Zh/Setting up Source SDK Base 2013 Multiplayer

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This article or section needs to be cleaned up to conform to a higher standard of quality because:
OS X instructions are incomplete, the files cannot be possibly built due to the Windows dependencies, they need to be re-written from scratch. Shader build instructions are poorly written, not crossplatform friendly. Valve Project Creator instructions are incomplete.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.

Key points Template:Note:

设置 Source SDK (所有平台)

设置 Source SDK Base

从 Steam->库->工具 或从下面的链接安装 Source SDK Base 2013 (取决于你的 Mod 类型 安装 Multiplayer 或 Singleplayer)

获取源代码

方法一: 使用 Github 桌面客户端 (Windows/OS X)

  1. 下载并且安装 GitHub 桌面 客户端
  2. 打开 Source SDK git 仓库 并且单击 "Clone to desktop"

方法二: 使用命令行 (Windows/OS X/Linux)

  1. 这里 选择你的平台的对应版本后下载并安装 git.
  2. 打开 终端/命令提示符 并运行以下命令:
git clone https://github.com/ValveSoftware/source-sdk-2013.git

方法三: 下载 ZIP 压缩档

Note.png注意:注: 当仓库里的代码更新的时候你需要手动更新代码

这里 下载.

设置 Source SDK (特定平台)

Windows上的Source SDK 2013

第一步: 安装 Visual Studio

Note.png注意:尽管 Source SDK 2013 当前 不能 使用 Visual Studio 2015 (bug report) 编译,你依旧可以用 VS 2015 编写代码并且使用 VS 2013 的工具来编译.
只要 VS 2013 和 2015 全都装上了, 在 VS 2015 里打开解决方案, 并且在 VS 2015 尝试升级你的项目的时候全部点跳过即可.
  1. 下载并安装 Visual Studio 2013.
  2. 下载并安装 Multibyte MFC Library.

第二步: 安装 Microsoft Speech SDK

  1. 下载 Microsoft Speech SDK
  2. 解压安装文件执行 Microsoft Speech SDK 5.1.msi
  3. 取决于你的 Mod 类型,复制 C:\Program Files (x86)\Microsoft Speech SDK 5.1 里的东西到 <SDKROOT>\sp\src\utils\sapi51 或者 <SDKROOT>\mp\src\utils\sapi51.
  4. 打开 sphelper.h 并且修复以下错误:
  5. 确保你的 \sp\src\utils\sapi51 这个文件夹包含 Bin Docs IDL 等文件/文件夹. 并且不像这样: \sp\src\utils\Microsoft Speech SDK 5.1\sapi51. 如果它像上文一样,编译的时候会报错误 1.


769 行

   const size_t ulLenVendorPreferred = wcslen(pszVendorPreferred); // no size_t

1418 行

   static long CoMemCopyWFEX(const WAVEFORMATEX * pSrc, WAVEFORMATEX ** ppCoMemWFEX) // missing long

2368 行

   const WCHAR * PropertyStringValue() const
   {
       // Search for the first NULL and return pointer to the char past it.
       SPDBG_ASSERT(eEventId == SPEI_PROPERTY_STRING_CHANGE);
       const WCHAR * psz = (const WCHAR *)lParam; // moved this from for init
       for (; *psz; psz++) {}
       return psz + 1;
   }

2560 行

   SPPHONEID* pphoneId = (SPPHONEID*)((WCHAR *)dsPhoneId); // improper casting

2634行

   pphoneId += wcslen((const wchar_t *)pphoneId) + 1; // improper casting

第三步: 编译你的 Source SDK 并且准备炫目文件

  1. 打开 <path-to-git>\sp\src\ 并且运行 createallprojects.batcreategameprojects.bat
  2. 或者打开 <path-to-git>\mp\src\ 并且运行 createallprojects.batcreategameprojects.bat
Note.png注意:Everything 这个解决方案包含了 Game 这个解决方案和其他的工具.
  1. 打开 everything.sln,
  2. 打开 everything 解决方案,打开解决方案浏览器, 然后从中间的菜单菜单右边的自动下拉菜单,将Debug修改为Release
  3. everything 解决方案三右键, 然后选择 生成项目.

