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source/CMakeLists.txt
T
1bed0047ea Add AddressSanitizer support for clang-cl builds
Select the clang-cl-asan CMake preset (RelWithDebInfo, clang-cl,
ADDRESS_SANITIZER=ON) to instrument first-party code with AddressSanitizer.
The wiring lives in cmake/AddressSanitizer.cmake; SANITIZERS.md tells how to
add the clang-cl tools, build, and read the report.

Details:
- Add the clang-cl-asan preset so the asan build is one selection in Visual
  Studio, and a base for a CMakeUserPresets.json to inherit.
- Instrument first-party code only; the vendored libraries keep default flags.
- Use the release CRT and disable MSVC-STL container annotations, so
  instrumented and un-instrumented TUs stay compatible.
- Pass /bigobj to the TUs asan inflates past the COFF section cap.
- Link the asan runtime for clang-cl (lld-link does not infer it).
- Stub Bink into the exe: retail binkw32.dll cannot load in an asan process
  (its image base is the 32-bit shadow), so compile no-op exports instead.
- Route the asan report to gamedir/asan.report.<pid>, since every app is a
  WIN32 GUI app with no console to receive the default stderr report.
- Opt functions with 32-bit inline __asm out of instrumentation with
  cmake/asan-ignorelist.txt, one function at a time (asan reserves a register
  the asm needs). The rest of each translation unit stays instrumented.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-20 23:22:38 -03:00

238 lines
8.6 KiB
CMake

cmake_minimum_required(VERSION 3.20)
# /Z7 embedded debug info so objects are self-contained and sccache-able.
# CMP0141 is a 3.25 policy; our floor is 3.20, so opt in explicitly where known.
if(POLICY CMP0141)
cmake_policy(SET CMP0141 NEW)
endif()
project(ja2)
option(USE_SCCACHE "Cache compiled objects with sccache if installed" ON)
if(USE_SCCACHE)
find_program(SCCACHE_PROGRAM sccache)
if(SCCACHE_PROGRAM)
message(STATUS "Using sccache: ${SCCACHE_PROGRAM}")
set(CMAKE_C_COMPILER_LAUNCHER "${SCCACHE_PROGRAM}")
set(CMAKE_CXX_COMPILER_LAUNCHER "${SCCACHE_PROGRAM}")
endif()
endif()
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
option(LTO_OPTION "Enable link-time optimization if supported by compiler" OFF)
include(CheckIPOSupported)
check_ipo_supported(RESULT LinkTimeOptimization OUTPUT IpoError LANGUAGES C CXX)
if(LinkTimeOptimization AND LTO_OPTION)
message(STATUS "Configuring WITH link-time optimization")
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION TRUE)
else()
message(STATUS "Configuring WITHOUT link-time optimization ${IpoError}")
endif()
# declares the ADDRESS_SANITIZER option and the _asan genexpr used below
include(cmake/AddressSanitizer.cmake)
# keep frame pointers in both MSVC and clang-cl
add_compile_options(/Oy-)
if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
add_compile_options(-fno-delete-null-pointer-checks)
endif()
# whether we are using MSBuild as a generator
set(usingMsBuild $<STREQUAL:${CMAKE_VS_PLATFORM_NAME},Win32>)
