMPILER_ID "GHS" +/* __GHS_VERSION_NUMBER = VVVVRP */ +# ifdef __GHS_VERSION_NUMBER +# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100) +# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10) +# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10) +# endif + +#elif defined(__SCO_VERSION__) +# define COMPILER_ID "SCO" + +#elif defined(__ARMCC_VERSION) && !defined(__clang__) +# define COMPILER_ID "ARMCC" +#if __ARMCC_VERSION >= 1000000 + /* __ARMCC_VERSION = VRRPPPP */ + # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000) + # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100) + # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000) +#else + /* __ARMCC_VERSION = VRPPPP */ + # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000) + # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10) + # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000) +#endif + + +#elif defined(__clang__) && defined(__apple_build_version__) +# define COMPILER_ID "AppleClang" +# if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +# endif +# define COMPILER_VERSION_MAJOR DEC(__clang_major__) +# define COMPILER_VERSION_MINOR DEC(__clang_minor__) +# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__) +# if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif +# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__) + +#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION) +# define COMPILER_ID "ARMClang" + # define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000) + # define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100) + # define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION % 10000) +# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION) + +#elif defined(__clang__) +# define COMPILER_ID "Clang" +# if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +# endif +# define COMPILER_VERSION_MAJOR DEC(__clang_major__) +# define COMPILER_VERSION_MINOR DEC(__clang_minor__) +# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__) +# if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif + +#elif defined(__GNUC__) || defined(__GNUG__) +# define COMPILER_ID "GNU" +# if defined(__GNUC__) +# define COMPILER_VERSION_MAJOR DEC(__GNUC__) +# else +# define COMPILER_VERSION_MAJOR DEC(__GNUG__) +# endif +# if defined(__GNUC_MINOR__) +# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__) +# endif +# if defined(__GNUC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +# endif + +#elif defined(_MSC_VER) +# define COMPILER_ID "MSVC" + /* _MSC_VER = VVRR */ +# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100) +# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100) +# if defined(_MSC_FULL_VER) +# if _MSC_VER >= 1400 + /* _MSC_FULL_VER = VVRRPPPPP */ +# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000) +# else + /* _MSC_FULL_VER = VVRRPPPP */ +# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000) +# endif +# endif +# if defined(_MSC_BUILD) +# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD) +# endif + +#elif defined(__VISUALDSPVERSION__) || defined(__ADSPBLACKFIN__) || defined(__ADSPTS__) || defined(__ADSP21000__) +# define COMPILER_ID "ADSP" +#if defined(__VISUALDSPVERSION__) + /* __VISUALDSPVERSION__ = 0xVVRRPP00 */ +# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24) +# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF) +# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF) +#endif + +#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC) +# define COMPILER_ID "IAR" +# if defined(__VER__) && defined(__ICCARM__) +# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000) +# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000) +# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000) +# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__) +# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__)) +# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100) +# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100)) +# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__) +# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__) +# endif + + +/* These compilers are either not known or too old to define an + identification macro. Try to identify the platform and guess that + it is the native compiler. */ +#elif defined(__hpux) || defined(__hpua) +# define COMPILER_ID "HP" + +#else /* unknown compiler */ +# define COMPILER_ID "" +#endif + +/* Construct the string literal in pieces to prevent the source from + getting matched. Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]"; +#ifdef SIMULATE_ID +char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]"; +#endif + +#ifdef __QNXNTO__ +char const* qnxnto = "INFO" ":" "qnxnto[]"; +#endif + +#if defined(__CRAYXT_COMPUTE_LINUX_TARGET) +char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]"; +#endif + +#define STRINGIFY_HELPER(X) #X +#define STRINGIFY(X) STRINGIFY_HELPER(X) + +/* Identify known platforms by name. */ +#if defined(__linux) || defined(__linux__) || defined(linux) +# define PLATFORM_ID "Linux" + +#elif defined(__MSYS__) +# define PLATFORM_ID "MSYS" + +#elif defined(__CYGWIN__) +# define PLATFORM_ID "Cygwin" + +#elif defined(__MINGW32__) +# define PLATFORM_ID "MinGW" + +#elif defined(__APPLE__) +# define PLATFORM_ID "Darwin" + +#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32) +# define PLATFORM_ID "Windows" + +#elif defined(__FreeBSD__) || defined(__FreeBSD) +# define PLATFORM_ID "FreeBSD" + +#elif defined(__NetBSD__) || defined(__NetBSD) +# define PLATFORM_ID "NetBSD" + +#elif defined(__OpenBSD__) || defined(__OPENBSD) +# define PLATFORM_ID "OpenBSD" + +#elif defined(__sun) || defined(sun) +# define PLATFORM_ID "SunOS" + +#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__) +# define PLATFORM_ID "AIX" + +#elif defined(__hpux) || defined(__hpux__) +# define PLATFORM_ID "HP-UX" + +#elif defined(__HAIKU__) +# define PLATFORM_ID "Haiku" + +#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS) +# define PLATFORM_ID "BeOS" + +#elif defined(__QNX__) || defined(__QNXNTO__) +# define PLATFORM_ID "QNX" + +#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__) +# define PLATFORM_ID "Tru64" + +#elif defined(__riscos) || defined(__riscos__) +# define PLATFORM_ID "RISCos" + +#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__) +# define PLATFORM_ID "SINIX" + +#elif defined(__UNIX_SV__) +# define PLATFORM_ID "UNIX_SV" + +#elif defined(__bsdos__) +# define PLATFORM_ID "BSDOS" + +#elif defined(_MPRAS) || defined(MPRAS) +# define PLATFORM_ID "MP-RAS" + +#elif defined(__osf) || defined(__osf__) +# define PLATFORM_ID "OSF1" + +#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv) +# define PLATFORM_ID "SCO_SV" + +#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX) +# define PLATFORM_ID "ULTRIX" + +#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX) +# define PLATFORM_ID "Xenix" + +#elif defined(__WATCOMC__) +# if defined(__LINUX__) +# define PLATFORM_ID "Linux" + +# elif defined(__DOS__) +# define PLATFORM_ID "DOS" + +# elif defined(__OS2__) +# define PLATFORM_ID "OS2" + +# elif defined(__WINDOWS__) +# define PLATFORM_ID "Windows3x" + +# elif defined(__VXWORKS__) +# define PLATFORM_ID "VxWorks" + +# else /* unknown platform */ +# define PLATFORM_ID +# endif + +#elif defined(__INTEGRITY) +# if defined(INT_178B) +# define PLATFORM_ID "Integrity178" + +# else /* regular Integrity */ +# define PLATFORM_ID "Integrity" +# endif + +#else /* unknown platform */ +# define PLATFORM_ID + +#endif + +/* For windows compilers MSVC and Intel we can determine + the architecture of the compiler being used. 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Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]"; +char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]"; + + + +#if defined(__INTEL_COMPILER) && defined(_MSVC_LANG) && _MSVC_LANG < 201403L +# if defined(__INTEL_CXX11_MODE__) +# if defined(__cpp_aggregate_nsdmi) +# define CXX_STD 201402L +# else +# define CXX_STD 201103L +# endif +# else +# define CXX_STD 199711L +# endif +#elif defined(_MSC_VER) && defined(_MSVC_LANG) +# define CXX_STD _MSVC_LANG +#else +# define CXX_STD __cplusplus +#endif + +const char* info_language_standard_default = "INFO" ":" "standard_default[" +#if CXX_STD > 202002L + "23" +#elif CXX_STD > 201703L + "20" +#elif CXX_STD >= 201703L + "17" +#elif CXX_STD >= 201402L + "14" +#elif CXX_STD >= 201103L + "11" +#else + "98" +#endif +"]"; + +const char* 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GameActivity/CMakeFiles/game.dir/ + TARGET_PDB = /home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/3x4o6w3z/obj/arm64-v8a/libgame.pdb + +build GameActivity/CMakeFiles/game.dir/UGASoftKeyboard.cpp.o: CXX_COMPILER__game_RelWithDebInfo /home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity/UGASoftKeyboard.cpp || cmake_object_order_depends_target_game + DEFINES = -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS + DEP_FILE = GameActivity/CMakeFiles/game.dir/UGASoftKeyboard.cpp.o.d + FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC + INCLUDES = -I/home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem /home/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include + OBJECT_DIR = GameActivity/CMakeFiles/game.dir + OBJECT_FILE_DIR = GameActivity/CMakeFiles/game.dir + TARGET_COMPILE_PDB = GameActivity/CMakeFiles/game.dir/ + TARGET_PDB = /home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/3x4o6w3z/obj/arm64-v8a/libgame.pdb + + +# ============================================================================= +# Link build statements for SHARED_LIBRARY target game + + +############################################# +# Link the shared library /home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/3x4o6w3z/obj/arm64-v8a/libgame.so + +build /home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/3x4o6w3z/obj/arm64-v8a/libgame.so: CXX_SHARED_LIBRARY_LINKER__game_RelWithDebInfo GameActivity/CMakeFiles/game.dir/UGAApplication.cpp.o GameActivity/CMakeFiles/game.dir/UGAConfiguration.cpp.o GameActivity/CMakeFiles/game.dir/UGADebug.cpp.o GameActivity/CMakeFiles/game.dir/UGAEntry.cpp.o GameActivity/CMakeFiles/game.dir/UGAInput.cpp.o GameActivity/CMakeFiles/game.dir/UGAInputKeyEvent.cpp.o GameActivity/CMakeFiles/game.dir/UGAInputMotionEvent.cpp.o GameActivity/CMakeFiles/game.dir/UGASoftKeyboard.cpp.o | /home/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/libs/android.arm64-v8a/libgame-activity_static.a + LANGUAGE_COMPILE_FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG + LINK_FLAGS = -Wl,-z,max-page-size=16384 -Wl,--build-id=sha1 -Wl,--no-rosegment -Wl,--no-undefined-version -Wl,--fatal-warnings -Wl,--no-undefined -Qunused-arguments -Wl,--gc-sections + LINK_LIBRARIES = -landroid /home/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/libs/android.arm64-v8a/libgame-activity_static.a -llog -lc++ -latomic -lm + OBJECT_DIR = GameActivity/CMakeFiles/game.dir + POST_BUILD = : + PRE_LINK = : + SONAME = libgame.so + SONAME_FLAG = -Wl,-soname, + TARGET_COMPILE_PDB = GameActivity/CMakeFiles/game.dir/ + TARGET_FILE = /home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/3x4o6w3z/obj/arm64-v8a/libgame.so + TARGET_PDB = /home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/3x4o6w3z/obj/arm64-v8a/libgame.pdb + + +############################################# +# Utility command for edit_cache + +build GameActivity/CMakeFiles/edit_cache.util: CUSTOM_COMMAND + COMMAND = cd /home/jracek/code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/3x4o6w3z/arm64-v8a/GameActivity && /unity-editors/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/bin/cmake -E echo No\ interactive\ CMake\ dialog\ available. + DESC = No interactive CMake dialog available... + restat = 1 + +build GameActivity/edit_cache: phony GameActivity/CMakeFiles/edit_cache.util + + +############################################# +# Utility command for rebuild_cache + +build GameActivity/CMakeFiles/rebuild_cache.util: CUSTOM_COMMAND + COMMAND = cd /home/jracek/code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/3x4o6w3z/arm64-v8a/GameActivity && /unity-editors/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/bin/cmake --regenerate-during-build -S/home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp -B/home/jracek/code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/3x4o6w3z/arm64-v8a + DESC = Running CMake to regenerate build system... + pool = console + restat = 1 + +build GameActivity/rebuild_cache: phony GameActivity/CMakeFiles/rebuild_cache.util + +# ============================================================================= +# Target aliases. + +build game: phony /home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/3x4o6w3z/obj/arm64-v8a/libgame.so + +build libgame.so: phony /home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/3x4o6w3z/obj/arm64-v8a/libgame.so + +# ============================================================================= +# Folder targets. + +# ============================================================================= + +############################################# +# Folder: /home/jracek/code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/3x4o6w3z/arm64-v8a + +build all: phony GameActivity/all + +# ============================================================================= + +############################################# +# Folder: /home/jracek/code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/3x4o6w3z/arm64-v8a/GameActivity + +build GameActivity/all: phony /home/jracek/code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/3x4o6w3z/obj/arm64-v8a/libgame.so + +# ============================================================================= +# Built-in targets + + +############################################# +# Re-run CMake if any of its inputs changed. + +build build.ninja: 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SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif + +#elif defined(__GNUC__) +# define COMPILER_ID "GNU" +# define COMPILER_VERSION_MAJOR DEC(__GNUC__) +# if defined(__GNUC_MINOR__) +# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__) +# endif +# if defined(__GNUC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +# endif + +#elif defined(_MSC_VER) +# define COMPILER_ID "MSVC" + /* _MSC_VER = VVRR */ +# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100) +# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100) +# if defined(_MSC_FULL_VER) +# if _MSC_VER >= 1400 + /* _MSC_FULL_VER = VVRRPPPPP */ +# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000) +# else + /* _MSC_FULL_VER = VVRRPPPP */ +# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000) +# endif +# endif +# if defined(_MSC_BUILD) +# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD) +# endif + +#elif defined(__VISUALDSPVERSION__) || defined(__ADSPBLACKFIN__) || defined(__ADSPTS__) || defined(__ADSP21000__) +# define COMPILER_ID "ADSP" +#if defined(__VISUALDSPVERSION__) + /* __VISUALDSPVERSION__ = 0xVVRRPP00 */ +# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24) +# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF) +# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF) +#endif + +#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC) +# define COMPILER_ID "IAR" +# if defined(__VER__) && defined(__ICCARM__) +# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000) +# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000) +# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000) +# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__) +# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__)) +# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100) +# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100)) +# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__) +# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__) +# endif + +#elif defined(__SDCC_VERSION_MAJOR) || defined(SDCC) +# define COMPILER_ID "SDCC" +# if defined(__SDCC_VERSION_MAJOR) +# define COMPILER_VERSION_MAJOR DEC(__SDCC_VERSION_MAJOR) +# define COMPILER_VERSION_MINOR DEC(__SDCC_VERSION_MINOR) +# define COMPILER_VERSION_PATCH DEC(__SDCC_VERSION_PATCH) +# else + /* SDCC = VRP */ +# define COMPILER_VERSION_MAJOR DEC(SDCC/100) +# define COMPILER_VERSION_MINOR DEC(SDCC/10 % 10) +# define COMPILER_VERSION_PATCH DEC(SDCC % 10) +# endif + + +/* These compilers are either not known or too old to define an + identification macro. Try to identify the platform and guess that + it is the native compiler. */ +#elif defined(__hpux) || defined(__hpua) +# define COMPILER_ID "HP" + +#else /* unknown compiler */ +# define COMPILER_ID "" +#endif + +/* Construct the string literal in pieces to prevent the source from + getting matched. Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]"; +#ifdef SIMULATE_ID +char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]"; +#endif + +#ifdef __QNXNTO__ +char const* qnxnto = "INFO" ":" "qnxnto[]"; +#endif + +#if defined(__CRAYXT_COMPUTE_LINUX_TARGET) +char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]"; +#endif + +#define STRINGIFY_HELPER(X) #X +#define STRINGIFY(X) STRINGIFY_HELPER(X) + +/* Identify known platforms by name. */ +#if defined(__linux) || defined(__linux__) || defined(linux) +# define PLATFORM_ID "Linux" + +#elif defined(__MSYS__) +# define PLATFORM_ID "MSYS" + +#elif defined(__CYGWIN__) +# define PLATFORM_ID "Cygwin" + +#elif defined(__MINGW32__) +# define PLATFORM_ID "MinGW" + +#elif defined(__APPLE__) +# define PLATFORM_ID "Darwin" + +#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32) +# define PLATFORM_ID "Windows" + +#elif defined(__FreeBSD__) || defined(__FreeBSD) +# define PLATFORM_ID "FreeBSD" + +#elif defined(__NetBSD__) || defined(__NetBSD) +# define PLATFORM_ID "NetBSD" + +#elif defined(__OpenBSD__) || defined(__OPENBSD) +# define PLATFORM_ID "OpenBSD" + +#elif defined(__sun) || defined(sun) +# define PLATFORM_ID "SunOS" + +#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__) +# define PLATFORM_ID "AIX" + +#elif defined(__hpux) || defined(__hpux__) +# define PLATFORM_ID "HP-UX" + +#elif defined(__HAIKU__) +# define PLATFORM_ID "Haiku" + +#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS) +# define PLATFORM_ID "BeOS" + +#elif defined(__QNX__) || defined(__QNXNTO__) +# define PLATFORM_ID "QNX" + +#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__) +# define PLATFORM_ID "Tru64" + +#elif defined(__riscos) || defined(__riscos__) +# define PLATFORM_ID "RISCos" + +#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__) +# define PLATFORM_ID "SINIX" + +#elif defined(__UNIX_SV__) +# define PLATFORM_ID "UNIX_SV" + +#elif defined(__bsdos__) +# define PLATFORM_ID "BSDOS" + +#elif defined(_MPRAS) || defined(MPRAS) +# define PLATFORM_ID "MP-RAS" + +#elif defined(__osf) || defined(__osf__) +# define PLATFORM_ID "OSF1" + +#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv) +# define PLATFORM_ID "SCO_SV" + +#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX) +# define PLATFORM_ID "ULTRIX" + +#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX) +# define PLATFORM_ID "Xenix" + +#elif defined(__WATCOMC__) +# if defined(__LINUX__) +# define PLATFORM_ID "Linux" + +# elif defined(__DOS__) +# define PLATFORM_ID "DOS" + +# elif defined(__OS2__) +# define PLATFORM_ID "OS2" + +# elif defined(__WINDOWS__) +# define PLATFORM_ID "Windows3x" + +# elif defined(__VXWORKS__) +# define PLATFORM_ID "VxWorks" + +# else /* unknown platform */ +# define PLATFORM_ID +# endif + +#elif defined(__INTEGRITY) +# if defined(INT_178B) +# define PLATFORM_ID "Integrity178" + +# else /* regular Integrity */ +# define PLATFORM_ID "Integrity" +# endif + +#else /* unknown platform */ +# define PLATFORM_ID + +#endif + +/* For windows compilers MSVC and Intel we can determine + the architecture of the compiler being used. This is because + the compilers do not have flags that can change the architecture, + but rather depend on which compiler is being used +*/ +#if defined(_WIN32) && defined(_MSC_VER) +# if defined(_M_IA64) +# define ARCHITECTURE_ID "IA64" + +# elif defined(_M_ARM64EC) +# define ARCHITECTURE_ID "ARM64EC" + +# elif defined(_M_X64) || defined(_M_AMD64) +# define ARCHITECTURE_ID "x64" + +# elif defined(_M_IX86) +# define ARCHITECTURE_ID "X86" + +# elif defined(_M_ARM64) +# define ARCHITECTURE_ID "ARM64" + +# elif defined(_M_ARM) +# if _M_ARM == 4 +# define ARCHITECTURE_ID "ARMV4I" +# elif _M_ARM == 5 +# define ARCHITECTURE_ID "ARMV5I" +# else +# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM) +# endif + +# elif defined(_M_MIPS) +# define