注意

Note.png注意:如果有些东西编译失败了只需要再重新编译一遍即可.
Note.png注意:client.dll 将会编译到 <path-to-git>\sp\src\game\client\Release_mod_hl2<path-to-git>\sp\src\game\client\Release_mod_episodic 这两个文件夹
Note.png注意:server.dll 将会编译到 <path-to-git>\sp\src\game\server\Release_mod_hl2<path-to-git>\sp\src\game\server\Release_mod_episodic 这两个文件夹
Note.png注意:当前最后一个版本的 source SDK (0d8dceea) 会在启动时崩溃, 除非你使用 beta 版的 Source SDK Base 2013. 在 Steam 里, 定位到 工具 > Source SDK Base 2013 Multiplayer, 右键 > 属性 > 测试版本 来使用测试版本. 这会在将来成为必须的. 如果不使用 beta 版, 你会在打开 hl2.exe 的时候看到两个关于 "无法定位程序点" 的错误, 然后调试器将会在 engine.dll 上中断

第四步

请查看 Source SDK 2013: Shader Authoring.

Source SDK 2013 on OS X

Note.png注意:下面的太懒了懒得翻

Step One

  1. Install Xcode 4.2.
  2. You will also need to have "Command Line Tools" installed. You can find this at Xcode Preferences -> Downloads -> Components.

Step Two

Run the following scripts to generate project files.

Note.png注意:You'll only need to run the scripts for the base gamemodes you're creating a mod for; sp for single player and mp for multiplayer
cd <SDK_ROOT>/sp/src
./createallprojects
./creategameprojects
cd <SDK_ROOT>/mp/src
./createallprojects
./creategameprojects

games.xcodeproj and everything.xcodeproj will be generated in the src folder.

Step Three

To compile the tools, server and client libraries open everything.xcodeproj and games.xcodeproj in Xcode and build the projects (Product -> Build).

Note.png注意:For OS X 10.10 and above, you'll need to change the Base SDK to the latest SDK for all targets in both projects.

Notes

Note.png注意:When successfully built client.dylib and server.dylib will be created to load with the desired Source SDK Base 2013 (singleplayer or multiplayer).

Source SDK 2013 on Linux

待完善: Add instructions for building with the latest Steam Runtime.
Note.png注意:Due to the usage of the Steam Client Runtime, a Debian based Linux distribution (Linux Mint, Ubuntu...) is recommended. Arch Linux based distributions (Antergos, Manjaro...) seems to work as well. You can take the risk of trying with another GNU/Linux distribution but keep in mind that you will have to adapt the commands and this tutorial may fail.

Step One: Getting the basic C/C++ development tools

You should already have these, but to be sure, you can run the following command in a terminal:

sudo apt-get install build-essential

AMD64 (64 bits) users will need to download and install additional packages to target the i386 (32 bits) architecture, this can be done with this command in a terminal:

sudo apt-get install gcc-multilib g++-multilib

Step Two: Preparing the Source SDK 2013

Assuming you have already cloned the Source SDK 2013 through Git (or downloaded the ZIP file), just run the following commands (by replacing [SDK_ROOT] by the location of the Source SDK 2013, [GAME] by "sp" or "mp" depending on your mod and [SCRIPT] by either "./createallprojects" or "./creategameprojects"), go into :

cd [SDK_ROOT]/[GAME]/src
[SCRIPT]

Depending on the script you ran, you will have a master Makefile called games.mak or everything.mak that will be generated in the src folder.

Step Three: Downloading, installing, setting up the Steam Client Runtime

The Steam Client Runtime will help you guarantee compatibility with most GNU/Linux distributions. It is recommended to install it in "/valve/steam-runtime", if you don't like this and wish to install the Steam Client Runtime elsewhere: symbolic link is your friend. We are going to assume you want to do the first option. Run the following commands in a terminal, make sure to replace "[USER]" by your login and "[GROUP]" by your group name:

cd /
sudo mkdir valve
cd valve
sudo wget http://media.steampowered.com/client/runtime/steam-runtime-sdk_latest.tar.xz
sudo tar xvf steam-runtime-sdk_latest.tar.xz
sudo mv steam-runtime-sdk_2013-09-05 steam-runtime
sudo chown <USER>:<GROUP> * -R

Run the "./setup.sh" script in the "steam-runtime" directory, select the "i386" architecture and one configuration of your choice, say "Yes" to everything related to updates.