# RakNetLibStatic.lib carries /DEFAULTLIB:LIBCMT and /DEFAULTLIB:libcpmt, so the
# static runtime is forced on us until RakNet too is built from source. Debug
# keeps its /MTd only when asan is off: asan needs the release CRT (see below).
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<AND:$<CONFIG:Debug>,$<NOT:${_asan}>>:Debug>")
# make Debug builds /Z7 instead of /Zi so they can be sccache'd
set(CMAKE_MSVC_DEBUG_INFORMATION_FORMAT
"$<$<CONFIG:Debug,RelWithDebInfo>:Embedded>")
add_compile_definitions(CINTERFACE XML_STATIC VFS_STATIC VFS_WITH_SLF VFS_WITH_7ZIP _CRT_SECURE_NO_DEPRECATE)
include_directories(
"${CMAKE_SOURCE_DIR}/Ja2"
"${CMAKE_SOURCE_DIR}/ext/VFS/include"
"${CMAKE_SOURCE_DIR}/ext/libsmacker"
"${CMAKE_SOURCE_DIR}/ext/lua-5.1.5/src"
"${CMAKE_SOURCE_DIR}/Utils"
"${CMAKE_SOURCE_DIR}/TileEngine"
"${CMAKE_SOURCE_DIR}/TacticalAI"
"${CMAKE_SOURCE_DIR}/ModularizedTacticalAI/include"
"${CMAKE_SOURCE_DIR}/Tactical"
"${CMAKE_SOURCE_DIR}/Strategic"
"${CMAKE_SOURCE_DIR}/sgp"
"${CMAKE_SOURCE_DIR}/Ja2/Res"
"${CMAKE_SOURCE_DIR}/lua"
"${CMAKE_SOURCE_DIR}/Laptop"
"${CMAKE_SOURCE_DIR}/Multiplayer"
"${CMAKE_SOURCE_DIR}/Editor"
"${CMAKE_SOURCE_DIR}/i18n/include"
)
# external libraries
add_subdirectory("ext/libpng")
add_subdirectory("ext/libsmacker")
add_subdirectory("ext/lua-5.1.5")
add_subdirectory("ext/zlib")
add_subdirectory("ext/VFS")
target_link_libraries(bfVFS PRIVATE 7z)
# turn on asan for everything defined below; 3rd party libs above keep defaults
ja2_asan_instrument_first_party()
# from here on down our own code only: vendored code above keeps default flags
include(cmake/Warnings.cmake)
# ja2export utility
add_subdirectory("export/src")
# developer tools, built alongside the game
add_subdirectory(tools)
# static libraries whose translation units don't rely on Application preprocessor definitions.
add_subdirectory(lua)
add_subdirectory(Multiplayer)
add_subdirectory(wine)
# Rebuild the Bink import library rather than link the one the game ships: that one
# is a 2002 long-format ordinal library, and only link.exe still binds it. lld-link
# takes it without complaint but emits an import descriptor with an empty thunk
# table, so every Bink call reaches a stale address and BinkInitialize faults the
# process during the intro. mingw/GNU ar cannot do this at all, see mingw.cmake
#
# asan builds skip this entirely: they compile no-op Bink stubs into the exe
# (ja2_asan_link_binkw32_stub) so no binkw32.dll is imported at all.
if(NOT ADDRESS_SANITIZER AND NOT binkw32_lib)
# Only the name shape differs by toolchain: lib.exe prepends the x86 leading
# underscore to every name in the .def, llvm-lib and llvm-dlltool take the name as
# written. The checked-in file carries the underscore for the llvm tools, so strip
# it back off for lib.exe -- get this backwards either way and the Bink symbols
# come out undefined at link time.
# The test is on the compiler because it is what CMAKE_AR follows: clang-cl reports
# COMPILER_ID Clang and brings llvm-lib, cl.exe reports MSVC and brings lib.exe. Do
# not reach for the MSVC variable or COMPILER_FRONTEND_VARIANT here -- both are set
# for clang-cl too, and either would strip the underscore for the wrong archiver.
set(binkw32Def "${CMAKE_SOURCE_DIR}/binkw32.def")
if(CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
file(READ "${binkw32Def}" binkw32DefText)
string(REPLACE "\n_" "\n" binkw32DefText "${binkw32DefText}")
set(binkw32Def "${CMAKE_BINARY_DIR}/binkw32.msvc.def")
file(WRITE "${binkw32Def}" "${binkw32DefText}")
endif()
execute_process(
COMMAND "${CMAKE_AR}" /nologo /machine:X86
"/def:${binkw32Def}" "/out:${CMAKE_BINARY_DIR}/binkw32.lib"
RESULT_VARIABLE binkw32LibResult)
if(NOT binkw32LibResult EQUAL 0)
message(FATAL_ERROR "${CMAKE_AR} failed to build the binkw32 import library")
endif()
set(binkw32_lib "${CMAKE_BINARY_DIR}/binkw32.lib")
endif()
set(Ja2_Libraries
"${CMAKE_SOURCE_DIR}/libexpatMT.lib"
"winmm.lib"
"ws2_32.lib"
"winhttp.lib"
bfVFS
Lua
Multiplayer
smacker
wine
)
# empty under asan (stubs compiled into the exe instead, see above)
if(binkw32_lib)
list(APPEND Ja2_Libraries "${binkw32_lib}")
endif()