ARCHITECTURE_ID "MIPS" + +# elif defined(_M_SH) +# define ARCHITECTURE_ID "SHx" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__WATCOMC__) +# if defined(_M_I86) +# define ARCHITECTURE_ID "I86" + +# elif defined(_M_IX86) +# define ARCHITECTURE_ID "X86" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC) +# if defined(__ICCARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__ICCRX__) +# define ARCHITECTURE_ID "RX" + +# elif defined(__ICCRH850__) +# define ARCHITECTURE_ID "RH850" + +# elif defined(__ICCRL78__) +# define ARCHITECTURE_ID "RL78" + +# elif defined(__ICCRISCV__) +# define ARCHITECTURE_ID "RISCV" + +# elif defined(__ICCAVR__) +# define ARCHITECTURE_ID "AVR" + +# elif defined(__ICC430__) +# define ARCHITECTURE_ID "MSP430" + +# elif defined(__ICCV850__) +# define ARCHITECTURE_ID "V850" + +# elif defined(__ICC8051__) +# define ARCHITECTURE_ID "8051" + +# elif defined(__ICCSTM8__) +# define ARCHITECTURE_ID "STM8" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__ghs__) +# if defined(__PPC64__) +# define ARCHITECTURE_ID "PPC64" + +# elif defined(__ppc__) +# define ARCHITECTURE_ID "PPC" + +# elif defined(__ARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__x86_64__) +# define ARCHITECTURE_ID "x64" + +# elif defined(__i386__) +# define ARCHITECTURE_ID "X86" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__TI_COMPILER_VERSION__) +# if defined(__TI_ARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__MSP430__) +# define ARCHITECTURE_ID "MSP430" + +# elif defined(__TMS320C28XX__) +# define ARCHITECTURE_ID "TMS320C28x" + +# elif defined(__TMS320C6X__) || defined(_TMS320C6X) +# define ARCHITECTURE_ID "TMS320C6x" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#else +# define ARCHITECTURE_ID +#endif + +/* Convert integer to decimal digit literals. */ +#define DEC(n) \ + ('0' + (((n) / 10000000)%10)), \ + ('0' + (((n) / 1000000)%10)), \ + ('0' + (((n) / 100000)%10)), \ + ('0' + (((n) / 10000)%10)), \ + ('0' + (((n) / 1000)%10)), \ + ('0' + (((n) / 100)%10)), \ + ('0' + (((n) / 10)%10)), \ + ('0' + ((n) % 10)) + +/* Convert integer to hex digit literals. */ +#define HEX(n) \ + ('0' + ((n)>>28 & 0xF)), \ + ('0' + ((n)>>24 & 0xF)), \ + ('0' + ((n)>>20 & 0xF)), \ + ('0' + ((n)>>16 & 0xF)), \ + ('0' + ((n)>>12 & 0xF)), \ + ('0' + ((n)>>8 & 0xF)), \ + ('0' + ((n)>>4 & 0xF)), \ + ('0' + ((n) & 0xF)) + +/* Construct a string literal encoding the version number. */ +#ifdef COMPILER_VERSION +char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]"; + +/* Construct a string literal encoding the version number components. */ +#elif defined(COMPILER_VERSION_MAJOR) +char const info_version[] = { + 'I', 'N', 'F', 'O', ':', + 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[', + COMPILER_VERSION_MAJOR, +# ifdef COMPILER_VERSION_MINOR + '.', COMPILER_VERSION_MINOR, +# ifdef COMPILER_VERSION_PATCH + '.', COMPILER_VERSION_PATCH, +# ifdef COMPILER_VERSION_TWEAK + '.', COMPILER_VERSION_TWEAK, +# endif +# endif +# endif + ']','\0'}; +#endif + +/* Construct a string literal encoding the internal version number. */ +#ifdef COMPILER_VERSION_INTERNAL +char const info_version_internal[] = { + 'I', 'N', 'F', 'O', ':', + 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_', + 'i','n','t','e','r','n','a','l','[', + COMPILER_VERSION_INTERNAL,']','\0'}; +#elif defined(COMPILER_VERSION_INTERNAL_STR) +char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]"; +#endif + +/* Construct a string literal encoding the version number components. */ +#ifdef SIMULATE_VERSION_MAJOR +char const info_simulate_version[] = { + 'I', 'N', 'F', 'O', ':', + 's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[', + SIMULATE_VERSION_MAJOR, +# ifdef SIMULATE_VERSION_MINOR + '.', SIMULATE_VERSION_MINOR, +# ifdef SIMULATE_VERSION_PATCH + '.', SIMULATE_VERSION_PATCH, +# ifdef SIMULATE_VERSION_TWEAK + '.', SIMULATE_VERSION_TWEAK, +# endif +# endif +# endif + ']','\0'}; +#endif + +/* Construct the string literal in pieces to prevent the source from + getting matched. Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]"; +char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]"; + + + +#if !defined(__STDC__) && !defined(__clang__) +# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__) +# define C_VERSION "90" +# else +# define C_VERSION +# endif +#elif __STDC_VERSION__ > 201710L +# define C_VERSION "23" +#elif __STDC_VERSION__ >= 201710L +# define C_VERSION "17" +#elif __STDC_VERSION__ >= 201000L +# define C_VERSION "11" +#elif __STDC_VERSION__ >= 199901L +# define C_VERSION "99" +#else +# define C_VERSION "90" +#endif +const char* info_language_standard_default = + "INFO" ":" "standard_default[" C_VERSION "]"; + +const char* info_language_extensions_default = "INFO" ":" "extensions_default[" +/* !defined(_MSC_VER) to exclude Clang's MSVC compatibility mode. */ +#if (defined(__clang__) || defined(__GNUC__) || \ + defined(__TI_COMPILER_VERSION__)) && \ + !defined(__STRICT_ANSI__) && !defined(_MSC_VER) + "ON" +#else + "OFF" +#endif +"]"; + +/*--------------------------------------------------------------------------*/ + +#ifdef ID_VOID_MAIN +void main() {} +#else +# if defined(__CLASSIC_C__) +int main(argc, argv) int argc; char *argv[]; +# else +int main(int argc, char* argv[]) +# endif +{ + int require = 0; + require += info_compiler[argc]; + require += info_platform[argc]; + require += info_arch[argc]; +#ifdef COMPILER_VERSION_MAJOR + require += info_version[argc]; +#endif +#ifdef COMPILER_VERSION_INTERNAL + require += info_version_internal[argc]; +#endif +#ifdef SIMULATE_ID + require += info_simulate[argc]; +#endif +#ifdef SIMULATE_VERSION_MAJOR + require += info_simulate_version[argc]; +#endif +#if defined(__CRAYXT_COMPUTE_LINUX_TARGET) + require += info_cray[argc]; +#endif + require += info_language_standard_default[argc]; + require += info_language_extensions_default[argc]; + (void)argv; + return require; +} +#endif diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdC/CMakeCCompilerId.o b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdC/CMakeCCompilerId.o new file mode 100644 index 0000000..c428ede Binary files /dev/null and b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdC/CMakeCCompilerId.o differ diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdCXX/CMakeCXXCompilerId.cpp b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdCXX/CMakeCXXCompilerId.cpp new file mode 100644 index 0000000..25c62a8 --- /dev/null +++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdCXX/CMakeCXXCompilerId.cpp @@ -0,0 +1,791 @@ +/* This source file must have a .cpp extension so that all C++ compilers + recognize the extension without flags. Borland does not know .cxx for + example. */ +#ifndef __cplusplus +# error "A C compiler has been selected for C++." +#endif + +#if !defined(__has_include) +/* If the compiler does not have __has_include, pretend the answer is + always no. */ +# define __has_include(x) 0 +#endif + + +/* Version number components: V=Version, R=Revision, P=Patch + Version date components: YYYY=Year, MM=Month, DD=Day */ + +#if defined(__COMO__) +# define COMPILER_ID "Comeau" + /* __COMO_VERSION__ = VRR */ +# define COMPILER_VERSION_MAJOR DEC(__COMO_VERSION__ / 100) +# define COMPILER_VERSION_MINOR DEC(__COMO_VERSION__ % 100) + +#elif defined(__INTEL_COMPILER) || defined(__ICC) +# define COMPILER_ID "Intel" +# if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +# endif +# if defined(__GNUC__) +# define SIMULATE_ID "GNU" +# endif + /* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later, + except that a few beta releases use the old format with V=2021. */ +# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111 +# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100) +# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10) +# if defined(__INTEL_COMPILER_UPDATE) +# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE) +# else +# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10) +# endif +# else +# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER) +# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE) + /* The third version component from --version is an update index, + but no macro is provided for it. */ +# define COMPILER_VERSION_PATCH DEC(0) +# endif +# if defined(__INTEL_COMPILER_BUILD_DATE) + /* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */ +# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE) +# endif +# if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif +# if defined(__GNUC__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUC__) +# elif defined(__GNUG__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUG__) +# endif +# if defined(__GNUC_MINOR__) +# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__) +# endif +# if defined(__GNUC_PATCHLEVEL__) +# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +# endif + +#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER) +# define COMPILER_ID "IntelLLVM" +#if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +#endif +#if defined(__GNUC__) +# define SIMULATE_ID "GNU" +#endif +/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and + * later. Look for 6 digit vs. 8 digit version number to decide encoding. + * VVVV is no smaller than the current year when a version is released. + */ +#if __INTEL_LLVM_COMPILER < 1000000L +# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100) +# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10) +#else +# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000) +# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100) +# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100) +#endif +#if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +#endif +#if defined(__GNUC__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUC__) +#elif defined(__GNUG__) +# define SIMULATE_VERSION_MAJOR DEC(__GNUG__) +#endif +#if defined(__GNUC_MINOR__) +# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__) +#endif +#if defined(__GNUC_PATCHLEVEL__) +# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +#endif + +#elif defined(__PATHCC__) +# define COMPILER_ID "PathScale" +# define COMPILER_VERSION_MAJOR DEC(__PATHCC__) +# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__) +# if defined(__PATHCC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__) +# endif + +#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__) +# define COMPILER_ID "Embarcadero" +# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF) +# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF) +# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF) + +#elif defined(__BORLANDC__) +# define COMPILER_ID "Borland" + /* __BORLANDC__ = 0xVRR */ +# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8) +# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF) + +#elif defined(__WATCOMC__) && __WATCOMC__ < 1200 +# define COMPILER_ID "Watcom" + /* __WATCOMC__ = VVRR */ +# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100) +# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10) +# if (__WATCOMC__ % 10) > 0 +# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10) +# endif + +#elif defined(__WATCOMC__) +# define COMPILER_ID "OpenWatcom" + /* __WATCOMC__ = VVRP + 1100 */ +# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100) +# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10) +# if (__WATCOMC__ % 10) > 0 +# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10) +# endif + +#elif defined(__SUNPRO_CC) +# define COMPILER_ID "SunPro" +# if __SUNPRO_CC >= 0x5100 + /* __SUNPRO_CC = 0xVRRP */ +# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12) +# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF) +# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF) +# else + /* __SUNPRO_CC = 0xVRP */ +# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8) +# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF) +# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF) +# endif + +#elif defined(__HP_aCC) +# define COMPILER_ID "HP" + /* __HP_aCC = VVRRPP */ +# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000) +# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100) +# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100) + +#elif defined(__DECCXX) +# define COMPILER_ID "Compaq" + /* __DECCXX_VER = VVRRTPPPP */ +# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000) +# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100) +# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000) + +#elif defined(__IBMCPP__) && defined(__COMPILER_VER__) +# define COMPILER_ID "zOS" + /* __IBMCPP__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10) + +#elif defined(__ibmxl__) && defined(__clang__) +# define COMPILER_ID "XLClang" +# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__) +# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__) +# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__) +# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__) + + +#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800 +# define COMPILER_ID "XL" + /* __IBMCPP__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10) + +#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800 +# define COMPILER_ID "VisualAge" + /* __IBMCPP__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10) + +#elif defined(__NVCOMPILER) +# define COMPILER_ID "NVHPC" +# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__) +# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__) +# if defined(__NVCOMPILER_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__) +# endif + +#elif defined(__PGI) +# define COMPILER_ID "PGI" +# define COMPILER_VERSION_MAJOR DEC(__PGIC__) +# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__) +# if defined(__PGIC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__) +# endif + +#elif defined(_CRAYC) +# define COMPILER_ID "Cray" +# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR) +# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR) + +#elif defined(__TI_COMPILER_VERSION__) +# define COMPILER_ID "TI" + /* __TI_COMPILER_VERSION__ = VVVRRRPPP */ +# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000) +# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000) +# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000) + +#elif defined(__CLANG_FUJITSU) +# define COMPILER_ID "FujitsuClang" +# define COMPILER_VERSION_MAJOR DEC(__FCC_major__) +# define COMPILER_VERSION_MINOR DEC(__FCC_minor__) +# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__) +# define COMPILER_VERSION_INTERNAL_STR __clang_version__ + + +#elif defined(__FUJITSU) +# define COMPILER_ID "Fujitsu" +# if defined(__FCC_version__) +# define COMPILER_VERSION __FCC_version__ +# elif defined(__FCC_major__) +# define COMPILER_VERSION_MAJOR DEC(__FCC_major__) +# define COMPILER_VERSION_MINOR DEC(__FCC_minor__) +# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__) +# endif +# if defined(__fcc_version) +# define COMPILER_VERSION_INTERNAL DEC(__fcc_version) +# elif defined(__FCC_VERSION) +# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION) +# endif + + +#elif defined(__ghs__) +# define COMPILER_ID "GHS" +/* __GHS_VERSION_NUMBER = VVVVRP */ +# ifdef __GHS_VERSION_NUMBER +# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100) +# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10) +# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10) +# endif + +#elif defined(__SCO_VERSION__) +# define COMPILER_ID "SCO" + +#elif defined(__ARMCC_VERSION) && !defined(__clang__) +# define COMPILER_ID "ARMCC" +#if __ARMCC_VERSION >= 1000000 + /* __ARMCC_VERSION = VRRPPPP */ + # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000) + # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100) + # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000) +#else + /* __ARMCC_VERSION = VRPPPP */ + # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000) + # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10) + # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000) +#endif + + +#elif defined(__clang__) && defined(__apple_build_version__) +# define COMPILER_ID "AppleClang" +# if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +# endif +# define COMPILER_VERSION_MAJOR DEC(__clang_major__) +# define COMPILER_VERSION_MINOR DEC(__clang_minor__) +# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__) +# if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif +# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__) + +#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION) +# define COMPILER_ID "ARMClang" + # define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000) + # define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100) + # define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION % 10000) +# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION) + +#elif defined(__clang__) +# define COMPILER_ID "Clang" +# if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +# endif +# define COMPILER_VERSION_MAJOR DEC(__clang_major__) +# define COMPILER_VERSION_MINOR DEC(__clang_minor__) +# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__) +# if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif + +#elif defined(__GNUC__) || defined(__GNUG__) +# define COMPILER_ID "GNU" +# if defined(__GNUC__) +# define COMPILER_VERSION_MAJOR DEC(__GNUC__) +# else +# define COMPILER_VERSION_MAJOR DEC(__GNUG__) +# endif +# if defined(__GNUC_MINOR__) +# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__) +# endif +# if defined(__GNUC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +# endif + +#elif defined(_MSC_VER) +# define COMPILER_ID "MSVC" + /* _MSC_VER = VVRR */ +# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100) +# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100) +# if defined(_MSC_FULL_VER) +# if _MSC_VER >= 1400 + /* _MSC_FULL_VER = VVRRPPPPP */ +# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000) +# else + /* _MSC_FULL_VER = VVRRPPPP */ +# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000) +# endif +# endif +# if defined(_MSC_BUILD) +# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD) +# endif + +#elif defined(__VISUALDSPVERSION__) || defined(__ADSPBLACKFIN__) || defined(__ADSPTS__) || defined(__ADSP21000__) +# define COMPILER_ID "ADSP" +#if defined(__VISUALDSPVERSION__) + /* __VISUALDSPVERSION__ = 0xVVRRPP00 */ +# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24) +# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF) +# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF) +#endif + +#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC) +# define COMPILER_ID "IAR" +# if defined(__VER__) && defined(__ICCARM__) +# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000) +# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000) +# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000) +# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__) +# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__)) +# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100) +# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100)) +# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__) +# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__) +# endif + + +/* These compilers are either not known or too old to define an + identification macro. Try to identify the platform and guess that + it is the native compiler. */ +#elif defined(__hpux) || defined(__hpua) +# define COMPILER_ID "HP" + +#else /* unknown compiler */ +# define COMPILER_ID "" +#endif + +/* Construct the string literal in pieces to prevent the source from + getting matched. Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]"; +#ifdef SIMULATE_ID +char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]"; +#endif + +#ifdef __QNXNTO__ +char const* qnxnto = "INFO" ":" "qnxnto[]"; +#endif + +#if defined(__CRAYXT_COMPUTE_LINUX_TARGET) +char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]"; +#endif + +#define STRINGIFY_HELPER(X) #X +#define STRINGIFY(X) STRINGIFY_HELPER(X) + +/* Identify known platforms by name. */ +#if defined(__linux) || defined(__linux__) || defined(linux) +# define PLATFORM_ID "Linux" + +#elif defined(__MSYS__) +# define PLATFORM_ID "MSYS" + +#elif defined(__CYGWIN__) +# define PLATFORM_ID "Cygwin" + +#elif defined(__MINGW32__) +# define PLATFORM_ID "MinGW" + +#elif defined(__APPLE__) +# define PLATFORM_ID "Darwin" + +#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32) +# define PLATFORM_ID "Windows" + +#elif defined(__FreeBSD__) || defined(__FreeBSD) +# define PLATFORM_ID "FreeBSD" + +#elif defined(__NetBSD__) || defined(__NetBSD) +# define PLATFORM_ID "NetBSD" + +#elif defined(__OpenBSD__) || defined(__OPENBSD) +# define PLATFORM_ID "OpenBSD" + +#elif defined(__sun) || defined(sun) +# define PLATFORM_ID "SunOS" + +#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__) +# define PLATFORM_ID "AIX" + +#elif defined(__hpux) || defined(__hpux__) +# define PLATFORM_ID "HP-UX" + +#elif defined(__HAIKU__) +# define PLATFORM_ID "Haiku" + +#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS) +# define PLATFORM_ID "BeOS" + +#elif defined(__QNX__) || defined(__QNXNTO__) +# define PLATFORM_ID "QNX" + +#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__) +# define PLATFORM_ID "Tru64" + +#elif defined(__riscos) || defined(__riscos__) +# define PLATFORM_ID "RISCos" + +#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__) +# define PLATFORM_ID "SINIX" + +#elif defined(__UNIX_SV__) +# define PLATFORM_ID "UNIX_SV" + +#elif defined(__bsdos__) +# define PLATFORM_ID "BSDOS" + +#elif defined(_MPRAS) || defined(MPRAS) +# define PLATFORM_ID "MP-RAS" + +#elif defined(__osf) || defined(__osf__) +# define PLATFORM_ID "OSF1" + +#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv) +# define PLATFORM_ID "SCO_SV" + +#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX) +# define PLATFORM_ID "ULTRIX" + +#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX) +# define PLATFORM_ID "Xenix" + +#elif defined(__WATCOMC__) +# if defined(__LINUX__) +# define PLATFORM_ID "Linux" + +# elif defined(__DOS__) +# define PLATFORM_ID "DOS" + +# elif defined(__OS2__) +# define PLATFORM_ID "OS2" + +# elif defined(__WINDOWS__) +# define PLATFORM_ID "Windows3x" + +# elif defined(__VXWORKS__) +# define PLATFORM_ID "VxWorks" + +# else /* unknown platform */ +# define PLATFORM_ID +# endif + +#elif defined(__INTEGRITY) +# if defined(INT_178B) +# define PLATFORM_ID "Integrity178" + +# else /* regular Integrity */ +# define PLATFORM_ID "Integrity" +# endif + +#else /* unknown platform */ +# define PLATFORM_ID + +#endif + +/* For windows compilers MSVC and Intel we can determine + the architecture of the compiler being used. This is because + the compilers do not have flags that can change the architecture, + but rather depend on which compiler is being used +*/ +#if defined(_WIN32) && defined(_MSC_VER) +# if defined(_M_IA64) +# define ARCHITECTURE_ID "IA64" + +# elif defined(_M_ARM64EC) +# define ARCHITECTURE_ID "ARM64EC" + +# elif defined(_M_X64) || defined(_M_AMD64) +# define ARCHITECTURE_ID "x64" + +# elif defined(_M_IX86) +# define ARCHITECTURE_ID "X86" + +# elif defined(_M_ARM64) +# define ARCHITECTURE_ID "ARM64" + +# elif defined(_M_ARM) +# if _M_ARM == 4 +# define ARCHITECTURE_ID "ARMV4I" +# elif _M_ARM == 5 +# define ARCHITECTURE_ID "ARMV5I" +# else +# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM) +# endif + +# elif defined(_M_MIPS) +# define ARCHITECTURE_ID "MIPS" + +# elif defined(_M_SH) +# define ARCHITECTURE_ID "SHx" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__WATCOMC__) +# if defined(_M_I86) +# define ARCHITECTURE_ID "I86" + +# elif defined(_M_IX86) +# define ARCHITECTURE_ID "X86" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC) +# if defined(__ICCARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__ICCRX__) +# define ARCHITECTURE_ID "RX" + +# elif defined(__ICCRH850__) +# define ARCHITECTURE_ID "RH850" + +# elif defined(__ICCRL78__) +# define ARCHITECTURE_ID "RL78" + +# elif defined(__ICCRISCV__) +# define ARCHITECTURE_ID "RISCV" + +# elif defined(__ICCAVR__) +# define ARCHITECTURE_ID "AVR" + +# elif defined(__ICC430__) +# define ARCHITECTURE_ID "MSP430" + +# elif defined(__ICCV850__) +# define ARCHITECTURE_ID "V850" + +# elif defined(__ICC8051__) +# define ARCHITECTURE_ID "8051" + +# elif defined(__ICCSTM8__) +# define ARCHITECTURE_ID "STM8" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__ghs__) +# if defined(__PPC64__) +# define ARCHITECTURE_ID "PPC64" + +# elif defined(__ppc__) +# define ARCHITECTURE_ID "PPC" + +# elif defined(__ARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__x86_64__) +# define ARCHITECTURE_ID "x64" + +# elif defined(__i386__) +# define ARCHITECTURE_ID "X86" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__TI_COMPILER_VERSION__) +# if defined(__TI_ARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__MSP430__) +# define ARCHITECTURE_ID "MSP430" + +# elif defined(__TMS320C28XX__) +# define ARCHITECTURE_ID "TMS320C28x" + +# elif defined(__TMS320C6X__) || defined(_TMS320C6X) +# define ARCHITECTURE_ID "TMS320C6x" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#else +# define ARCHITECTURE_ID +#endif + +/* Convert integer to decimal digit literals. */ +#define DEC(n) \ + ('0' + (((n) / 10000000)%10)), \ + ('0' + (((n) / 1000000)%10)), \ + ('0' + (((n) / 100000)%10)), \ + ('0' + (((n) / 10000)%10)), \ + ('0' + (((n) / 1000)%10)), \ + ('0' + (((n) / 100)%10)), \ + ('0' + (((n) / 10)%10)), \ + ('0' + ((n) % 10)) + +/* Convert integer to hex digit literals. */ +#define HEX(n) \ + ('0' + ((n)>>28 & 0xF)), \ + ('0' + ((n)>>24 & 0xF)), \ + ('0' + ((n)>>20 & 0xF)), \ + ('0' + ((n)>>16 & 0xF)), \ + ('0' + ((n)>>12 & 0xF)), \ + ('0' + ((n)>>8 & 0xF)), \ + ('0' + ((n)>>4 & 0xF)), \ + ('0' + ((n) & 0xF)) + +/* Construct a string literal encoding the version number. */ +#ifdef COMPILER_VERSION +char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]"; + +/* Construct a string literal encoding the version number components. */ +#elif defined(COMPILER_VERSION_MAJOR) +char const info_version[] = { + 'I', 'N', 'F', 'O', ':', + 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[', + COMPILER_VERSION_MAJOR, +# ifdef COMPILER_VERSION_MINOR + '.', COMPILER_VERSION_MINOR, +# ifdef COMPILER_VERSION_PATCH + '.', COMPILER_VERSION_PATCH, +# ifdef COMPILER_VERSION_TWEAK + '.', COMPILER_VERSION_TWEAK, +# endif +# endif +# endif + ']','\0'}; +#endif + +/* Construct a string literal encoding the internal version number. */ +#ifdef COMPILER_VERSION_INTERNAL +char const info_version_internal[] = { + 'I', 'N', 'F', 'O', ':', + 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_', + 'i','n','t','e','r','n','a','l','[', + COMPILER_VERSION_INTERNAL,']','\0'}; +#elif defined(COMPILER_VERSION_INTERNAL_STR) +char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]"; +#endif + +/* Construct a string literal encoding the version number components. */ +#ifdef SIMULATE_VERSION_MAJOR +char const info_simulate_version[] = { + 'I', 'N', 'F', 'O', ':', + 's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[', + SIMULATE_VERSION_MAJOR, +# ifdef SIMULATE_VERSION_MINOR + '.', SIMULATE_VERSION_MINOR, +# ifdef SIMULATE_VERSION_PATCH + '.', SIMULATE_VERSION_PATCH, +# ifdef SIMULATE_VERSION_TWEAK + '.', SIMULATE_VERSION_TWEAK, +# endif +# endif +# endif + ']','\0'}; +#endif + +/* Construct the string literal in pieces to prevent the source from + getting matched. Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]"; +char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]"; + + + +#if defined(__INTEL_COMPILER) && defined(_MSVC_LANG) && _MSVC_LANG < 201403L +# if defined(__INTEL_CXX11_MODE__) +# if defined(__cpp_aggregate_nsdmi) +# define CXX_STD 201402L +# else +# define CXX_STD 201103L +# endif +# else +# define CXX_STD 199711L +# endif +#elif defined(_MSC_VER) && defined(_MSVC_LANG) +# define CXX_STD _MSVC_LANG +#else +# define CXX_STD __cplusplus +#endif + +const char* info_language_standard_default = "INFO" ":" "standard_default[" +#if CXX_STD > 202002L + "23" +#elif CXX_STD > 201703L + "20" +#elif CXX_STD >= 201703L + "17" +#elif CXX_STD >= 201402L + "14" +#elif CXX_STD >= 201103L + "11" +#else + "98" +#endif +"]"; + +const char* info_language_extensions_default = "INFO" ":" "extensions_default[" +/* !defined(_MSC_VER) to exclude Clang's MSVC compatibility mode. */ +#if (defined(__clang__) || defined(__GNUC__) || \ + defined(__TI_COMPILER_VERSION__)) && \ + !defined(__STRICT_ANSI__) && !defined(_MSC_VER) + "ON" +#else + "OFF" +#endif +"]"; + +/*--------------------------------------------------------------------------*/ + +int main(int argc, char* argv[]) +{ + int require = 0; + require += info_compiler[argc]; + require += info_platform[argc]; +#ifdef COMPILER_VERSION_MAJOR + require += info_version[argc]; +#endif +#ifdef COMPILER_VERSION_INTERNAL + require += info_version_internal[argc]; +#endif +#ifdef SIMULATE_ID + require += info_simulate[argc]; +#endif +#ifdef SIMULATE_VERSION_MAJOR + require += info_simulate_version[argc]; +#endif +#if defined(__CRAYXT_COMPUTE_LINUX_TARGET) + require += info_cray[argc]; +#endif + require += info_language_standard_default[argc]; + require += info_language_extensions_default[argc]; + (void)argv; + return require; +} diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdCXX/CMakeCXXCompilerId.o b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdCXX/CMakeCXXCompilerId.o new file mode 100644 index 0000000..dd1c574 Binary files /dev/null and b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/3.22.1-g37088a8-dirty/CompilerIdCXX/CMakeCXXCompilerId.o differ diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/TargetDirectories.txt b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/TargetDirectories.txt new file mode 100644 index 0000000..81318e9 --- /dev/null +++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/TargetDirectories.txt @@ -0,0 +1,5 @@ +E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/edit_cache.dir +E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/CMakeFiles/rebuild_cache.dir 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cmake_object_order_depends_target_game + DEFINES = -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS + DEP_FILE = GameActivity\CMakeFiles\game.dir\UGAEntry.cpp.o.d + FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC + INCLUDES = -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include + OBJECT_DIR = GameActivity\CMakeFiles\game.dir + OBJECT_FILE_DIR = GameActivity\CMakeFiles\game.dir + TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\ + TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb + +build GameActivity/CMakeFiles/game.dir/UGAInput.cpp.o: CXX_COMPILER__game_RelWithDebInfo E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity/UGAInput.cpp || cmake_object_order_depends_target_game + DEFINES = -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS + DEP_FILE = GameActivity\CMakeFiles\game.dir\UGAInput.cpp.o.d + FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC + INCLUDES = -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include + OBJECT_DIR = GameActivity\CMakeFiles\game.dir + OBJECT_FILE_DIR = GameActivity\CMakeFiles\game.dir + TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\ + TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb + +build GameActivity/CMakeFiles/game.dir/UGAInputKeyEvent.cpp.o: CXX_COMPILER__game_RelWithDebInfo E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity/UGAInputKeyEvent.cpp || cmake_object_order_depends_target_game + DEFINES = -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS + DEP_FILE = GameActivity\CMakeFiles\game.dir\UGAInputKeyEvent.cpp.o.d + FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC + INCLUDES = -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include + OBJECT_DIR = GameActivity\CMakeFiles\game.dir + OBJECT_FILE_DIR = GameActivity\CMakeFiles\game.dir + TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\ + TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb + +build GameActivity/CMakeFiles/game.dir/UGAInputMotionEvent.cpp.o: CXX_COMPILER__game_RelWithDebInfo E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity/UGAInputMotionEvent.cpp || cmake_object_order_depends_target_game + DEFINES = -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS + DEP_FILE = GameActivity\CMakeFiles\game.dir\UGAInputMotionEvent.cpp.o.d + FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC + INCLUDES = -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include + OBJECT_DIR = GameActivity\CMakeFiles\game.dir + OBJECT_FILE_DIR = GameActivity\CMakeFiles\game.dir + TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\ + TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb + +build GameActivity/CMakeFiles/game.dir/UGASoftKeyboard.cpp.o: CXX_COMPILER__game_RelWithDebInfo E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity/UGASoftKeyboard.cpp || cmake_object_order_depends_target_game + DEFINES = -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS + DEP_FILE = GameActivity\CMakeFiles\game.dir\UGASoftKeyboard.cpp.o.d + FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC + INCLUDES = -IE:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include + OBJECT_DIR = GameActivity\CMakeFiles\game.dir + OBJECT_FILE_DIR = GameActivity\CMakeFiles\game.dir + TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\ + TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb + + +# ============================================================================= +# Link build statements for SHARED_LIBRARY target game + + +############################################# +# Link the shared library E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.so + +build E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/6b10225s/obj/arm64-v8a/libgame.so: CXX_SHARED_LIBRARY_LINKER__game_RelWithDebInfo GameActivity/CMakeFiles/game.dir/UGAApplication.cpp.o GameActivity/CMakeFiles/game.dir/UGAConfiguration.cpp.o GameActivity/CMakeFiles/game.dir/UGADebug.cpp.o GameActivity/CMakeFiles/game.dir/UGAEntry.cpp.o GameActivity/CMakeFiles/game.dir/UGAInput.cpp.o GameActivity/CMakeFiles/game.dir/UGAInputKeyEvent.cpp.o GameActivity/CMakeFiles/game.dir/UGAInputMotionEvent.cpp.o GameActivity/CMakeFiles/game.dir/UGASoftKeyboard.cpp.o | C$:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/libs/android.arm64-v8a/libgame-activity_static.a + LANGUAGE_COMPILE_FLAGS = -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG + LINK_FLAGS = -Wl,-z,max-page-size=16384 -Wl,--build-id=sha1 -Wl,--no-rosegment -Wl,--no-undefined-version -Wl,--fatal-warnings -Wl,--no-undefined -Qunused-arguments -Wl,--gc-sections + LINK_LIBRARIES = -landroid C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/libs/android.arm64-v8a/libgame-activity_static.a -llog -lc++ -latomic -lm + OBJECT_DIR = GameActivity\CMakeFiles\game.dir + POST_BUILD = cd . + PRE_LINK = cd . + SONAME = libgame.so + SONAME_FLAG = -Wl,-soname, + TARGET_COMPILE_PDB = GameActivity\CMakeFiles\game.dir\ + TARGET_FILE = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.so + TARGET_PDB = E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a\libgame.pdb + + +############################################# +# Utility command for edit_cache + +build GameActivity/CMakeFiles/edit_cache.util: CUSTOM_COMMAND + COMMAND = cmd.exe /C "cd /D E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\GameActivity && "C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmake\3.22.1\bin\cmake.exe" -E echo "No interactive CMake dialog available."" + DESC = No interactive CMake dialog available... + restat = 1 + +build GameActivity/edit_cache: phony GameActivity/CMakeFiles/edit_cache.util + + +############################################# +# Utility command for rebuild_cache + +build GameActivity/CMakeFiles/rebuild_cache.util: CUSTOM_COMMAND + COMMAND = cmd.exe /C "cd /D E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a\GameActivity && "C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmake\3.22.1\bin\cmake.exe" --regenerate-during-build -SE:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp -BE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a" + DESC = Running CMake to regenerate build system... + pool = console + restat = 1 + +build GameActivity/rebuild_cache: phony GameActivity/CMakeFiles/rebuild_cache.util + +# ============================================================================= +# Target aliases. + +build game: phony E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/6b10225s/obj/arm64-v8a/libgame.so + +build libgame.so: phony E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/6b10225s/obj/arm64-v8a/libgame.so + +# ============================================================================= +# Folder targets. + +# ============================================================================= + +############################################# +# Folder: E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a + +build all: phony GameActivity/all + +# ============================================================================= + +############################################# +# Folder: E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/GameActivity + +build GameActivity/all: phony E$:/Code/GeoSus/GeoSusGame/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/cxx/RelWithDebInfo/6b10225s/obj/arm64-v8a/libgame.so + +# ============================================================================= +# Built-in targets + + +############################################# +# Re-run CMake if any of its inputs changed. + +build build.ninja: RERUN_CMAKE | C$:/Program$ 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+-DANDROID_ABI=arm64-v8a +-DCMAKE_ANDROID_ARCH_ABI=arm64-v8a +-DANDROID_NDK=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK +-DCMAKE_ANDROID_NDK=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK +-DCMAKE_TOOLCHAIN_FILE=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\build\cmake\android.toolchain.cmake +-DCMAKE_MAKE_PROGRAM=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmake\3.22.1\bin\ninja.exe +-DCMAKE_LIBRARY_OUTPUT_DIRECTORY=E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a +-DCMAKE_RUNTIME_OUTPUT_DIRECTORY=E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a +-DCMAKE_BUILD_TYPE=RelWithDebInfo +-DCMAKE_FIND_ROOT_PATH=E:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\prefab\arm64-v8a\prefab +-BE:\Code\GeoSus\GeoSusGame\.utmp\RelWithDebInfo\6b10225s\arm64-v8a +-GNinja +-DANDROID_STL=c++_shared +-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON + Build command args: [] + Version: 2 \ No newline at end of file diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/prefab_config.json b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/prefab_config.json new file mode 100644 index 0000000..cde3330 --- /dev/null +++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/prefab_config.json @@ -0,0 +1,7 @@ +{ + "enabled": true, + "prefabPath": "C:\\Users\\jracek\\.gradle\\caches\\modules-2\\files-2.1\\com.google.prefab\\cli\\2.1.0\\aa32fec809c44fa531f01dcfb739b5b3304d3050\\cli-2.1.0-all.jar", + "packages": [ + "C:\\Users\\jracek\\.gradle\\caches\\8.13\\transforms\\1e7cc65d4e74b23bd94dca9ec0ac2eb3\\transformed\\jetified-games-activity-3.0.5\\prefab" + ] +} \ No newline at end of file diff --git a/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/symbol_folder_index.txt b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/symbol_folder_index.txt new file mode 100644 index 0000000..0b286c9 --- /dev/null +++ b/.utmp/RelWithDebInfo/6b10225s/arm64-v8a/symbol_folder_index.txt @@ -0,0 +1 @@ +E:\Code\GeoSus\GeoSusGame\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\6b10225s\obj\arm64-v8a \ No newline at end of file diff --git a/.utmp/RelWithDebInfo/6b10225s/hash_key.txt b/.utmp/RelWithDebInfo/6b10225s/hash_key.txt new file mode 100644 index 0000000..c5e2407 --- /dev/null +++ b/.utmp/RelWithDebInfo/6b10225s/hash_key.txt @@ -0,0 +1,28 @@ +# Values used to calculate the hash in this folder name. +# Should not depend on the absolute path of the project itself. +# - AGP: 8.10.0. +# - $NDK is the path to NDK 27.2.12479018. +# - $PROJECT is the path to the parent folder of the root Gradle build file. +# - $ABI is the ABI to be built with. The specific value doesn't contribute to the value of the hash. +# - $HASH is the hash value computed from this text. +# - $CMAKE is the path to CMake 3.22.1. +# - $NINJA is the path to Ninja. +-H$PROJECT/unityLibrary/src/main/cpp +-DCMAKE_SYSTEM_NAME=Android +-DCMAKE_EXPORT_COMPILE_COMMANDS=ON +-DCMAKE_SYSTEM_VERSION=23 +-DANDROID_PLATFORM=android-23 +-DANDROID_ABI=$ABI +-DCMAKE_ANDROID_ARCH_ABI=$ABI +-DANDROID_NDK=$NDK +-DCMAKE_ANDROID_NDK=$NDK +-DCMAKE_TOOLCHAIN_FILE=$NDK/build/cmake/android.toolchain.cmake +-DCMAKE_MAKE_PROGRAM=$NINJA +-DCMAKE_LIBRARY_OUTPUT_DIRECTORY=$PROJECT/unityLibrary/build/intermediates/cxx/RelWithDebInfo/$HASH/obj/$ABI +-DCMAKE_RUNTIME_OUTPUT_DIRECTORY=$PROJECT/unityLibrary/build/intermediates/cxx/RelWithDebInfo/$HASH/obj/$ABI +-DCMAKE_BUILD_TYPE=RelWithDebInfo +-DCMAKE_FIND_ROOT_PATH=E:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/$HASH/prefab/$ABI/prefab +-BE:/Code/GeoSus/GeoSusGame/.utmp/RelWithDebInfo/$HASH/$ABI +-GNinja +-DANDROID_STL=c++_shared +-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON \ No newline at end of file diff --git a/.utmp/RelWithDebInfo/6b10225s/prefab/arm64-v8a/prefab/lib/aarch64-linux-android/cmake/game-activity/game-activityConfig.cmake b/.utmp/RelWithDebInfo/6b10225s/prefab/arm64-v8a/prefab/lib/aarch64-linux-android/cmake/game-activity/game-activityConfig.cmake new file mode 100644 index 0000000..1233e47 --- /dev/null +++ b/.utmp/RelWithDebInfo/6b10225s/prefab/arm64-v8a/prefab/lib/aarch64-linux-android/cmake/game-activity/game-activityConfig.cmake @@ -0,0 +1,18 @@ +if(NOT TARGET game-activity::game-activity) +add_library(game-activity::game-activity STATIC IMPORTED) +set_target_properties(game-activity::game-activity PROPERTIES + IMPORTED_LOCATION "C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity/libs/android.arm64-v8a/libgame-activity.a" + INTERFACE_INCLUDE_DIRECTORIES "C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity/include" + INTERFACE_LINK_LIBRARIES "" +) +endif() + +if(NOT TARGET game-activity::game-activity_static) +add_library(game-activity::game-activity_static STATIC IMPORTED) +set_target_properties(game-activity::game-activity_static PROPERTIES + IMPORTED_LOCATION "C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/libs/android.arm64-v8a/libgame-activity_static.a" + INTERFACE_INCLUDE_DIRECTORIES "C:/Users/jracek/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include" + INTERFACE_LINK_LIBRARIES "" +) +endif() + diff --git a/.vscode/extensions.json b/.vscode/extensions.json new file mode 100644 index 0000000..ddb6ff8 --- /dev/null +++ b/.vscode/extensions.json @@ -0,0 +1,5 @@ +{ + "recommendations": [ + "visualstudiotoolsforunity.vstuc" + ] +} diff --git a/.vscode/launch.json b/.vscode/launch.json new file mode 100644 index 0000000..da60e25 --- /dev/null +++ b/.vscode/launch.json @@ -0,0 +1,10 @@ +{ + "version": "0.2.0", + "configurations": [ + { + "name": "Attach to Unity", + "type": "vstuc", + "request": "attach" + } + ] +} \ No newline at end of file diff --git a/.vscode/settings.json b/.vscode/settings.json new file mode 100644 index 0000000..b819710 --- /dev/null +++ b/.vscode/settings.json @@ -0,0 +1,72 @@ +{ + "files.exclude": { + "**/.DS_Store": true, + "**/.git": true, + "**/.vs": true, + "**/.gitmodules": true, + "**/.vsconfig": true, + "**/*.booproj": true, + "**/*.pidb": true, + "**/*.suo": true, + "**/*.user": true, + "**/*.userprefs": true, + "**/*.unityproj": true, + "**/*.dll": true, + "**/*.exe": true, + "**/*.pdf": true, + "**/*.mid": true, + "**/*.midi": true, + "**/*.wav": true, + "**/*.gif": 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"dotnet.defaultSolution": "GeoSusGame.slnx", + "dotnet.enableWorkspaceBasedDevelopment": false +} \ No newline at end of file diff --git a/Assets/ClientSDK/GameClient.cs b/Assets/ClientSDK/GameClient.cs index 09fa7f1..4f63cc6 100644 --- a/Assets/ClientSDK/GameClient.cs +++ b/Assets/ClientSDK/GameClient.cs @@ -132,7 +132,20 @@ public class GameClient : IDisposable return false; } - public void Disconnect(string reason = "User disconnected") + /// + /// Tears down the socket and crypto session. When `transient` is true + /// (network drop, decrypt-failure cascade, anything we expect to retry), + /// the lobby/role/task/state caches are preserved so the post-reconnect + /// flow can re-associate via Reconnect(LobbyId). Default false matches + /// pre-P9 behavior (full state wipe) for explicit user disconnects. + /// + /// Critical for the P9 reconnect bug: previously every Disconnect path + /// nuked LobbyId, so by the time GameManager_Network's reconnect coroutine + /// fired, the client had no idea which lobby it had been in - the + /// post-handshake Reconnect call had nothing to send and the server + /// answered the next vote/action with NOT_IN_LOBBY. + /// + public void Disconnect(string reason = "User disconnected", bool transient = false) { _cts?.Cancel(); _tcpClient?.Close(); @@ -140,15 +153,22 @@ public class GameClient : IDisposable _stream = null; _encryption?.Dispose(); _encryption = null; - - LobbyId = null; - JoinCode = null; - CurrentLobbyState = null; - MyRole = null; - MyTasks.Clear(); - PlayerPositions.Clear(); - Bodies.Clear(); - + + if (!transient) + { + LobbyId = null; + JoinCode = null; + CurrentLobbyState = null; + MyRole = null; + MyTasks.Clear(); + PlayerPositions.Clear(); + Bodies.Clear(); + } + // PlayerPositions are stale anyway after a drop, but we keep them so + // the UI doesn't blink avatars off-map mid-meeting; the next position + // broadcast overwrites them. LastEventId is intentionally preserved + // so the Reconnect message can ask the server for missed events. + Dispatcher.Post(() => OnDisconnected?.Invoke(reason)); } @@ -236,7 +256,8 @@ public class GameClient : IDisposable decryptFailures++; if (decryptFailures >= 3) { - Disconnect("Too many decryption failures"); + // Transient: keep LobbyId for the reconnect coroutine. + Disconnect("Too many decryption failures", transient: true); return; } continue; @@ -253,7 +274,9 @@ public class GameClient : IDisposable } catch (Exception ex) when (!ct.IsCancellationRequested) { - Disconnect($"Connection error: {ex.Message}"); + // Transient: TCP RST / read failure is exactly what reconnect was + // designed for. Keep LobbyId so post-reconnect flow can re-attach. + Disconnect($"Connection error: {ex.Message}", transient: true); } } @@ -293,7 +316,35 @@ public class GameClient : IDisposable { LobbyId = r.LobbyId; JoinCode = r.JoinCode; - CurrentLobbyState = r.LobbyState; + // Ensure we always have a valid lobby state with the creator as owner + if (r.LobbyState != null) + { + CurrentLobbyState = r.LobbyState; + if (string.IsNullOrEmpty(CurrentLobbyState.OwnerId)) + CurrentLobbyState.OwnerId = ClientUuid; + } + else + { + CurrentLobbyState = new LobbyState + { + LobbyId = r.LobbyId ?? "", + JoinCode = r.JoinCode ?? "", + OwnerId = ClientUuid + }; + } + // Make sure creator appears in the player list + if (CurrentLobbyState.Players == null) + CurrentLobbyState.Players = new System.Collections.Generic.List(); + if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid)) + { + CurrentLobbyState.Players.Insert(0, new PlayerInfo + { + ClientUuid = ClientUuid, + DisplayName = DisplayName, + IsOwner = true, + State = PlayerState.Alive + }); + } } break; @@ -303,6 +354,22 @@ public class GameClient : IDisposable LobbyId = r.LobbyId; CurrentLobbyState = r.LobbyState; JoinCode = r.LobbyState?.JoinCode; + // Ensure self is in the player list + if (CurrentLobbyState != null) + { + if (CurrentLobbyState.Players == null) + CurrentLobbyState.Players = new System.Collections.Generic.List(); + if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid)) + { + CurrentLobbyState.Players.Add(new PlayerInfo + { + ClientUuid = ClientUuid, + DisplayName = DisplayName, + IsOwner = CurrentLobbyState.OwnerId == ClientUuid, + State = PlayerState.Alive + }); + } + } } break; @@ -344,7 +411,6 @@ public class GameClient : IDisposable var joinedPayload = evt.GetPayload(); if (joinedPayload != null && CurrentLobbyState?.Players != null) { - // Check if player already exists bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid); if (!exists) { @@ -352,7 +418,7 @@ public class GameClient : IDisposable { ClientUuid = joinedPayload.ClientUuid, DisplayName = joinedPayload.DisplayName, - IsOwner = false, + IsOwner = joinedPayload.ClientUuid == CurrentLobbyState.OwnerId, IsReady = false, State = PlayerState.Alive }); @@ -465,24 +531,32 @@ public class GameClient : IDisposable #region Game Actions - public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500) + public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500, GameSettingsOverrides? settings = null) { + // DisplayName is sent on every CreateLobby/JoinLobby so the server + // picks up the live nickname (typed into the input field after the + // ClientHello handshake fired). Without this the server uses the + // ClientHello-time name, which is the GameManager prefab default + // for any user who immediately created/joined a lobby. Send(new CreateLobby { PlayAreaCenter = center, PlayAreaRadius = playAreaRadius, ImpostorCount = impostorCount, TaskCount = taskCount, - Password = password + Password = password, + Settings = settings, + DisplayName = DisplayName }); } - + public void JoinLobby(string joinCode, string? password = null) { Send(new JoinLobby { JoinCode = joinCode.ToUpperInvariant(), - Password = password + Password = password, + DisplayName = DisplayName }); } @@ -491,6 +565,7 @@ public class GameClient : IDisposable Send(new LeaveLobby()); LobbyId = null; JoinCode = null; + CurrentLobbyState = null; } public void StartGame() diff --git a/Assets/ClientSDK/Protocol.cs b/Assets/ClientSDK/Protocol.cs index e867ad5..ae6478f 100644 --- a/Assets/ClientSDK/Protocol.cs +++ b/Assets/ClientSDK/Protocol.cs @@ -49,6 +49,11 @@ public enum PlayerRole { Crew, Impostor } public enum PlayerState { Alive, Dead } [JsonConverter(typeof(StringEnumConverter))] +// NOTE: `Voting` is reserved-but-unused on the wire as of 2026. The server +// keeps the entire vote cycle inside `Meeting` and uses MeetingStartedPayload +// timestamps (DiscussionEndTime / VotingEndTime) to distinguish sub-phases. +// The enum value is preserved here for serialization compatibility with old +// saves; new code should not assign it. public enum GamePhase { Lobby, Loading, Playing, Meeting, Voting, Ended } [JsonConverter(typeof(StringEnumConverter))] @@ -184,6 +189,24 @@ public class CreateLobby : Message [JsonProperty("taskCount")] public int TaskCount { get; set; } = 5; + + /// + /// P13b: optional per-lobby settings overrides supplied by the host. + /// Any field left null falls through to the server's current default + /// (snapshotted at lobby creation, immutable thereafter for this lobby). + /// + [JsonProperty("settings")] + public GameSettingsOverrides? Settings { get; set; } + + /// + /// Optional. Live host display name from the nickname input field at + /// the moment of CreateLobby. ClientHello-time name is stale because + /// the handshake fires before the user has typed anything; this lets + /// the server pick up the freshly-typed name without a separate + /// rename round-trip. + /// + [JsonProperty("displayName")] + public string? DisplayName { get; set; } } public class CreateLobbyResponse : Message @@ -209,12 +232,19 @@ public class CreateLobbyResponse : Message public class JoinLobby : Message { public override string Type => "JoinLobby"; - + [JsonProperty("joinCode")] public string JoinCode { get; set; } = ""; - + [JsonProperty("password")] public string? Password { get; set; } + + /// + /// Optional. Live joiner display name from the nickname input field + /// at the moment of Join. See CreateLobby.DisplayName for rationale. + /// + [JsonProperty("displayName")] + public string? DisplayName { get; set; } } public class JoinLobbyResponse : Message @@ -623,17 +653,26 @@ public class PlayerEjectedPayload public PlayerRole Role { get; set; } } +public class TaskStartedPayload +{ + [JsonProperty("clientUuid")] + public string ClientUuid { get; set; } = ""; + + [JsonProperty("taskId")] + public string TaskId { get; set; } = ""; +} + public class TaskCompletedPayload { [JsonProperty("clientUuid")] public string ClientUuid { get; set; } = ""; - + [JsonProperty("taskId")] public string TaskId { get; set; } = ""; - + [JsonProperty("totalCompleted")] public int TotalCompleted { get; set; } - + [JsonProperty("totalTasks")] public int TotalTasks { get; set; } } @@ -713,10 +752,10 @@ public class RepairStartedPayload { [JsonProperty("sabotageId")] public string SabotageId { get; set; } = ""; - + [JsonProperty("stationId")] public string StationId { get; set; } = ""; - + [JsonProperty("playerId")] public string PlayerId { get; set; } = ""; } @@ -725,10 +764,10 @@ public class RepairStoppedPayload { [JsonProperty("sabotageId")] public string SabotageId { get; set; } = ""; - + [JsonProperty("stationId")] public string StationId { get; set; } = ""; - + [JsonProperty("playerId")] public string PlayerId { get; set; } = ""; } @@ -790,6 +829,162 @@ public class LobbyState /// True if map data has been loaded (or Overpass is disabled) [JsonProperty("mapDataReady")] public bool MapDataReady { get; set; } = true; + + /// + /// P13b: full per-lobby settings snapshot. Clients use this for HUD + /// (button visibility, countdown timings, etc.) instead of hardcoded + /// values. Always populated for new server builds; old client builds + /// can ignore the field. + /// + [JsonProperty("settings")] + public GameSettings? Settings { get; set; } +} + +/// +/// P13b: per-lobby gameplay settings on the wire. Server populates this from +/// its per-lobby snapshot so clients can drive HUD logic from authoritative +/// values rather than hardcoded constants. +/// +public class GameSettings +{ + // Round shape + [JsonProperty("maxPlayers")] + public int MaxPlayers { get; set; } + + [JsonProperty("impostorCount")] + public int ImpostorCount { get; set; } + + [JsonProperty("taskCount")] + public int TaskCount { get; set; } + + [JsonProperty("tiePolicy")] + public string TiePolicy { get; set; } = "NoEject"; + + // Distances (m) + [JsonProperty("killDistanceM")] + public double KillDistanceM { get; set; } + + [JsonProperty("reportDistanceM")] + public double ReportDistanceM { get; set; } + + [JsonProperty("taskStartDistanceM")] + public double TaskStartDistanceM { get; set; } + + [JsonProperty("meetingArrivalRadiusM")] + public double MeetingArrivalRadiusM { get; set; } + + [JsonProperty("emergencyMeetingCallRadiusM")] + public double EmergencyMeetingCallRadiusM { get; set; } + + [JsonProperty("repairStationDistanceM")] + public double RepairStationDistanceM { get; set; } + + // Cooldowns / counts + [JsonProperty("killCooldownMs")] + public int KillCooldownMs { get; set; } + + [JsonProperty("emergencyMeetingCooldownMs")] + public int EmergencyMeetingCooldownMs { get; set; } + + [JsonProperty("maxEmergencyMeetingsPerPlayer")] + public int MaxEmergencyMeetingsPerPlayer { get; set; } + + // Meeting phases (ms) + [JsonProperty("arrivalBaseMs")] + public int ArrivalBaseMs { get; set; } + + [JsonProperty("allowedLateMs")] + public int AllowedLateMs { get; set; } + + [JsonProperty("discussionPhaseMs")] + public int DiscussionPhaseMs { get; set; } + + [JsonProperty("votingPhaseMs")] + public int VotingPhaseMs { get; set; } + + // Sabotage + [JsonProperty("sabotageCooldownMs")] + public int SabotageCooldownMs { get; set; } + + [JsonProperty("commsBlackoutDurationMs")] + public int CommsBlackoutDurationMs { get; set; } + + [JsonProperty("criticalMeltdownDeadlineMs")] + public int CriticalMeltdownDeadlineMs { get; set; } + + [JsonProperty("repairStationHoldMs")] + public int RepairStationHoldMs { get; set; } +} + +/// +/// P13b: host-supplied overrides at CreateLobby. Every field is nullable so +/// the host can opt into changing only what they care about; null = use the +/// server's current default at the moment of lobby creation. +/// +public class GameSettingsOverrides +{ + [JsonProperty("maxPlayers")] + public int? MaxPlayers { get; set; } + + [JsonProperty("impostorCount")] + public int? ImpostorCount { get; set; } + + [JsonProperty("taskCount")] + public int? TaskCount { get; set; } + + [JsonProperty("tiePolicy")] + public string? TiePolicy { get; set; } + + [JsonProperty("killDistanceM")] + public double? KillDistanceM { get; set; } + + [JsonProperty("reportDistanceM")] + public double? ReportDistanceM { get; set; } + + [JsonProperty("taskStartDistanceM")] + public double? TaskStartDistanceM { get; set; } + + [JsonProperty("meetingArrivalRadiusM")] + public double? MeetingArrivalRadiusM { get; set; } + + [JsonProperty("emergencyMeetingCallRadiusM")] + public double? EmergencyMeetingCallRadiusM { get; set; } + + [JsonProperty("repairStationDistanceM")] + public double? RepairStationDistanceM { get; set; } + + [JsonProperty("killCooldownMs")] + public int? KillCooldownMs { get; set; } + + [JsonProperty("emergencyMeetingCooldownMs")] + public int? EmergencyMeetingCooldownMs { get; set; } + + [JsonProperty("maxEmergencyMeetingsPerPlayer")] + public int? MaxEmergencyMeetingsPerPlayer { get; set; } + + [JsonProperty("arrivalBaseMs")] + public int? ArrivalBaseMs { get; set; } + + [JsonProperty("allowedLateMs")] + public int? AllowedLateMs { get; set; } + + [JsonProperty("discussionPhaseMs")] + public int? DiscussionPhaseMs { get; set; } + + [JsonProperty("votingPhaseMs")] + public int? VotingPhaseMs { get; set; } + + [JsonProperty("sabotageCooldownMs")] + public int? SabotageCooldownMs { get; set; } + + [JsonProperty("commsBlackoutDurationMs")] + public int? CommsBlackoutDurationMs { get; set; } + + [JsonProperty("criticalMeltdownDeadlineMs")] + public int? CriticalMeltdownDeadlineMs { get; set; } + + [JsonProperty("repairStationHoldMs")] + public int? RepairStationHoldMs { get; set; } } // Map data classes for rendering - compact format from server diff --git a/Assets/GameManager/GameManager.cs b/Assets/GameManager/GameManager.cs index 0e82c80..a4540ff 100644 --- a/Assets/GameManager/GameManager.cs +++ b/Assets/GameManager/GameManager.cs @@ -4,145 +4,751 @@ using Subsystems; using System.Collections; using System; using TMPro; -/* - GameManager - hlavn tida pro sprvu hry - GameManager_Network - subsystm pro sprvu komunikace se serverem - GameManager_Game - subsystm pro sprvu logiky hry (sabote, tasky, atd.) - GameManager_Map - subsystm pro sprvu mapy a prosted - GameManager_Input - subsystm pro sprvu vstupu od hre - GameManager_UI - subsystm pro sprvu uivatelskho rozhran - GamaManager_Stats - subsystm pro sprvu statistik pro server - */ +using UnityEngine.SceneManagement; public class GameManager : MonoBehaviour { - [Header("Subsystems")] - protected GameManager_Network networkSubsystem; - protected GameManager_UI uiSubsystem; - protected GameManager_Map mapSubsystem; - protected GameManager_Input inputSubsystem; + // Singleton + public static GameManager Instance { get; private set; } - protected GameClient gameClient; + [Header("Subsystems")] + public GameManager_Network networkSubsystem; + public GameManager_UI uiSubsystem; + public GameManager_Map mapSubsystem; + public GameManager_Input inputSubsystem; + public GameManager_Tasks taskSubsystem; + + public GameClient gameClient; [Header("Player Info")] public string displayName; - [Header("UI Elements")] - public Canvas JoinCreateLobby; - public Canvas InLobby; - public Canvas LoadingScreen; - public Canvas GameScreen; + [Header("Scene Management")] + [SerializeField] public string firstMenuScene = "main menu asi idk lol"; + [Header("UI Elements (Client.unity)")] + // Canvas names in Client.unity — found at runtime in OnSceneLoaded + private const string CanvasNameJoinCreate = "LobbySelector"; + private const string CanvasNameInLobby = "InLobby"; + private const string CanvasNameLoading = "LoadingScreen"; + private const string CanvasNameGame = "InGame"; [Header("Map")] - public GameObject MapCenterPoint; + // MapCenterPoint and Player are in Client.unity — wired at runtime in OnSceneLoaded. + // buildingSettings/pathwaySettings/areaSettings must be assigned in SampleScene Inspector. public BuildingSettings buildingSettings; public PathwaySettings pathwaySettings; public AreaSettings areaSettings; - [Header("GPS")] - public GameObject Player; + [Header("Lobby Settings")] + public double pendingRadius = 500; + public int pendingImpostorCount = 1; + public int pendingTaskCount = 5; + /// + /// P13b/c: full settings overrides accumulated by HostLobbyUI before the + /// host taps "Create". Null = host didn't change anything beyond the three + /// flat fields above; server falls through to its current defaults for + /// every field. Each field is independently nullable so the host can + /// opt into changing only what they care about. + /// + public GameSettingsOverrides pendingSettings; + + [Header("Task Minigames (round-robin)")] + // Names MUST match the scene file names in Assets/Scenes (case-sensitive) + // and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync + // will silently fail and the task button will appear dead. + [SerializeField] public string[] minigameScenes = { + "MiniGame-Kabely V10", + "MiniGame-insertkeys", + "MiniGame-FlappyBird", + "MiniGame-ThrowInHole", + "MiniGame-Satelit" + }; [Header("Debug")] public bool testMode = false; - private GameClient _secondClient; - private GameClient _thirdClient; - private GameManager_Network _secondNetwork; - private GameManager_Network _thirdNetwork; + /// + /// When true, draw a small GPS status banner across the top of every + /// screen. Useful for diagnosing why CreateLobby is blocked or why a + /// joiner's position isn't updating - failures otherwise only show up + /// in logcat which most users can't reach. Toggle off for release. + /// + public bool showGPSDebugOverlay = true; + /// + /// Number of in-process test client bots to spawn alongside the host + /// when testMode is on. Each gets its own GameClient + Network and + /// joins the host's lobby automatically. Bots are switchable via + /// number keys 1..N (host = 0). Default 3 keeps memory reasonable; + /// bump for stress-testing voting / sabotage flows. + /// + public int testClientCount = 3; + + /// + /// Per-bot network + display-name + sim-position state. The active slot + /// (host = 0, bots = 1..N) gets WASD on the next tick. + /// + private class TestBot + { + public GameClient Client; + public GameManager_Network Network; + public string DisplayName; + public GeoSus.Client.Position SimPosition; + public bool Joined; + public float LastSendTime; + } + private System.Collections.Generic.List _testBots = new System.Collections.Generic.List(); + /// Slot 0 = host (real player), 1..N = test bot index. + private int _activeClientSlot = 0; + + void Awake() + { + if (Instance != null && Instance != this) + { + Destroy(gameObject); + return; + } + Instance = this; + DontDestroyOnLoad(gameObject); + + // Keep the screen on while the player is in the app. A geographic + // social-deduction game asks the user to walk around for 5-15 minutes + // staring at the map; default Android sleep timeout (15-60s) blacks + // the screen out mid-round, drops GPS updates, and requires the + // player to re-unlock the phone. Two layers of belt-and-suspenders: + // (1) Unity's Screen.sleepTimeout, which works on most devices and + // is one line, but is overridden by some MIUI/EMUI ROMs. + // (2) Android FLAG_KEEP_SCREEN_ON on the activity window, harder for + // OEM ROMs to override and the standard pattern for navigation/maps + // apps. Wrapped in #if UNITY_ANDROID so editor/iOS skip it. + Screen.sleepTimeout = SleepTimeout.NeverSleep; + AcquireAndroidWakelock(); + } + + /// + /// Set FLAG_KEEP_SCREEN_ON on the Unity activity's window. This is the + /// standard navigation/maps-app pattern and survives ROM-level overrides + /// of Unity's Screen.sleepTimeout. No-op on non-Android platforms. + /// + private static void AcquireAndroidWakelock() + { +#if UNITY_ANDROID && !UNITY_EDITOR + try + { + using (var player = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) + using (var activity = player.GetStatic("currentActivity")) + { + // addFlags must run on the UI thread. Capture activity into a + // local for the closure - AndroidJavaObject can be reused. + var act = activity; + act.Call("runOnUiThread", new AndroidJavaRunnable(() => + { + try + { + using (var window = act.Call("getWindow")) + { + // WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON + const int FLAG_KEEP_SCREEN_ON = 0x00000080; + window.Call("addFlags", FLAG_KEEP_SCREEN_ON); + } + } + catch (System.Exception ex) + { + Debug.LogWarning("[Wakelock] addFlags failed: " + ex.Message); + } + })); + } + } + catch (System.Exception ex) + { + Debug.LogWarning("[Wakelock] Android JNI bridge failed: " + ex.Message); + } +#endif + } void Start() { - DontDestroyOnLoad(this); - if (displayName == null || displayName == "") - { - displayName = GenerateUsername(); - } + // The prefab default in SampleScene.unity is "Hrac" (Czech for + // "player"). Treat it as equivalent to "no name set" so users who + // never customize their name don't all show up identically. This + // override only fires at startup; users who explicitly type "Hrac" + // into the nickname field will still send "Hrac" via the live + // DisplayName payload field. + if (string.IsNullOrEmpty(displayName) || displayName == "Hrac") + displayName = PlayerPrefs.GetString("PlayerName", GenerateUsername()); + + gameClient = new GameClient(GenerateUUID(), displayName); + networkSubsystem = new GameManager_Network(gameClient, this); + mapSubsystem = new GameManager_Map(gameClient, null, buildingSettings, pathwaySettings, areaSettings); + uiSubsystem = new GameManager_UI(gameClient); + inputSubsystem = new GameManager_Input(gameClient, null, testMode); + taskSubsystem = new GameManager_Tasks(gameClient, minigameScenes, this); + if (testMode) { - _secondClient = new GameClient(GenerateUUID(), GenerateUsername()); - _secondNetwork = new GameManager_Network(_secondClient); - _thirdClient = new GameClient(GenerateUUID(), GenerateUsername()); - _thirdNetwork = new GameManager_Network(_thirdClient); - - _secondNetwork.OpenConection(); - _thirdNetwork.OpenConection(); - } - gameClient = new GameClient(GenerateUUID(), displayName); - uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen); - networkSubsystem = new GameManager_Network(gameClient); - mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings); - inputSubsystem = new GameManager_Input(gameClient, Player, testMode); - networkSubsystem.OpenConection(); - } - private void Update() - { - if (gameClient.CurrentLobbyState != null) - { - uiSubsystem.UpdateLobbyUI(); - } - try - { - if (gameClient.CurrentLobbyState.MapDataReady) + int n = Mathf.Max(0, testClientCount); + for (int i = 0; i < n; i++) { - mapSubsystem.BuildMap(); - gameClient.CurrentLobbyState.MapDataReady = false; + var bot = new TestBot + { + DisplayName = "TestBot" + (i + 1), + }; + bot.Client = new GameClient(GenerateUUID(), bot.DisplayName); + bot.Network = new GameManager_Network(bot.Client, null); + bot.Network.OpenConnection(); + _testBots.Add(bot); } } - catch (NullReferenceException ex) { } - inputSubsystem.positionCheck(); + + networkSubsystem.OpenConnection(); + + // Start GPS immediately at app launch. Acquiring a fix on a cold + // device can take 5-30 seconds; if we wait until CreateLobby is + // pressed, the lobby will be seeded with bad coords. Starting here + // means the user's normal navigation through the menus gives the + // GPS subsystem time to settle. + inputSubsystem?.EnsureGPSStarted(); + + // Load main menu after GameManager is ready + if (!string.IsNullOrEmpty(firstMenuScene)) + SceneManager.LoadScene(firstMenuScene, LoadSceneMode.Single); } + /// + /// Draws a GPS status banner across the top of every screen. We use OnGUI + /// rather than a uGUI Canvas element because OnGUI works without any + /// scene wiring - we want this visible from the very first frame, on + /// every screen, even if the lobby canvas hasn't been bound yet. This is + /// a debug overlay; toggle showGPSDebugOverlay off for release builds. + /// + private void OnGUI() + { + if (!showGPSDebugOverlay) return; + if (inputSubsystem == null) return; - protected string GenerateUUID() - { - string UUID = System.Guid.NewGuid().ToString(); - Debug.Log(UUID); - return UUID; - } - protected string GenerateUsername() - { - string Username = UnityEngine.Random.Range(0,10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString(); - Debug.Log(Username); - return Username; - } - public void CreateLobbyButton() - { - networkSubsystem.CrateLobby(50.7727264, 15.0719876); - if (testMode) + var diag = inputSubsystem.GpsDiagnostic; + var label = "GPS: " + diag; + + // Scale font size to screen so it's legible on phones (HDPI) and + // editor (lower DPI) alike. Phones tend to have ~400dpi; the + // editor game view runs at ~100dpi. + int fontSize = Mathf.Max(14, Screen.width / 50); + + var style = new GUIStyle(GUI.skin.label) { - StartCoroutine(ConnectTestClients()); + fontSize = fontSize, + fontStyle = FontStyle.Bold, + alignment = TextAnchor.MiddleLeft, + wordWrap = false, + normal = { textColor = Color.white } + }; + + // Width covers most of the screen so longer error strings don't get + // clipped. Height auto-fits the chosen font size. + float pad = fontSize * 0.5f; + float bannerH = fontSize * 2f; + var rect = new Rect(pad, pad, Screen.width - pad * 2, bannerH); + + // Translucent black background for legibility against the map. + var prevColor = GUI.color; + GUI.color = new Color(0f, 0f, 0f, 0.65f); + GUI.Box(rect, GUIContent.none); + GUI.color = prevColor; + + // Indent the label inside the box. + var textRect = new Rect(rect.x + pad, rect.y, rect.width - pad * 2, rect.height); + GUI.Label(textRect, label, style); + + // Second row: position-source picker (tap to cycle) + active client + // indicator (testMode only). Both are diagnostic; the source picker + // is the recovery path when one backend silently fails on a phone. + float row2Y = rect.y + bannerH + pad * 0.5f; + var btnStyle = new GUIStyle(GUI.skin.button) + { + fontSize = Mathf.Max(12, fontSize - 2), + fontStyle = FontStyle.Bold, + alignment = TextAnchor.MiddleCenter, + }; + + // Source button: shows current source name + invites tap. + string sourceLabel = "Source: " + inputSubsystem.CurrentSourceName + " [tap to cycle]"; + // Width sized to the text so the touch area matches the label. + Vector2 sourceSize = btnStyle.CalcSize(new GUIContent(sourceLabel)); + float sourceW = Mathf.Min(Screen.width - pad * 2, sourceSize.x + pad * 2); + var sourceRect = new Rect(pad, row2Y, sourceW, bannerH); + if (GUI.Button(sourceRect, sourceLabel, btnStyle)) + { + inputSubsystem.CycleNextPositionSource(); + } + + // Active-client indicator (only when we have test bots). + if (testMode && _testBots.Count > 0) + { + string slot = _activeClientSlot == 0 ? "Host" : ("Bot " + _activeClientSlot); + string indicator = $"WASD: {slot} (0..{_testBots.Count} to switch)"; + var indStyle = new GUIStyle(GUI.skin.label) + { + fontSize = Mathf.Max(12, fontSize - 2), + fontStyle = FontStyle.Bold, + alignment = TextAnchor.MiddleLeft, + normal = { textColor = new Color(0.9f, 1f, 0.4f) }, + }; + Vector2 indSize = indStyle.CalcSize(new GUIContent(indicator)); + var indRect = new Rect(sourceRect.xMax + pad, row2Y, indSize.x + pad * 2, bannerH); + GUI.color = new Color(0f, 0f, 0f, 0.65f); + GUI.Box(indRect, GUIContent.none); + GUI.color = prevColor; + GUI.Label(new Rect(indRect.x + pad, indRect.y, indRect.width, indRect.height), indicator, indStyle); } } - public void JoinLobbyButton() + + private void Update() { - TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent(); - if (joinCode.text != null && joinCode.text != "") + // Tick the SDK dispatcher so callbacks fire on main thread + gameClient?.Update(); + if (testMode) { - networkSubsystem.JoinLobby(joinCode.text); + for (int i = 0; i < _testBots.Count; i++) + _testBots[i].Client?.Update(); + HandleTestBotInput(); + } + + if (gameClient?.CurrentLobbyState != null) + { + uiSubsystem?.UpdateLobbyUI(); + taskSubsystem?.UpdateProximity(); + } + if (gameClient?.MyRole == PlayerRole.Impostor) + UpdateKillCooldown(); + + inputSubsystem?.positionCheck(); + + if (testMode) StepActiveTestBot(); + } + + /// + /// Number-key handling for slot switching. 0 = host, 1..N = test bot N. + /// Suppress host WASD when a non-host bot is active so the host capsule + /// doesn't drift while the user is moving a bot. Only fires when + /// testMode is on; release builds never see this path. + /// + private void HandleTestBotInput() + { + // 0 = host. 1..9 = bots (capped by Unity KeyCode.Alpha9). + if (Input.GetKeyDown(KeyCode.Alpha0)) _activeClientSlot = 0; + for (int i = 1; i <= 9 && i <= _testBots.Count; i++) + { + if (Input.GetKeyDown(KeyCode.Alpha0 + i)) _activeClientSlot = i; + } + + // Tell the host's input subsystem to ignore WASD when a bot is active. + if (inputSubsystem != null) + inputSubsystem.SuppressWasd = (_activeClientSlot != 0); + } + + /// + /// If the active slot is a bot, step its sim position from WASD axes + /// and send to the server. Idle bots get a periodic keep-alive so their + /// avatars don't time out. + /// + private void StepActiveTestBot() + { + if (_testBots.Count == 0) return; + var state = gameClient?.CurrentLobbyState; + if (state == null || state.MapData == null) return; + + // Lazy-init each bot's sim position to the lobby's map center on + // first lobby state. Until the bot has joined a lobby it can't + // send position updates. + for (int i = 0; i < _testBots.Count; i++) + { + var bot = _testBots[i]; + if (!bot.Joined) continue; + if (bot.SimPosition.Lat == 0 && bot.SimPosition.Lon == 0) + { + // Spawn each bot in a small ring around the map center so + // they don't all stack on top of each other on frame one. + double offsetLat = 0.00003 * Mathf.Cos(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count)); + double offsetLon = 0.00003 * Mathf.Sin(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count)); + bot.SimPosition = new GeoSus.Client.Position( + state.MapData.Center.Lat + offsetLat, + state.MapData.Center.Lon + offsetLon); + bot.Client.UpdatePosition(bot.SimPosition); + bot.LastSendTime = Time.time; + } + } + + // WASD only drives the active bot. + if (_activeClientSlot >= 1 && _activeClientSlot <= _testBots.Count) + { + var bot = _testBots[_activeClientSlot - 1]; + if (bot.Joined) + { + float dx = Input.GetAxis("Horizontal"); + float dy = Input.GetAxis("Vertical"); + const double speed = 0.00001; + bool moved = Mathf.Abs(dx) > 0.001f || Mathf.Abs(dy) > 0.001f; + if (moved) + { + bot.SimPosition = new GeoSus.Client.Position( + bot.SimPosition.Lat + dy * speed, + bot.SimPosition.Lon + dx * speed); + } + // Send on movement OR on keep-alive cadence so the server + // doesn't drop our presence. + bool dueKeepAlive = (Time.time - bot.LastSendTime) >= 1.0f; + if (moved || dueKeepAlive) + { + bot.Client.UpdatePosition(bot.SimPosition); + bot.LastSendTime = Time.time; + } + } } else { - Debug.Log("Join code is empty!"); + // No bot is active. All bots get keep-alive only. + for (int i = 0; i < _testBots.Count; i++) + { + var bot = _testBots[i]; + if (!bot.Joined) continue; + if ((Time.time - bot.LastSendTime) >= 1.0f) + { + bot.Client.UpdatePosition(bot.SimPosition); + bot.LastSendTime = Time.time; + } + } } } + + + void OnEnable() + { + SceneManager.sceneLoaded += OnSceneLoaded; + } + void OnDisable() + { + SceneManager.sceneLoaded -= OnSceneLoaded; + } + + /// + /// After Client.unity loads, re-bind all canvas/HUD references because + /// those GameObjects don't exist in the Art menu scenes. + /// + private void OnSceneLoaded(Scene scene, LoadSceneMode mode) + { + if (scene.name == "Client") + { + var roots = scene.GetRootGameObjects(); + + // Find a root or deep GameObject by name in the loaded scene + GameObject FindGO(string n) { + foreach (var go in roots) { + if (go.name == n) return go; + var found = go.transform.Find(n); + if (found != null) return found.gameObject; + } + return null; + } + Canvas FindCanvas(string n) { + var go = FindGO(n); + return go != null ? go.GetComponent() : null; + } + + // ── Build HUD BEFORE BindClientScene so FindTMP/Find can locate new elements ── + var inGameGO = FindGO("InGame"); + if (inGameGO != null) + { + var builder = inGameGO.GetComponent() + ?? inGameGO.AddComponent(); + builder.BuildNow(); + } + + // ── Wire canvases (after HUD is built) ── + // Apply our standard CanvasScaler (1080x1920 reference, match=0.5) + // to every canvas in the scene before binding so layouts scale + // identically across phones and tablets without per-device tweaks. + var cJoin = FindCanvas(CanvasNameJoinCreate); + var cLobby = FindCanvas(CanvasNameInLobby); + var cLoad = FindCanvas(CanvasNameLoading); + var cGame = FindCanvas(CanvasNameGame); + InGameHUDBuilder.ConfigureCanvasScaler(cJoin); + InGameHUDBuilder.ConfigureCanvasScaler(cLobby); + InGameHUDBuilder.ConfigureCanvasScaler(cLoad); + InGameHUDBuilder.ConfigureCanvasScaler(cGame); + uiSubsystem?.BindClientScene(cJoin, cLobby, cLoad, cGame); + + // ── Wire map center point and player capsule ── + var mapCenter = FindGO("MapCenterPoint"); + var player = FindGO("Capsule"); + mapSubsystem?.SetMapCenterPoint(mapCenter); + inputSubsystem?.SetPlayerObject(player); + + // ── Attach camera controller to Main Camera ── + var mainCamGO = FindGO("Main Camera"); + if (mainCamGO != null) + { + var camCtrl = mainCamGO.GetComponent() + ?? mainCamGO.AddComponent(); + camCtrl.SetTarget(player); + } + + // If MapDataReady arrived before Client scene finished loading, + // this will build the map now that scene references are valid. + networkSubsystem?.OnClientSceneReady(); + } + else if (scene.name == "create" || scene.name == "join loading") + { + // Lobby scene just loaded — ensure LobbyDisplayUI refreshes once + // its Start() has run and registered itself (happens before Update). + uiSubsystem?.NotifyLobbyChanged(); + } + } + + private float _killCooldownSeconds = 0f; + private const float KillCooldownDuration = 20f; + + private void UpdateKillCooldown() + { + if (_killCooldownSeconds > 0) + { + _killCooldownSeconds -= Time.deltaTime; + // Mirror into GameState so UI reads from the single source of truth + if (networkSubsystem?.State != null) + networkSubsystem.State.KillCooldownRemaining = _killCooldownSeconds; + uiSubsystem?.SetKillCooldownText($"Kill: {Mathf.CeilToInt(_killCooldownSeconds)}s"); + } + else + { + _killCooldownSeconds = 0f; + if (networkSubsystem?.State != null) + networkSubsystem.State.KillCooldownRemaining = 0; + uiSubsystem?.SetKillCooldownText(""); + } + } + + /// + /// Called by the ActionButton. Routes to kill / report / emergency / use-task + /// depending on current proximity state. + /// + public void PerformAction() + { + if (uiSubsystem == null || uiSubsystem.IsPlayerDead) return; + + bool isImpostor = gameClient?.MyRole == PlayerRole.Impostor; + + // P13b: pull per-lobby distances from the server-snapshotted settings + // instead of hardcoding 5m for every check. ?? fallback keeps the + // pre-P13b behavior on old server builds that don't ship settings. + var settings = networkSubsystem?.State?.Settings; + double reportDist = settings?.ReportDistanceM ?? 5.0; + double emergencyDist = settings?.EmergencyMeetingCallRadiusM ?? 5.0; + double killDist = settings?.KillDistanceM ?? 5.0; + + // 1. Nearby task → USE + var nearbyTask = taskSubsystem?.NearbyTask; + if (nearbyTask != null && !isImpostor) + { + taskSubsystem.TriggerNearbyTask(); + return; + } + + // 2. Nearby body → REPORT + if (!uiSubsystem.IsCommsBlackout) + { + var nearbyBody = gameClient?.FindNearbyBody(reportDist); + if (nearbyBody != null) + { + gameClient.ReportBody(nearbyBody.BodyId); + return; + } + + // 3. Near map centre → EMERGENCY + if (gameClient?.CurrentLobbyState?.MapData != null) + { + double distToCenter = gameClient.MyPosition.DistanceTo(gameClient.CurrentLobbyState.MapData.Center); + if (distToCenter <= emergencyDist) + { + gameClient.CallEmergencyMeeting(); + return; + } + } + } + + // 4. Impostor kill + if (isImpostor && _killCooldownSeconds <= 0) + { + var targetUuid = gameClient?.FindNearbyPlayer(killDist); + if (!string.IsNullOrEmpty(targetUuid)) + { + gameClient.Kill(targetUuid); + _killCooldownSeconds = KillCooldownDuration; + } + } + } + + /// Called by Impostor sabotage buttons. + public void StartSabotage(int typeIndex) + { + gameClient?.Send(new GeoSus.Client.StartSabotage { SabotageType = (SabotageType)typeIndex }); + } + + /// Called by the meeting vote buttons. Pass null to skip. + public void CastVote(string targetUuid) + { + gameClient?.Vote(targetUuid); + } + + protected string GenerateUUID() + { + return System.Guid.NewGuid().ToString(); + } + protected string GenerateUsername() + { + return "Player" + UnityEngine.Random.Range(1000, 9999).ToString(); + } + + /// + /// Pull the nickname input field's current text into displayName + + /// gameClient.DisplayName + PlayerPrefs before sending a network + /// action. Defensive against any TMP_InputField / soft-keyboard race + /// where the user types and immediately taps a button: onValueChanged + /// normally fires before the click handler in the same frame, but + /// some Android keyboards batch text events oddly. Call this at the + /// top of any Create/Join/Rename flow. No-op if the input field + /// doesn't exist in the current scene. + /// + private void CommitNicknameFromInput() + { + var nameGO = GameObject.Find("name"); + if (nameGO == null) return; + var field = nameGO.GetComponent(); + if (field == null) return; + // Force the InputField to flush any pending soft-keyboard text. + // ForceLabelUpdate() is harmless if there's nothing pending. + field.ForceLabelUpdate(); + string typed = (field.text ?? "").Trim(); + if (string.IsNullOrEmpty(typed)) return; + if (typed == displayName) return; // already in sync, skip the writes + displayName = typed; + if (gameClient != null) gameClient.DisplayName = typed; + PlayerPrefs.SetString("PlayerName", typed); + PlayerPrefs.Save(); + } + + // Called by HostLobbyUI + public void CreateLobbyButton() + { + CommitNicknameFromInput(); + // Refuse to create a lobby without a real GPS fix. The previous + // behavior of silently using a hardcoded Czechia fallback meant the + // game always started at the same place no matter where the host was, + // and the player capsule would spawn miles away in coordinate space + // because they're at their real GPS while the map was built around + // the fallback. Both bugs share this single gate. + if (inputSubsystem?.LastKnownPosition == null) + { + // testMode bypasses the GPS gate entirely so debug runs still work. + if (!testMode) + { + // Surface the actual GPS state in both logs and the toast + // instead of the generic "Waiting for GPS fix..." that hides + // permission/timeout/device-disabled distinctions. + string diag = inputSubsystem?.GpsDiagnostic ?? "no input subsystem"; + Debug.LogWarning("[GameManager] CreateLobby blocked. " + diag); + uiSubsystem?.ShowToast("Cannot create lobby. " + diag); + inputSubsystem?.EnsureGPSStarted(); + return; + } + } + + var pos = inputSubsystem?.LastKnownPosition; + double lat = pos?.Lat ?? 