Before compiling the SDK, you have to run the sandbox (chroot environement), this is done by running the "./shell.sh --arch=i386" script.

Step Four: Time to compile

Note.png注意:If you're on Arch Linux, you'll have to install the dpkg AUR package to compile the game.

In a terminal (like always), "cd" into the "sp" (singleplayer) or "mp" (multiplayer) directory of the SDK and the "src" directory, just run the following command to compile (replace [MAKEFILE] by "games.mak" or "everything.mak" depending on the one available to you):

make -f [MAKEFILE].mak

If everything went well, you should have the "client.so" and "server.so" files in the "game" directory to load with the appropriate Source SDK Base 2013. You can get more instructions on using the Steam Client Runtime by reading the "README.txt" file in the installed runtime directory.

Note.png注意:If you have an error about "objcopy", edit the "devtools/gendbg.sh" file and change the "OBJCOPY" variable so it points to the default "objcopy" program.

Setting up on Steam

See Setup mod on steam.

Other information

Adding new files with the Valve Project Creator

  1. Add instructions on how to here.
  2. Open hl2.vpc with a text editor and edit this line or something.

VPC generates project files for all of the platforms that the SDK supports, so if you want to add files to your project in a way that will allow you to easily build on other platforms, consider using VPC. For example, to add a file to a multiplayer game, you could add a line to src/game/client/client_hl2mp.vpc.

Directory structure

  • game - Runtime files for the mods themselves. Any mod content will go in here.
  • src - All the source code for that kind of mod. The root of the src directory contains .sln or root level .mak files for building the source.
    • common - A few files used by the server and client DLLs
    • devtools - Scripts and utilities that are used to build the source. These are called by the makefiles and projects and you probably won't need to interact with them directly.
    • game - All of the source code for the DLLs.
      • client - Code used by client.dll (or client.dylib or client.so). There are also game-specific directories under here.
      • server - Code used by server.dll. There are also game-specific directories under here.
      • shared - Code used by both client.dll and server.dll.
    • gcsdk - A couple of tools used to build the DLLs.
    • lib - Binary versions of the libraries that the source code depends on. This is also the build target for vgui_controls, tier1, and mathlib.
    • mathlib - Math utilities used by the game.
    • public - Header files for all of the DLLs and libraries that are used by the game. Also includes a few source files.
    • thirdparty - Third party libraries needed to build the source. At the moment this contains only the Google Protocol Buffers (protobuf) library.
    • tier1 - Useful utility classes. Builds into tier1.lib
    • utils - Various development utilities
    • vgui2 - Source code for vgui_controls, which is used by client.dll.

Troubleshooting

Unable to find RegKey for .vcproj files in solutions (Windows)

MSB8008: Specified platform toolset (v120_xp) or (v120) is not installed or invalid (Windows)

  1. Select all Project Files
  2. Right-click on the file, then choose "Properties"
  3. Choose "Configuration Properties"
  4. Under "Platform toolset" this -> (v100)

(Project->Properties->Configuration Properties->General->Platform toolset = Visual Studio 2010(v100))

Issues with "min" or "max" from Steam Runtime when Compiling on Linux

Copy and paste the following lines:

#undef min
#undef max

to the beginning of the following files:

/valve/steam-runtime/amd64/i686-unknown-linux-gnu/i686-unknown-linux-gnu/include/c++/4.6.3/limits
/valve/steam-runtime/amd64/i686-unknown-linux-gnu/i686-unknown-linux-gnu/include/c++/4.6.3/bits/random.h
/valve/steam-runtime/amd64/i686-unknown-linux-gnu/i686-unknown-linux-gnu/include/c++/4.6.3/bits/algorithmfwd.h
/valve/steam-runtime/amd64/i686-unknown-linux-gnu/i686-unknown-linux-gnu/include/c++/4.6.3/bits/stl_algobase.h