# static libraries whose translation units rely on Application preprocessor definitions.
set(Ja2_Libs
Editor
Ja2
Laptop
ModularizedTacticalAI
sgp
Strategic
Tactical
TacticalAI
TileEngine
Utils
)
foreach(lib IN LISTS Ja2_Libs)
add_subdirectory(${lib})
endforeach()
# language library relies on Application preprocessor definition; compiled once per app
# with all 8 languages built in and selected at runtime (docs/plans/language-design.md).
add_subdirectory(i18n)
# simple function to validate the Application choice
include(cmake/ValidateOptions.cmake)
set(ValidApplications JA2 JA2MAPEDITOR JA2UB JA2UBMAPEDITOR)
ValidateOptions("${ValidApplications}" "Applications" "${Applications}" "ApplicationTargets")
# preprocessor definitions for Debug build, per the legacy MSBuild
set(debugFlags $<IF:$<CONFIG:Debug>,JA2BETAVERSION;JA2TESTVERSION;DEBUG_ATTACKBUSY,>)
foreach(app IN LISTS ApplicationTargets)
set(isEditor $<STREQUAL:${app},JA2MAPEDITOR>)
set(isUb $<STREQUAL:${app},JA2UB>)
set(isUbEditor $<STREQUAL:${app},JA2UBMAPEDITOR>)
set(compilationFlags
$<IF:${isEditor},JA2EDITOR;JA2BETAVERSION,>
$<IF:${isUb},JA2UB;JA2UBMAPS,>
$<IF:${isUbEditor},JA2UB;JA2UBMAPS;JA2EDITOR;JA2BETAVERSION,>
)
foreach(lib IN LISTS Ja2_Libs)
# library for an application, e.g. JA2UB_sgp
set(game_library ${app}_${lib})
add_library(${game_library})
target_sources(${game_library} PRIVATE ${${lib}Src})
target_compile_definitions(${game_library} PRIVATE ${compilationFlags} ${debugFlags})
endforeach()
# executable for the application, e.g. JA2.exe
set(exe ${app})
add_executable(${exe} WIN32
sgp/sgp.cpp
Ja2/Res/ja2.rc
)
# RakNetLibStatic.lib was built against an older CRT and still calls
# _vsnprintf, which the UCRT only exports through this compatibility library.
target_link_libraries(${exe} PRIVATE ${Ja2_Libraries} legacy_stdio_definitions.lib)
target_compile_definitions(${exe} PRIVATE ${compilationFlags} ${debugFlags})
ja2_asan_link_binkw32_stub(${exe})
# language library for the application, e.g. JA2MAPEDITOR_i18n — one per app, all 8
# languages compiled in, selected at runtime by BindLanguageStrings
set(language_library ${exe}_i18n)
add_library(${language_library})
target_sources(${language_library} PRIVATE ${i18nSrc})
target_compile_definitions(${language_library} PRIVATE ${compilationFlags} ${debugFlags})
target_compile_options(${language_library} PRIVATE /w14062)
target_link_libraries(${exe} PRIVATE ${language_library})
# go through all game libraries again and link them to the app executable
foreach(lib IN LISTS Ja2_Libs)
target_link_libraries(${exe} PRIVATE ${app}_${lib})
endforeach()
# for Utils only
target_link_libraries(${app}_Utils PRIVATE smacker)
# for SGP only
target_link_libraries(${app}_sgp PRIVATE "ddraw.lib" "${PROJECT_SOURCE_DIR}/fmodvc.lib")
target_link_libraries(${app}_sgp PRIVATE libpng)
target_compile_definitions(${app}_sgp PRIVATE ${compilationFlags} ${debugFlags} NO_ZLIB_COMPRESSION)
endforeach()