0; + double lon = pos?.Lon ?? 0; + networkSubsystem.CreateLobby(lat, lon, pendingRadius, pendingImpostorCount, pendingTaskCount, pendingSettings); + if (testMode) StartCoroutine(ConnectTestClients()); + } + + // Called by JoinLobbyUI with the code from the input field + public void JoinLobbyButton(string code) + { + CommitNicknameFromInput(); + if (!string.IsNullOrEmpty(code)) + networkSubsystem.JoinLobby(code); + else + Debug.LogWarning("Join code is empty!"); + } + public void LeaveLobbyButton() { networkSubsystem.LeaveLobby(); } + public void StartGameButton() { networkSubsystem.StartGame(); } + void OnApplicationQuit() { - gameClient.Disconnect(); - _secondClient?.Disconnect(); - _thirdClient?.Disconnect(); + gameClient?.Disconnect(); + for (int i = 0; i < _testBots.Count; i++) + _testBots[i].Client?.Disconnect(); } + IEnumerator ConnectTestClients() { - yield return new WaitForSeconds(2f); - _secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode); - _thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode); + if (_testBots.Count == 0) yield break; + + // Wait until host lobby code exists + float wait = 0f; + while ((gameClient?.CurrentLobbyState == null || string.IsNullOrEmpty(gameClient.CurrentLobbyState.JoinCode)) && wait < 20f) + { + wait += 0.25f; + yield return new WaitForSeconds(0.25f); + } + + var joinCode = gameClient?.CurrentLobbyState?.JoinCode; + if (string.IsNullOrEmpty(joinCode)) + { + Debug.LogWarning("[TestMode] Could not join test bots: join code not available."); + yield break; + } + + // Wait until every bot's client has finished its TCP handshake. + // IsReady flips once ClientHello + ClientHelloAck round-trip. + wait = 0f; + bool allReady; + do + { + allReady = true; + for (int i = 0; i < _testBots.Count; i++) + { + if (_testBots[i].Client == null || !_testBots[i].Client.IsReady) + { + allReady = false; + break; + } + } + if (!allReady) + { + wait += 0.25f; + yield return new WaitForSeconds(0.25f); + } + } while (!allReady && wait < 20f); + + if (!allReady) + { + Debug.LogWarning("[TestMode] Some test bots not ready, joining the ready ones only."); + } + + for (int i = 0; i < _testBots.Count; i++) + { + var bot = _testBots[i]; + if (bot.Client != null && bot.Client.IsReady) + { + bot.Network?.JoinLobby(joinCode); + bot.Joined = true; + } + } + Debug.Log($"[TestMode] {_testBots.Count} bot(s) joined lobby with code {joinCode}."); } } diff --git a/Assets/GameManager/GameManager_Map.cs b/Assets/GameManager/GameManager_Map.cs index 229c992..c9c1acc 100644 --- a/Assets/GameManager/GameManager_Map.cs +++ b/Assets/GameManager/GameManager_Map.cs @@ -3,7 +3,7 @@ using System; using System.Collections; using System.Collections.Generic; using System.Globalization; -using UnityEditor; +using TMPro; using UnityEngine; using UnityEngine.UI; @@ -12,8 +12,8 @@ namespace Subsystems{ [System.Serializable] public class BuildingSettings { - public Material ResidentalBuildingsMat; - public float ResidentalBuildingHeight; + public Material ResidentialBuildingsMat; + public float ResidentialBuildingHeight; public Material CommercialBuildingsMat; public float CommercialBuildingHeight; public Material IndustrialBuildingsMat; @@ -64,7 +64,44 @@ namespace Subsystems{ private BuildingSettings _buildingSettings; private PathwaySettings _pathwaySettings; private AreaSettings _areaSettings; - private const float _metersPerUnit = 1f; + private const float _metersPerUnit = 1f; + + // ── Layer Y separation (single source of truth for vertical stacking) ─── + // Areas at the bottom, paths above areas, buildings extruded upward from + // their own base, POIs floating well above everything else. Z-fighting + // happens when adjacent geometry shares a Y; these constants keep each + // logical layer at a distinct elevation. + private const float kAreaBaseY = 0.10f; + private const float kPathY = 0.30f; + private const float kBuildingBaseY = 0.50f; + private const float kPoiY = 2.00f; + + // Render-queue forcing was tried in P3 to disambiguate same-Y geometry + // but turned out to be the cause of the "blank map in mobile game view, + // fine in scene view" regression: forcing transparent-class shaders + // (default queue 3000+) into the Geometry range (2000-2150) breaks + // their depth-write/blend assumptions on mobile shader paths. The + // editor's scene view masks it because it uses different render paths + // and post-process is off there. Queue forcing removed in P8; + // disambiguation is now via Y-layering + per-area Y-stagger alone, + // which the depth buffer resolves correctly even on weak mobile GPUs. + + // ── Marker sizing (top-down camera, units = meters) ───────────────── + // The camera's orthographic size pushes "1 meter" to a small fraction + // of the screen. Markers need to be visibly larger than buildings' + // footprints for instant recognition. + private const float kMarkerHeight = 8f; // pillar height + private const float kMarkerRadius = 3f; // pillar radius (cylinder X/Z) + private const float kMarkerY = 4f; // base Y so pillar centers ~mid-height + private const float kLabelY = 9f; // text label sits above pillar top + private const float kLabelFontSize = 14f; // 3D text size in world units + + // Runtime marker collections + private Dictionary _taskMarkers = new Dictionary(); + private Dictionary _bodyMarkers = new Dictionary(); + private Dictionary _playerAvatars = new Dictionary(); + private List _sabotageMarkers = new List(); + public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings) { _gameClient = gameClient; @@ -73,8 +110,25 @@ namespace Subsystems{ _pathwaySettings = pathwaySettings; _areaSettings = areaSettings; } + + public bool IsSceneReady => _mapCenterPoint != null; + + /// Called from OnSceneLoaded when Client.unity is loaded so the + /// MapCenterPoint (which lives in Client.unity) can be wired at runtime. + public void SetMapCenterPoint(GameObject go) { _mapCenterPoint = go; } public void BuildMap() { + if (_mapCenterPoint == null) + { + Debug.LogWarning("[Map] BuildMap skipped: MapCenterPoint is not yet bound."); + return; + } + if (_gameClient?.CurrentLobbyState?.MapData == null) + { + Debug.LogWarning("[Map] BuildMap skipped: no MapData in CurrentLobbyState."); + return; + } + ClearChildren(); _centerPosition = _gameClient.CurrentLobbyState.MapData.Center; GameObject buildingsRoot = new GameObject("Buildings"); @@ -108,7 +162,133 @@ namespace Subsystems{ GameObject a = BuildAreaMesh(area); a.transform.parent = areaRoot.transform; } - //TODO: POIs + + GameObject poiRoot = new GameObject("POIs"); + poiRoot.transform.parent = _mapCenterPoint.transform; + int poiCount = 0; + foreach (var poi in _gameClient.CurrentLobbyState.MapData.GetPOIs()) + { + GameObject p = BuildPOIMarker(poi); + if (p != null) { p.transform.parent = poiRoot.transform; poiCount++; } + } + + // Diagnostic - if the user reports "map missing in game view" but + // the counts here are non-zero, the bug is camera/culling related, + // not a build issue. + int buildings = _gameClient.CurrentLobbyState.MapData.GetBuildings()?.Count ?? 0; + int paths = _gameClient.CurrentLobbyState.MapData.GetPathways()?.Count ?? 0; + int areas = _gameClient.CurrentLobbyState.MapData.GetAreas()?.Count ?? 0; + Debug.Log($"[Map] BuildMap done: {buildings} buildings, {paths} paths, " + + $"{areas} areas, {poiCount} POIs. MapCenterPoint={_mapCenterPoint.name} " + + $"layer={_mapCenterPoint.layer} pos={_mapCenterPoint.transform.position} " + + $"scale={_mapCenterPoint.transform.localScale}"); + } + + /// + /// Build a tall, brightly-colored pillar for a Point of Interest with + /// a 3D text label above it (e.g. "FOOD", "SHOP"). The label is laid + /// flat on the XZ plane facing UP so it reads correctly under the + /// orthogonal top-down camera. + /// + private GameObject BuildPOIMarker(MapPOI poi) + { + if (poi == null) return null; + var color = ColorForPOI(poi.POIType); + string label = LabelForPOI(poi.POIType); + var pos = poi.Location.ToLocalVector3(_centerPosition); + return CreateMarkerWithLabel($"POI_{poi.POIType}_{poi.Id}", pos, color, label); + } + + /// + /// Shared marker builder: tall colored cylinder pillar + 3D text label + /// above it. Used by POIs, tasks, bodies, and sabotage stations so + /// they all share a visual language ("colored pillar with a name"). + /// + private GameObject CreateMarkerWithLabel(string name, Vector3 worldPos, Color color, string label) + { + var go = GameObject.CreatePrimitive(PrimitiveType.Cylinder); + go.name = name; + + // Strip the auto-added collider - markers are visual only. + var col = go.GetComponent(); + if (col != null) UnityEngine.Object.Destroy(col); + + go.transform.position = worldPos + Vector3.up * kMarkerY; + // Cylinder's default unit is 2 tall, 1 wide. Scale Y by half of + // kMarkerHeight (built-in is 2 units), X/Z by kMarkerRadius. + go.transform.localScale = new Vector3(kMarkerRadius, kMarkerHeight * 0.5f, kMarkerRadius); + + var mr = go.GetComponent(); + if (mr != null) + { + // One .material access -> single clone of the primitive's + // default mat. Don't touch renderQueue (P3 regression cause). + var inst = mr.material; + if (inst != null) inst.color = color; + } + + // 3D text label - lays flat on top of the pillar facing up. + // Parented to the marker so it follows position changes. + var labelGO = new GameObject("Label"); + labelGO.transform.SetParent(go.transform, worldPositionStays: false); + // Local Y offset: pillar's local scale Y is kMarkerHeight/2, but + // the cylinder primitive is 2 units tall in local space, so its + // top is at local +1. Label sits a hair above that. + labelGO.transform.localPosition = new Vector3(0, 1.05f, 0); + // Rotate 90 around X so the text quad's normal points +Y (toward + // the top-down camera). The default TMP forward is +Z. + labelGO.transform.localRotation = Quaternion.Euler(90f, 0f, 0f); + // Compensate for the cylinder's non-uniform parent scale so the + // text size in world units matches kLabelFontSize regardless of + // how the pillar was scaled. + labelGO.transform.localScale = new Vector3( + 1f / kMarkerRadius, + 1f / (kMarkerHeight * 0.5f), + 1f / kMarkerRadius); + + var tmp = labelGO.AddComponent(); + tmp.text = label; + tmp.fontSize = kLabelFontSize; + tmp.color = Color.white; + tmp.fontStyle = FontStyles.Bold; + tmp.alignment = TextAlignmentOptions.Center; + tmp.outlineColor = Color.black; + tmp.outlineWidth = 0.25f; + // Reasonable bounds so the text mesh isn't auto-clipped. + var rt = tmp.rectTransform; + rt.sizeDelta = new Vector2(20, 4); + + return go; + } + + private static Color ColorForPOI(MapPOIType type) + { + switch (type) + { + case MapPOIType.FoodDrink: return new Color(1.00f, 0.55f, 0.00f); // orange + case MapPOIType.Shop: return new Color(0.20f, 0.60f, 1.00f); // blue + case MapPOIType.Health: return new Color(0.96f, 0.27f, 0.27f); // red + case MapPOIType.Transport: return new Color(0.85f, 0.85f, 0.20f); // yellow + case MapPOIType.Culture: return new Color(0.65f, 0.30f, 0.95f); // purple + case MapPOIType.Landmark: return new Color(0.95f, 0.85f, 0.40f); // gold + case MapPOIType.Recreation: return new Color(0.30f, 0.85f, 0.30f); // green + default: return new Color(0.75f, 0.75f, 0.80f); // muted grey + } + } + + private static string LabelForPOI(MapPOIType type) + { + switch (type) + { + case MapPOIType.FoodDrink: return "FOOD"; + case MapPOIType.Shop: return "SHOP"; + case MapPOIType.Health: return "HEALTH"; + case MapPOIType.Transport: return "TRANSIT"; + case MapPOIType.Culture: return "CULTURE"; + case MapPOIType.Landmark: return "LANDMARK"; + case MapPOIType.Recreation: return "PARK"; + default: return "POI"; + } } void ClearChildren() { @@ -125,9 +305,12 @@ namespace Subsystems{ { var building = new GameObject($"Building_{b.Name ?? "Unknown"}"); - // Výpočet středu budovy + // Výpočet středu budovy. Lift the base above kPathY so building + // walls visibly extrude *upward* from above the road/area layer + // instead of starting at ground (which made them clip into paved + // areas that share their footprint). Vector3 center = CalculatePolygonCenter(b.Outline); - building.transform.position = center; + building.transform.position = center + Vector3.up * kBuildingBaseY; // Vytvoření mesh pro budovu MeshFilter meshFilter = building.AddComponent(); @@ -138,8 +321,8 @@ namespace Subsystems{ switch (b.BuildingType.ToLower()) { case "residential": - mat = _buildingSettings.ResidentalBuildingsMat; - height = _buildingSettings.ResidentalBuildingHeight; + mat = _buildingSettings.ResidentialBuildingsMat; + height = _buildingSettings.ResidentialBuildingHeight; break; case "commercial": mat = _buildingSettings.CommercialBuildingsMat; @@ -158,8 +341,12 @@ namespace Subsystems{ meshFilter.mesh = mesh; //TODO: material by type - // Použijeme barvu podle typu budovy - meshRenderer.material = mat; + // Použijeme barvu podle typu budovy. Use sharedMaterial to keep + // the project's Material asset reference - no clone, no leak. + // Y-position alone disambiguates building geometry from area/path + // layers; we don't need renderQueue overrides (which broke mobile + // rendering for transparent-class shaders in P3). + meshRenderer.sharedMaterial = mat; // Přidání collideru pro interakci building.AddComponent(); @@ -218,15 +405,19 @@ namespace Subsystems{ break; } - line.material = mat; + // sharedMaterial avoids the LineRenderer cloning the project's + // shared path Material on every BuildMap call. Queue overrides + // dropped (P3 mobile-render regression cause). + line.sharedMaterial = mat; line.widthMultiplier = width; - // Nastavení bodů cesty + // Nastavení bodů cesty - kPathY sits above all area polygons but + // below building bases, so paths visibly run on top of areas. line.positionCount = w.Points.Count; for (int i = 0; i < w.Points.Count; i++) { Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center); - pos.y = 0.1f; // Mírně nad zemí + pos.y = kPathY; line.SetPosition(i, pos); } return path; @@ -269,13 +460,58 @@ namespace Subsystems{ break; } - meshRenderer.material = mat; + // sharedMaterial: no per-area material clone. Render-queue forcing + // dropped in P8 (caused mobile-render regression). The Y-stagger + // below alone now drives "smaller polygon on top of larger one" + // depth ordering - which is what the depth buffer was always + // designed to do, and works on mobile GPUs with weak precision + // because the stagger spread (0.04 units) is well above any + // reasonable depth-buffer epsilon. + meshRenderer.sharedMaterial = mat; - area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí + // Y stagger: smaller polygons sit a hair higher than larger ones, + // so depth-test draws them on top of bigger area polygons they sit + // inside (e.g. a playground inside a park). Total spread is 0.04 + // units - visually invisible but plenty for the depth buffer. + float yStagger = ComputeAreaYStagger(a.Outline); + area.transform.position = new Vector3(0, kAreaBaseY + yStagger, 0); return area; } - //TODO: POIs + + /// + /// Returns a non-negative size proxy used to bucket areas by footprint. + /// Larger polygons return higher numbers; used inversely for queue/Y. + /// + private float AreaSizeBucket(List outline) + { + if (outline == null || outline.Count < 3) return 1f; + // Cheap bbox area in lat-lon space scaled by 1e6 - we only need a + // monotonic ordering, not a real geographic area. + double minLat = outline[0].Lat, maxLat = outline[0].Lat; + double minLon = outline[0].Lon, maxLon = outline[0].Lon; + for (int i = 1; i < outline.Count; i++) + { + if (outline[i].Lat < minLat) minLat = outline[i].Lat; + if (outline[i].Lat > maxLat) maxLat = outline[i].Lat; + if (outline[i].Lon < minLon) minLon = outline[i].Lon; + if (outline[i].Lon > maxLon) maxLon = outline[i].Lon; + } + double bbox = (maxLat - minLat) * (maxLon - minLon) * 1e6; + return (float)System.Math.Max(0.001, bbox); + } + + /// + /// Smaller areas get a higher Y so they render on top of any larger + /// area they overlap. Returns a value in [0, 0.04] units. + /// + private float ComputeAreaYStagger(List outline) + { + float bucket = AreaSizeBucket(outline); + // Inverse mapping: huge area -> 0, tiny area -> 0.04. + float t = Mathf.Clamp01(1f - bucket / (bucket + 50f)); + return t * 0.04f; + } #endregion #region Polygon Utils private Vector3 CalculatePolygonCenter(List points) @@ -287,19 +523,52 @@ namespace Subsystems{ } return center / points.Count; } + + /// + /// Signed XZ shoelace area for a polygon expressed in local Vector3. + /// Positive = CCW (Unity left-handed Y-up: upward-facing normal), + /// negative = CW (downward-facing normal -> top face invisible from + /// above unless we reverse the winding before triangulating). + /// + private static float PolygonSignedAreaXZ(List verts) + { + float area = 0f; + int n = verts.Count; + for (int i = 0; i < n; i++) + { + var a = verts[i]; + var b = verts[(i + 1) % n]; + area += (b.x - a.x) * (a.z + b.z); + } + return area * 0.5f; + } private Mesh CreateExtrudedPolygonMesh(List outline, float height) { Mesh mesh = new Mesh(); + // Reject degenerates - Recast/Overpass can hand back 1-2 vertex + // outlines on broken ways. Empty mesh -> renderer draws nothing, + // safer than a malformed triangle list. + if (outline == null || outline.Count < 3) return mesh; + + // Convert to local space first so we can run a winding check, then + // reverse if needed. Without this, CW outlines from Overpass yield + // downward-facing top normals and the building roof is invisible + // from the top-down map camera. int vertexCount = outline.Count; + var localVerts = new List(vertexCount); + Vector3 center = CalculatePolygonCenter(outline); + for (int i = 0; i < vertexCount; i++) + localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center); + + if (PolygonSignedAreaXZ(localVerts) < 0f) + localVerts.Reverse(); // Vertices - spodní a horní podstava Vector3[] vertices = new Vector3[vertexCount * 2]; - Vector3 center = CalculatePolygonCenter(outline); - for (int i = 0; i < vertexCount; i++) { - Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center; + Vector3 pos = localVerts[i]; vertices[i] = pos; // Spodní vertices[i + vertexCount] = pos + Vector3.up * height; // Horní } @@ -343,25 +612,30 @@ namespace Subsystems{ { Mesh mesh = new Mesh(); - int vertexCount = outline.Count; - Vector3[] vertices = new Vector3[vertexCount]; - Vector3 center = CalculatePolygonCenter(outline); + // Reject degenerates (matches CreateExtrudedPolygonMesh). + if (outline == null || outline.Count < 3) return mesh; + int vertexCount = outline.Count; + var localVerts = new List(vertexCount); + Vector3 center = CalculatePolygonCenter(outline); for (int i = 0; i < vertexCount; i++) - { - vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center; - } + localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center); + + // Force CCW so RecalculateNormals produces an upward-facing normal. + // CW polygons from Overpass would otherwise render as black voids + // when the top-down camera looks at their back face. + if (PolygonSignedAreaXZ(localVerts) < 0f) + localVerts.Reverse(); + + Vector3[] vertices = localVerts.ToArray(); // Triangulace - fan pattern List triangles = new List(); - if (vertexCount >= 3) + for (int i = 1; i < vertexCount - 1; i++) { - for (int i = 1; i < vertexCount - 1; i++) - { - triangles.Add(0); - triangles.Add(i); - triangles.Add(i + 1); - } + triangles.Add(0); + triangles.Add(i); + triangles.Add(i + 1); } mesh.vertices = vertices; @@ -371,5 +645,164 @@ namespace Subsystems{ return mesh; } #endregion + #region Markers + + public void CreateTaskMarkers(List tasks) + { + if (_mapCenterPoint == null) return; + if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) + { + var md = _gameClient?.CurrentLobbyState?.MapData; + if (md != null) _centerPosition = md.Center; + } + if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return; + var taskColor = new Color(0.20f, 0.95f, 0.55f); // bright green - "GO HERE" + foreach (var task in tasks) + { + if (_taskMarkers.ContainsKey(task.TaskId)) continue; + var pos = task.Location.ToLocalVector3(_centerPosition); + var go = CreateMarkerWithLabel($"Task_{task.TaskId}", pos, taskColor, "TASK"); + go.transform.parent = _mapCenterPoint.transform; + + // Pulsing point light so the task literally glows on the map. + var light = go.AddComponent(); + light.color = taskColor; + light.intensity = 3f; + light.range = 25f; + _taskMarkers[task.TaskId] = go; + } + } + + public void RemoveTaskMarker(string taskId) + { + if (_taskMarkers.TryGetValue(taskId, out var go)) + { + UnityEngine.Object.Destroy(go); + _taskMarkers.Remove(taskId); + } + } + + public void CreateBodyMarker(string bodyId, Position location) + { + if (_mapCenterPoint == null) return; + if (_bodyMarkers.ContainsKey(bodyId)) return; + var pos = location.ToLocalVector3(_centerPosition); + // Bright red pillar with "BODY" label - players need to see this + // from across the map to call it in. + var go = CreateMarkerWithLabel($"Body_{bodyId}", pos, + new Color(0.96f, 0.18f, 0.18f), "BODY"); + go.transform.parent = _mapCenterPoint?.transform; + _bodyMarkers[bodyId] = go; + } + + public void ClearBodyMarkers() + { + foreach (var go in _bodyMarkers.Values) + if (go) UnityEngine.Object.Destroy(go); + _bodyMarkers.Clear(); + } + + // ── Player avatar sizing ──────────────────────────────────────────── + // The default Unity capsule primitive is 2m tall in local space. The + // map camera defaults to 150m orthographic-ish height (see + // MapCameraController), so anything smaller than ~3m world-size is a + // pixel on screen. Original code used scale=0.4 (~0.8m capsule) which + // was invisible. Markers (POIs/tasks/bodies) are 8m pillars; players + // need to be visibly distinct from those AND from each other. The + // local player gets a halo light + larger scale so the user can find + // themselves on the map at a glance. + private const float kLocalPlayerScale = 4f; // ~8m capsule (matches marker height) + private const float kRemotePlayerScale = 2f; // ~4m capsule (smaller than markers) + private const float kLocalPlayerHaloRange = 18f; + private const float kLocalPlayerHaloIntensity = 2.5f; + + public void UpdatePlayerAvatars(Dictionary positions, string myUuid) + { + if (_mapCenterPoint == null) return; + if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) + { + var md = _gameClient?.CurrentLobbyState?.MapData; + if (md != null) _centerPosition = md.Center; + } + if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return; + foreach (var kvp in positions) + { + string uuid = kvp.Key; + var info = kvp.Value; + bool isLocal = uuid == myUuid; + if (!_playerAvatars.TryGetValue(uuid, out var go) || go == null) + { + go = GameObject.CreatePrimitive(PrimitiveType.Capsule); + go.name = $"Player_{uuid.Substring(0, Mathf.Min(8, uuid.Length))}"; + go.transform.parent = _mapCenterPoint?.transform; + // Strip the auto-collider - avatars are visual only and the + // collider would interact with the map's MeshColliders. + var col = go.GetComponent(); + if (col != null) UnityEngine.Object.Destroy(col); + + float scale = isLocal ? kLocalPlayerScale : kRemotePlayerScale; + go.transform.localScale = Vector3.one * scale; + + if (isLocal) + { + // Halo light around the local player so the user can + // find themselves at a glance even at the widest zoom. + // Range/intensity tuned so it reads as "this is me" + // without bleeding far enough to drown POI markers. + var halo = go.AddComponent(); + halo.color = new Color(0.30f, 1.00f, 0.55f); // matches green capsule color + halo.intensity = kLocalPlayerHaloIntensity; + halo.range = kLocalPlayerHaloRange; + } + + _playerAvatars[uuid] = go; + } + + // Lift the avatar so the bottom of the capsule sits roughly at + // ground level despite the larger scale. Capsule's local pivot + // is at center, height = 2 * localScale.y world units, so we + // raise by half the local height. + float halfHeight = (isLocal ? kLocalPlayerScale : kRemotePlayerScale); + go.transform.position = info.Position.ToLocalVector3(_centerPosition) + + Vector3.up * halfHeight; + + var mr = go.GetComponent(); + if (mr) + { + if (isLocal) mr.material.color = new Color(0.30f, 1.00f, 0.55f); + else if (info.State == GeoSus.Client.PlayerState.Dead) mr.material.color = Color.grey; + else mr.material.color = Color.white; + } + } + } + + public void CreateSabotageMarkers(List stations) + { + var color = new Color(1.0f, 0.55f, 0.0f); // strong orange = repair urgency + foreach (var station in stations) + { + var pos = station.Location.ToLocalVector3(_centerPosition); + var go = CreateMarkerWithLabel($"Sabotage_{station.StationId}", pos, + color, "REPAIR"); + go.transform.parent = _mapCenterPoint?.transform; + + // Repair stations also pulse light so impostors and crew see + // the urgency from across the map. + var light = go.AddComponent(); + light.color = color; + light.intensity = 4f; + light.range = 30f; + _sabotageMarkers.Add(go); + } + } + + public void ClearSabotageMarkers() + { + foreach (var go in _sabotageMarkers) + if (go) UnityEngine.Object.Destroy(go); + _sabotageMarkers.Clear(); + } + + #endregion } } diff --git a/Assets/GameManager/GameManager_Network.cs b/Assets/GameManager/GameManager_Network.cs index 8b12e3f..53bedac 100644 --- a/Assets/GameManager/GameManager_Network.cs +++ b/Assets/GameManager/GameManager_Network.cs @@ -5,6 +5,7 @@ using UnityEngine; using System.Collections.Generic; using Subsystems; using System.Linq; +using UnityEngine.SceneManagement; namespace Subsystems { @@ -13,9 +14,34 @@ namespace Subsystems private const string _serverAddress = "geosus.honzuvkod.dev"; private const int _serverPort = 7777; private GameClient _gameClient; - private GameManager_Map _mapSubsystem; - public async void OpenConection() + private GameManager _manager; + private bool _pendingMapBuild; + + /// + /// Authoritative game state; written here, read by GameManager_UI. + /// + public GameState State { get; } = new GameState(); + + public GameManager_Network(GameClient gameClient, GameManager manager) { + _gameClient = gameClient; + _manager = manager; + RegisterEventHandlers(); + } + + public async void OpenConnection() + { + // Snapshot the lobby we believed we were in BEFORE the new connect + // attempt. If the client SDK preserved it across a transient drop + // (P9 fix), this is non-null and we'll send a Reconnect message + // post-handshake to re-associate with the lobby on the server side. + // Without it, the next CastVote / TaskComplete / etc. would arrive + // on a fresh connection the server doesn't recognize and bounce + // with NOT_IN_LOBBY. + var rejoinLobbyId = _gameClient.LobbyId; + + int retries = 0; + int delayMs = 5000; while (true) { Task state = _gameClient.ConnectAsync(_serverAddress, _serverPort); @@ -23,139 +49,544 @@ namespace Subsystems if (state.Result) { Debug.Log("Connected to server."); + + // Re-attach to the prior lobby if we had one. Server-side + // HandleReconnectAsync will replay missed events and ack + // with a ReconnectResponse carrying the snapshot. + if (!string.IsNullOrEmpty(rejoinLobbyId)) + { + Debug.Log($"Re-associating with lobby {rejoinLobbyId} after reconnect."); + _gameClient.Reconnect(rejoinLobbyId); + } break; } - else + retries++; + if (retries >= 10) { - Debug.Log("Failed to connect to server"); + Debug.LogError("Failed to connect after 10 attempts. Giving up."); + break; } - await Task.Delay(5000); + Debug.Log($"Failed to connect (attempt {retries}). Retrying in {delayMs / 1000}s..."); + await Task.Delay(delayMs); + delayMs = Mathf.Min(delayMs * 2, 30000); } } - public GameManager_Network(GameClient gameClient) - { - _gameClient = gameClient; - RegisterEventHandlers(); - } + public void RegisterEventHandlers() { - _gameClient.OnConnected += OnConnected; + _gameClient.OnConnected += OnConnected; _gameClient.OnDisconnected += OnDisconnected; - _gameClient.OnError += OnError; - _gameClient.OnMessage += OnMessage; - _gameClient.OnGameEvent += OnGameEvent; + _gameClient.OnError += OnError; + _gameClient.OnMessage += OnMessage; + _gameClient.OnGameEvent += OnGameEvent; } + private void OnConnected() { Debug.Log("Successfully connected to the server."); + // Tear the reconnect overlay down once the socket is healthy. + // No-op if it wasn't shown. + _manager?.uiSubsystem?.HideReconnecting(); } + + private void OnError(string e) => Debug.LogError($"Network error: {e}"); + private void OnDisconnected(string reason) { - Debug.Log($"Host disconnected due to {reason}"); + Debug.Log($"Disconnected: {reason}"); + // Show the reconnect overlay only if the user is mid-game; we + // don't want it flashing during a clean shutdown ("Disposed") or + // before a real game has started. + if (reason != "Disposed" && State.Phase != GamePhase.Lobby) + _manager?.uiSubsystem?.ShowReconnecting(); + + if (reason != "Disposed" && _manager != null) + _manager.StartCoroutine(ReconnectAfterDelay(3f)); } - private void OnError(string error) + + private IEnumerator ReconnectAfterDelay(float seconds) { - Debug.LogError($"Network error: {error}"); + yield return new UnityEngine.WaitForSeconds(seconds); + Debug.Log("Attempting to reconnect..."); + OpenConnection(); } + private void OnMessage(Message message) { switch (message.Type) { - case "GameEvent": - OnGameEvent(message as GameEvent); - break; case "CreateLobbyResponse": - Debug.Log("Received CreateLobbyResponse message"); HandleCreateLobbyResponse(message as CreateLobbyResponse); break; case "JoinLobbyResponse": - Debug.Log("Received JoinLobbyResponse message"); HandleJoinLobbyResponse(message as JoinLobbyResponse); break; + case "PositionBroadcast": + HandlePositionBroadcast(message as PositionBroadcast); + break; + case "Error": + HandleErrorMessage(message as ErrorMessage); + break; case "Ack": - Debug.Log("Received Ack message"); + case "GameEvent": break; default: Debug.Log("Received message of type: " + message.Type); break; } } + + /// + /// P9 defensive path: if the server tells us NOT_IN_LOBBY but we still + /// believe we have a lobby (LobbyId preserved across the transient + /// disconnect), the lobby association on the server's side of the new + /// connection is missing - typically a race between OpenConnection's + /// Reconnect call and an in-flight action message that beat it. Retry + /// the Reconnect; if the second attempt also bounces, the lobby really + /// is gone and we'll surface the error to the user. + /// + private void HandleErrorMessage(ErrorMessage err) + { + if (err == null) return; + Debug.Log($"Server error: code={err.ErrorCode} text={err.ErrorText}"); + + if (err.ErrorCode == "NOT_IN_LOBBY" && !string.IsNullOrEmpty(_gameClient.LobbyId)) + { + Debug.Log($"NOT_IN_LOBBY but we still have LobbyId={_gameClient.LobbyId}; resending Reconnect."); + _gameClient.Reconnect(_gameClient.LobbyId); + } + } + private void OnGameEvent(GameEvent gameEvent) { + // Always sync player list from lobby state after any event + SyncPlayersFromLobby(); + switch (gameEvent.EventType) { case "PlayerJoined": - Debug.Log($"Player {gameEvent.GetPayload().DisplayName} joined"); - break; case "PlayerLeft": - Debug.Log($"Player {gameEvent.GetPayload()} left"); + case "HostChanged": + _manager?.uiSubsystem?.NotifyLobbyChanged(); break; + case "GameStarting": - Debug.Log("Game is starting!"); - break; - case "GameStarted": - Debug.Log("Game started"); + State.Phase = GamePhase.Loading; + HandleGameStarting(); break; + case "MapDataReady": - Debug.Log("Map data ready"); + HandleMapDataReady(); break; - case "PlayerMapDataReceived": - Debug.Log("Player map data recieved"); + + case "GameStarted": + State.Phase = GamePhase.Playing; break; + + case "RoleAssigned": + HandleRoleAssigned(gameEvent); + break; + + case "TaskCompleted": + HandleTaskCompleted(gameEvent); + break; + + case "PlayerKilled": + HandlePlayerKilled(gameEvent); + break; + + case "BodyReported": + case "EmergencyMeetingCalled": + Toast("Meeting called! Head to the meeting point."); + break; + + case "MeetingStarted": + HandleMeetingStarted(gameEvent); + break; + + case "PlayerArrivedAtMeeting": + HandlePlayerArrivedAtMeeting(gameEvent); + break; + + case "PlayerVoted": + HandlePlayerVoted(gameEvent); + break; + + case "VotingClosed": + HandleVotingClosed(gameEvent); + break; + + case "GameEnded": + HandleGameEnded(gameEvent); + break; + + case "ReturnedToLobby": + HandleReturnedToLobby(); + break; + + case "SabotageStarted": + HandleSabotageStarted(gameEvent); + break; + + case "RepairStarted": + HandleRepairStarted(gameEvent); + break; + + case "RepairStopped": + HandleRepairStopped(gameEvent); + break; + + case "SabotageRepaired": + case "SabotageMeltdown": + case "SabotageExpired": + State.ActiveSabotage = null; + State.ActiveRepairs.Clear(); + _manager?.uiSubsystem?.HideSabotageTimer(); + _manager?.mapSubsystem?.ClearSabotageMarkers(); + break; + + case "TaskStarted": + // Server now broadcasts when a player begins a task. Phase 1 + // only acks; Phase 2/3 will surface this to other players. + break; + case "MapDataError": - Debug.Log("Received MapData server error"); + HandleMapDataError(gameEvent); break; + default: - Debug.Log("Received GameEvent of type: " + gameEvent.EventType); + Debug.Log("GameEvent: " + gameEvent.EventType); break; } } + + // ── Lobby responses ─────────────────────────────────────────────────── + private void HandleCreateLobbyResponse(CreateLobbyResponse message) { + if (message == null) return; if (message.Success) { - Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId); + Debug.Log($"Lobby created. Code: {message.JoinCode}"); + // P13b: snapshot the server's authoritative settings into + // GameState so HUD / proximity code can read distances and + // cooldowns from a single source of truth instead of hardcodes. + State.Settings = _gameClient.CurrentLobbyState?.Settings; + SceneManager.LoadScene("create", LoadSceneMode.Single); + _manager?.uiSubsystem?.NotifyLobbyChanged(); } else { Debug.LogError("Failed to create lobby: " + message.Error); } } + private void HandleJoinLobbyResponse(JoinLobbyResponse message) { + if (message == null) return; if (message.Success) { - Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId); + Debug.Log($"Joined lobby: {message.LobbyId}"); + // P13b: same settings snapshot path as host. Joiners read the + // server's snapshot taken at lobby creation; they cannot edit. + State.Settings = _gameClient.CurrentLobbyState?.Settings; + // Unified lobby: both host and joiners land on create.unity. + // LobbyDisplayUI handles the role split internally (start + // button for host, waiting text for joiners). + SceneManager.LoadScene("create", LoadSceneMode.Single); + _manager?.uiSubsystem?.NotifyLobbyChanged(); } else { - Debug.LogError("Failed to create lobby: " + message.Error); + Debug.LogError("Failed to join lobby: " + message.Error); } } - public void CrateLobby(double lat, double lon) + + // ── Game flow ───────────────────────────────────────────────────────── + + private void HandleGameStarting() { - _gameClient.CreateLobby(new Position(lat, lon)); + _pendingMapBuild = false; + // Reset per-game state + State.MyRole = null; + State.IsDead = false; + State.MyTasks = new List(); + State.MyCompletedTaskIds = new HashSet(); + State.TotalCompleted = 0; + State.TotalRequired = 0; + State.ActiveMeeting = null; + State.LastVoteResult = null; + State.VotedPlayerIds = new HashSet(); + State.ActiveSabotage = null; + State.GameEndData = null; + State.KillCooldownRemaining = 0; + SceneManager.LoadScene("Client", LoadSceneMode.Single); } + + private void HandleMapDataReady() + { + _pendingMapBuild = true; + TryBuildMapAndMarkers(); + } + + public void OnClientSceneReady() + { + TryBuildMapAndMarkers(); + } + + private void TryBuildMapAndMarkers() + { + if (!_pendingMapBuild) return; + if (_manager?.mapSubsystem == null || !_manager.mapSubsystem.IsSceneReady) return; + if (_gameClient?.CurrentLobbyState?.MapData == null) return; + + _manager.mapSubsystem.BuildMap(); + _manager.mapSubsystem.CreateTaskMarkers(_gameClient.MyTasks); + _pendingMapBuild = false; + Debug.Log("[Network] Map built."); + } + + private void HandleRoleAssigned(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return; + + State.MyRole = payload.Role; + State.MyTasks = payload.Tasks ?? new List(); + State.MyCompletedTaskIds.Clear(); + + Debug.Log($"Role: {payload.Role}, Tasks: {State.MyTasks.Count}"); + _manager?.taskSubsystem?.Initialize(State.MyTasks); + } + + private void HandleTaskCompleted(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + // Track if it's our task + if (payload.ClientUuid == _gameClient.ClientUuid) + State.MyCompletedTaskIds.Add(payload.TaskId); + + State.TotalCompleted = payload.TotalCompleted; + State.TotalRequired = payload.TotalTasks; + + _manager?.uiSubsystem?.UpdateTaskProgress(payload.TotalCompleted, payload.TotalTasks); + _manager?.mapSubsystem?.RemoveTaskMarker(payload.TaskId); + } + + private void HandlePlayerKilled(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + _manager?.mapSubsystem?.CreateBodyMarker(payload.BodyId, payload.Location); + + if (payload.VictimId == _gameClient.ClientUuid) + { + State.IsDead = true; + _manager?.uiSubsystem?.OnLocalPlayerDied(); + } + + // Update player state in our list + var p = State.Players.Find(x => x.ClientUuid == payload.VictimId); + if (p != null) p.State = PlayerState.Dead; + } + + private void HandleMeetingStarted(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + State.Phase = GamePhase.Meeting; + State.ActiveMeeting = payload; + State.VotedPlayerIds = new HashSet(); + State.ArrivedPlayerIds = new HashSet(); + State.VoterTargets = new Dictionary(); + State.VoteTallies = new Dictionary(); + State.MyVoteTarget = null; + State.LastVoteResult = null; + + SyncPlayersFromLobby(); + _manager?.uiSubsystem?.ShowMeetingPanel(State.Players, payload); + } + + private void HandlePlayerArrivedAtMeeting(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + State.ArrivedPlayerIds.Add(payload.ClientUuid); + } + + private void HandlePlayerVoted(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + // Server allows vote changes within a 2s rate limit, so we always + // overwrite the voter's previous target rather than appending. + string target = payload.TargetId ?? GameState.VoteSkip; + + State.VotedPlayerIds.Add(payload.VoterId); + State.VoterTargets[payload.VoterId] = target; + RecomputeVoteTallies(); + + if (payload.VoterId == _gameClient.ClientUuid) + State.MyVoteTarget = target; + } + + private void RecomputeVoteTallies() + { + State.VoteTallies.Clear(); + foreach (var t in State.VoterTargets.Values) + { + if (string.IsNullOrEmpty(t)) continue; + State.VoteTallies.TryGetValue(t, out var count); + State.VoteTallies[t] = count + 1; + } + } + + private void HandleVotingClosed(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + State.Phase = GamePhase.Playing; + State.ActiveMeeting = null; + State.LastVoteResult = payload; + + // Mark ejected player dead in our list + if (!string.IsNullOrEmpty(payload.EjectedPlayerId)) + { + var p = State.Players.Find(x => x.ClientUuid == payload.EjectedPlayerId); + if (p != null) p.State = PlayerState.Dead; + } + + _manager?.uiSubsystem?.ShowVoteResult(payload, State.Players); + _manager?.mapSubsystem?.ClearBodyMarkers(); + } + + private void HandleGameEnded(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + State.Phase = GamePhase.Ended; + State.GameEndData = payload; + + // If the round ended while the meeting/vote-result overlay was + // still up (e.g. ejection won the game outright), the auto-close + // coroutine would otherwise fire 5s later and tear down the + // meeting panel while the GameEndPanel sits on top - leaving a + // glimpse of the dead overlay during the transition. + _manager?.uiSubsystem?.HideMeetingPanel(); + _manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid); + } + + private void HandleReturnedToLobby() + { + State.Phase = GamePhase.Lobby; + _manager?.uiSubsystem?.HideMeetingPanel(); + // Bodies survive the scene reload because the marker GameObjects are + // parented under MapCenterPoint (which lives in the persistent + // Client.unity scene). Without this clear, returning to lobby and + // starting a new round leaves stale corpses on the map of the new + // round. Server already cleared its `_bodies` set in + // ProcessReturnToLobby; this is the client-side mirror that was + // missing in HandleVotingClosed's symmetry. + _manager?.mapSubsystem?.ClearBodyMarkers(); + _manager?.mapSubsystem?.ClearSabotageMarkers(); + // Unified lobby: regardless of role, return to create.unity. + SceneManager.LoadScene("create", LoadSceneMode.Single); + } + + private void HandleSabotageStarted(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null) return; + + State.ActiveSabotage = payload; + State.ActiveRepairs.Clear(); + + _manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations); + if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue) + _manager?.uiSubsystem?.ShowSabotageTimer(payload.Deadline.Value); + if (payload.Type == SabotageType.CommsBlackout) + _manager?.uiSubsystem?.SetCommsBlackout(true); + } + + private void HandleRepairStarted(GameEvent evt) + { + var payload = evt.GetPayload(); + if (payload == null || string.IsNullOrEmpty(payload.StationId)) return; + State.ActiveRepairs.Add(payload.StationId); + } + + private void HandleRepairStopped(GameEvent evt) + { + // A player abandoned a repair station mid-fix. The station is no + // longer counted as active for the simultaneous-repair coaching; + // the marker stays on the map until the sabotage resolves. + var payload = evt.GetPayload(); + if (payload != null && !string.IsNullOrEmpty(payload.StationId)) + State.ActiveRepairs.Remove(payload.StationId); + } + + private void HandleMapDataError(GameEvent evt) + { + // Server failed to fetch Overpass data. Without this the loading + // screen would hang forever. Drop back to lobby and surface the + // failure so the player can re-host or try a different center. + Debug.LogError("[Network] Server could not generate map data."); + State.Phase = GamePhase.Lobby; + _manager?.uiSubsystem?.ShowToast("Map fetch failed. Returning to lobby."); + LeaveLobby(); + } + + private void HandlePositionBroadcast(PositionBroadcast broadcast) + { + if (broadcast == null) return; + _manager?.mapSubsystem?.UpdatePlayerAvatars(_gameClient.PlayerPositions, _gameClient.ClientUuid); + } + + // ── Helpers ─────────────────────────────────────────────────────────── + + private void SyncPlayersFromLobby() + { + var lobby = _gameClient.CurrentLobbyState; + if (lobby?.Players != null) + State.Players = lobby.Players; + } + + private void Toast(string message) + { + State.ToastMessage = message; + State.ToastExpiry = UnityEngine.Time.time + 4f; + } + + // ── Send helpers ────────────────────────────────────────────────────── + + public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5, GameSettingsOverrides settings = null) + { + _gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius, settings); + } + public void JoinLobby(string joinCode) { - try - { - _gameClient.JoinLobby(joinCode); - } - catch (System.Exception ex) - { - Debug.LogError("Error joining lobby: " + ex.Message); - } + try { _gameClient.JoinLobby(joinCode); } + catch (System.Exception ex) { Debug.LogError("JoinLobby error: " + ex.Message); } } + public void LeaveLobby() { - _gameClient.Disconnect(); - Application.Quit(); + _gameClient.LeaveLobby(); + State.Phase = GamePhase.Lobby; + SceneManager.LoadScene(_manager?.firstMenuScene ?? "main menu asi idk lol", LoadSceneMode.Single); } + public void StartGame() { _gameClient.StartGame(); - } } } diff --git a/Assets/GameManager/GameManager_Tasks.cs b/Assets/GameManager/GameManager_Tasks.cs new file mode 100644 index 0000000..d646f6e --- /dev/null +++ b/Assets/GameManager/GameManager_Tasks.cs @@ -0,0 +1,328 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using GeoSus.Client; + +namespace Subsystems +{ + /// + /// Round-robin task-to-minigame assignment, proximity detection, additive scene launch. + /// + public class GameManager_Tasks + { + private class TaskEntry + { + public GeoSus.Client.GameTask ServerTask; + public string MinigameScene; + public bool Completed; + } + + private GameClient _gameClient; + private string[] _minigameScenes; + private MonoBehaviour _host; // GameManager MonoBehaviour for coroutines + private List _tasks = new List(); + private bool _minigameOpen; + private string _loadedMinigameScene; + private Camera _hostCameraSuspended; + private GameObject _hostInGameHudHidden; + + // Proximity state (checked every frame in UpdateProximity) + public GeoSus.Client.GameTask NearbyTask { get; private set; } + + // P13b: per-check distances pulled from the server-snapshotted lobby + // settings (null-fallback to 5m matches the old hardcoded behavior). + // Different actions use different fields so a host can tune e.g. a + // long-range "spotter" task radius without also widening kill range. + private const float ProximityRadiusFallback = 5f; + + public GameManager_Tasks(GameClient gameClient, string[] minigameScenes, MonoBehaviour host) + { + _gameClient = gameClient; + _minigameScenes = minigameScenes ?? new string[0]; + _host = host; + } + + /// Called by Network subsystem when RoleAssigned fires. + public void Initialize(List serverTasks) + { + _tasks.Clear(); + if (_minigameScenes.Length == 0) return; + + for (int i = 0; i < serverTasks.Count; i++) + { + _tasks.Add(new TaskEntry + { + ServerTask = serverTasks[i], + MinigameScene = _minigameScenes[i % _minigameScenes.Length], + Completed = false + }); + } + + // Create map markers + GameManager.Instance?.mapSubsystem?.CreateTaskMarkers(serverTasks); + Debug.Log($"[Tasks] Initialized {_tasks.Count} tasks."); + } + + /// Called every frame from GameManager.Update(). + public void UpdateProximity() + { + if (_minigameOpen) return; + + // P13b: distances now come from the per-lobby settings snapshot + // instead of one hardcoded 5m radius for everything. ?? fallback + // matches the old behavior when running against an old server. + var state = GameManager.Instance?.networkSubsystem?.State; + var settings = state?.Settings; + double taskDist = settings?.TaskStartDistanceM ?? ProximityRadiusFallback; + double reportDist = settings?.ReportDistanceM ?? ProximityRadiusFallback; + double emergencyDist = settings?.EmergencyMeetingCallRadiusM?? ProximityRadiusFallback; + double killDist = settings?.KillDistanceM ?? ProximityRadiusFallback; + + NearbyTask = null; + var myPos = _gameClient.MyPosition; + if (myPos.Lat == 0 && myPos.Lon == 0) return; + + foreach (var entry in _tasks) + { + if (entry.Completed) continue; + double dist = myPos.DistanceTo(entry.ServerTask.Location); + if (dist <= taskDist) + { + NearbyTask = entry.ServerTask; + break; + } + } + + // Drive the action button in UI + var ui = GameManager.Instance?.uiSubsystem; + if (ui == null || ui.IsPlayerDead) return; + + bool isImpostor = _gameClient.MyRole == GeoSus.Client.PlayerRole.Impostor; + + if (!isImpostor && NearbyTask != null) + { + ui.SetActionButton("USE", true, () => GameManager.Instance?.PerformAction()); + return; + } + + // Check body proximity + if (!ui.IsCommsBlackout) + { + var body = _gameClient.FindNearbyBody(reportDist); + if (body != null) + { + ui.SetActionButton("REPORT", true, () => GameManager.Instance?.PerformAction()); + return; + } + + // Emergency meeting proximity + if (_gameClient.CurrentLobbyState?.MapData != null) + { + double dist = myPos.DistanceTo(_gameClient.CurrentLobbyState.MapData.Center); + if (dist <= emergencyDist) + { + ui.SetActionButton("EMERGENCY", true, () => GameManager.Instance?.PerformAction()); + return; + } + } + } + + // Impostor kill + if (isImpostor) + { + var target = _gameClient.FindNearbyPlayer(killDist); + if (!string.IsNullOrEmpty(target)) + { + ui.SetActionButton("KILL", true, () => GameManager.Instance?.PerformAction()); + // Hide sabotage menu while a kill is on offer (cleaner HUD). + ui.SetSabotageMenuVisible(false); + return; + } + } + + // Nothing nearby + ui.SetActionButton("", false); + + // P13g: persistent sabotage menu for impostors when no proximity + // action is on offer. Hidden when state isn't suitable - dead, + // not-impostor, in meeting, sabotage already active, or comms + // blackout (the impostor's own sabotage triggers a UI lock). + bool inPlayingPhase = state != null && state.Phase == GeoSus.Client.GamePhase.Playing; + bool sabotageActive = state?.ActiveSabotage != null; + bool showSabMenu = isImpostor && !ui.IsPlayerDead && inPlayingPhase && + !sabotageActive && !ui.IsCommsBlackout; + ui.SetSabotageMenuVisible(showSabMenu); + } + + /// Called externally (e.g., GameManager.PerformAction) to launch the nearby task. + public void TriggerNearbyTask() + { + OnUsePressed(); + } + + private void OnUsePressed() + { + if (NearbyTask == null || _minigameOpen) return; + var entry = _tasks.Find(t => t.ServerTask.TaskId == NearbyTask.TaskId); + if (entry != null) _host.StartCoroutine(LaunchMinigame(entry)); + } + + private IEnumerator LaunchMinigame(TaskEntry entry) + { + _minigameOpen = true; + Debug.Log($"[Tasks] Launching minigame '{entry.MinigameScene}' for task '{entry.ServerTask.Name}'"); + + // Validate that the scene name resolves to a build-included scene. + // LoadSceneAsync silently returns null when the scene name doesn't + // match (case-sensitive) or isn't in EditorBuildSettings, which + // leaves the action button looking dead from the player's POV. + if (string.IsNullOrEmpty(entry.MinigameScene) || + !Application.CanStreamedLevelBeLoaded(entry.MinigameScene)) + { + Debug.LogError($"[Tasks] Minigame scene '{entry.MinigameScene}' is not loadable. " + + $"Check the scene name (case-sensitive) and that it's enabled in Build Settings."); + GameManager.Instance?.uiSubsystem?.ShowToast( + $"Task scene missing: {entry.MinigameScene}"); + _minigameOpen = false; + yield break; + } + + // Inform server that task started + _gameClient.Send(new TaskStart { TaskId = entry.ServerTask.TaskId }); + + // Disable the host scene's main camera while the minigame is up. + // With both cameras enabled the minigame's UI/3D content would + // fight the host's map camera for screen space, and what gets + // drawn depends on Camera.depth which isn't guaranteed across + // scenes. Restored in FinishMinigame. + _hostCameraSuspended = Camera.main; + if (_hostCameraSuspended != null) _hostCameraSuspended.enabled = false; + + // Hide the persistent InGame HUD canvas (if present). It lives + // in Client.unity and renders Screen Space - Overlay so it would + // otherwise stack on top of the minigame's UI regardless of + // which scene is active. SetActive(false) is reversible. + _hostInGameHudHidden = GameObject.Find("InGame"); + if (_hostInGameHudHidden != null && _hostInGameHudHidden.activeSelf) + _hostInGameHudHidden.SetActive(false); + else + _hostInGameHudHidden = null; // nothing to restore + + var op = SceneManager.LoadSceneAsync(entry.MinigameScene, LoadSceneMode.Additive); + if (op == null) + { + Debug.LogError($"[Tasks] LoadSceneAsync returned null for '{entry.MinigameScene}'."); + GameManager.Instance?.uiSubsystem?.ShowToast( + $"Task scene failed to load: {entry.MinigameScene}"); + if (_hostCameraSuspended != null) { _hostCameraSuspended.enabled = true; _hostCameraSuspended = null; } + _minigameOpen = false; + yield break; + } + yield return op; + + _loadedMinigameScene = entry.MinigameScene; + + // CRITICAL: switch the active scene to the loaded minigame. + // LoadSceneMode.Additive stacks scenes without changing which one + // is "active" - and an inactive scene's RenderSettings, ambient + // light, and skybox don't drive rendering. The host (Client.unity) + // remains active and its lighting context still applies, which + // is the root cause of "task opens to white screen": the + // minigame's content loads but its visuals don't take over. + // Without SetActiveScene, even minigames that ARE wired up + // correctly render against the host's lighting and look broken. + Scene scene = SceneManager.GetSceneByName(entry.MinigameScene); + if (scene.IsValid()) SceneManager.SetActiveScene(scene); + + // Diagnostic: count cameras / canvases / lights in the loaded + // scene. If the white screen persists after this fix, the + // numbers tell us whether the scene is missing rendering bits + // (camera=0, canvas=0) or if the issue is elsewhere. + int camCount = 0, canvasCount = 0, lightCount = 0; + foreach (var root in scene.GetRootGameObjects()) + { + camCount += root.GetComponentsInChildren(true).Length; + canvasCount += root.GetComponentsInChildren(true).Length; + lightCount += root.GetComponentsInChildren(true).Length; + } + Debug.Log($"[Tasks] Loaded '{entry.MinigameScene}': cameras={camCount}, " + + $"canvases={canvasCount}, lights={lightCount}, " + + $"activeScene={SceneManager.GetActiveScene().name}"); + + // Find the ITask component in the newly loaded scene + ITask taskComponent = null; + foreach (var root in scene.GetRootGameObjects()) + { + taskComponent = root.GetComponentInChildren(); + if (taskComponent != null) break; + } + + if (taskComponent == null) + { + Debug.LogWarning($"[Tasks] No ITask found in '{entry.MinigameScene}'. " + + $"Either the minigame's controller script isn't attached to a GameObject in the scene, " + + $"or the script doesn't implement ITask. Auto-completing."); + yield return FinishMinigame(entry, true); + yield break; + } + + // Set task metadata + taskComponent.TaskID = entry.ServerTask.TaskId; + taskComponent.TaskName = entry.ServerTask.Name; + taskComponent.TaskLocation = (entry.ServerTask.Location.Lat, entry.ServerTask.Location.Lon); + + bool done = false; + taskComponent.Initialize(t => { done = true; }); + + // Wait for completion or exit + yield return new WaitUntil(() => done); + + yield return FinishMinigame(entry, done); + } + + private IEnumerator FinishMinigame(TaskEntry entry, bool completed) + { + if (completed) + { + entry.Completed = true; + _gameClient.CompleteTask(entry.ServerTask.TaskId); + Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' completed."); + } + else + { + Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' exited without completion."); + } + + // Unload minigame scene. Switch the active scene back to the + // host BEFORE the unload so we don't end up with no active + // scene mid-frame (Unity will complain and lighting flickers). + if (!string.IsNullOrEmpty(_loadedMinigameScene)) + { + var hostScene = SceneManager.GetSceneByName("Client"); + if (hostScene.IsValid()) SceneManager.SetActiveScene(hostScene); + + var unload = SceneManager.UnloadSceneAsync(_loadedMinigameScene); + yield return unload; + _loadedMinigameScene = null; + } + + // Re-enable the host camera that was suspended during the minigame. + if (_hostCameraSuspended != null) + { + _hostCameraSuspended.enabled = true; + _hostCameraSuspended = null; + } + + // Re-show the InGame HUD canvas hidden at minigame entry. + if (_hostInGameHudHidden != null) + { + _hostInGameHudHidden.SetActive(true); + _hostInGameHudHidden = null; + } + + _minigameOpen = false; + } + } +} diff --git a/Assets/GameManager/GameManager_Tasks.cs.meta b/Assets/GameManager/GameManager_Tasks.cs.meta new file mode 100644 index 0000000..f80d734 --- /dev/null +++ b/Assets/GameManager/GameManager_Tasks.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 27a123dbda9eef8ba4815c0c0d30b6fb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameManager/GameManager_UI.cs b/Assets/GameManager/GameManager_UI.cs index ddc1d65..edda9c6 100644 --- a/Assets/GameManager/GameManager_UI.cs +++ b/Assets/GameManager/GameManager_UI.cs @@ -1,71 +1,934 @@ using UnityEngine; +using UnityEngine.UI; using Subsystems; using GeoSus.Client; -using System.ComponentModel; -using System.Threading; +using System.Collections.Generic; +using System; +using System.Linq; +using TMPro; namespace Subsystems { + /// + /// Reads from GameManager_Network.State (the authoritative GameState) and drives + /// all in-game canvas panels. No business logic lives here. + /// public class GameManager_UI { private GameClient _gameClient; - private Canvas _CreateJoinLobby; - private Canvas _InLobby; - private Canvas _LoadingScreen; - private Canvas _GameScreen; - public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen) + private GameState _state => GameManager.Instance?.networkSubsystem?.State; + + // ── Canvas refs (wired by BindClientScene from Client.unity) ────────── + public Canvas ClientCreateJoinLobby; + public Canvas ClientInLobby; + public Canvas ClientLoadingScreen; + public Canvas ClientGameScreen; + + // ── HUD element refs (resolved once in BindClientScene) ─────────────── + private TMP_Text _roleText; + private TMP_Text _taskListText; + private TMP_Text _taskProgressText; + private Button _actionButton; + private TMP_Text _actionButtonText; + private TMP_Text _killCooldownText; + private GameObject _sabotagePanel; + private TMP_Text _sabotageTimerText; + private GameObject _meetingPanel; + private TMP_Text _meetingHeader; + private TMP_Text _meetingPhaseLabel; + private TMP_Text _meetingPhaseCountdown; + private Image _meetingPhaseProgressBar; + private TMP_Text _myVoteIndicator; + private GameObject _meetingScrollGO; + private Transform _meetingScrollContent; + private TMP_Text _meetingFallbackText; + private GameObject _voteResultPanel; + private TMP_Text _voteResultText; + private Button _skipButton; + private GameObject _gameEndPanel; + private TMP_Text _gameEndText; + private RectTransform _returnToLobbyBtn; + private TMP_Text _toastText; + private GameObject _toastGO; + private GameObject _reconnectOverlay; + + // ── Internal state ──────────────────────────────────────────────────── + private bool _isDead; + private bool _commsBlackout; + private DateTime _sabotageMeltdownDeadline; + private bool _sabotageTimerActive; + private volatile bool _lobbyDirty; + + // Meeting vote-row references rebuilt each meeting + private readonly List _voteRows = new List(); + private string _pendingVoteResultDisplay; // shown after voting + private Coroutine _meetingCloseCoroutine; // tracked so phase changes can cancel it + + public GameManager_UI(GameClient gameClient) { _gameClient = gameClient; } + + public void NotifyLobbyChanged() => _lobbyDirty = true; + public bool IsCommsBlackout => _commsBlackout; + public bool IsPlayerDead => _isDead; + + // ── Scene binding ───────────────────────────────────────────────────── + + public void BindClientScene(Canvas createJoin, Canvas inLobby, Canvas loading, Canvas game) { - _gameClient = gameClient; - _CreateJoinLobby = CreateJoinLobby; - _LoadingScreen = LoadingScreen; - _GameScreen = GameScreen; - _InLobby = InLobby; - _CreateJoinLobby.enabled = true; - _InLobby.enabled = false; - _GameScreen.enabled = false; - _LoadingScreen.enabled = false; + ClientCreateJoinLobby = createJoin; + ClientInLobby = inLobby; + ClientLoadingScreen = loading; + ClientGameScreen = game; + + foreach (var c in new[] { createJoin, inLobby, loading, game }) + EnsureCanvasReady(c); + + if (createJoin) createJoin.gameObject.SetActive(false); + if (inLobby) inLobby.gameObject.SetActive(false); + if (loading) loading.gameObject.SetActive(false); + if (game) game.gameObject.SetActive(false); + + if (game == null) return; + var t = game.transform; + + _roleText = FindTMP(t, "Role"); + _taskListText = FindTMP(t, "TaskList"); + _taskProgressText = FindTMP(t, "TaskProgress"); + _killCooldownText = FindTMP(t, "KillCooldown"); + _sabotageTimerText = FindTMP(t, "SabotageTimer"); + _gameEndText = FindTMP(t, "GameEndText"); + _toastText = FindTMP(t, "Toast"); + _meetingHeader = FindTMP(t, "MeetingHeader"); + _meetingPhaseLabel = FindTMP(t, "MeetingPhaseLabel"); + _meetingPhaseCountdown = FindTMP(t, "MeetingPhaseCountdown"); + _myVoteIndicator = FindTMP(t, "MyVoteIndicator"); + _meetingFallbackText = FindTMP(t, "MeetingPlayerList"); + _voteResultText = FindTMP(t, "VoteResult"); + _meetingScrollContent = FindTransform(t, "MeetingContent"); + _meetingScrollGO = FindTransformGO(t, "_MeetingScroll"); + + var progressBarGO = FindTransformGO(t, "MeetingPhaseProgressBar"); + if (progressBarGO != null) _meetingPhaseProgressBar = progressBarGO.GetComponent(); + + var skipGO = FindTransformGO(t, "SkipButton"); + if (skipGO != null) _skipButton = skipGO.GetComponent