It seems that at the current state it is necessary to protect sending stats/ending game from multiple execution,
as that can happen if you e.g. fail a mission more than once in the same tick (e.g. destroying two essential crates at the same time)
Otherwise you can get a blank / stuck frontend (e.g. when using deagle to shoot the two last crates at the same time)!
the best approach might be to never call the function that sends stats and ends game from any event handler directly, but instead have a flag 'isFailed' that is set to true when any of the possible fails happen and to check that flag every tick to send stats and end game if true
find_package(SDL1or2)
include_directories(${PHYSFS_INCLUDE_DIR})
include_directories(${SDL_INCLUDE_DIR})
include_directories(${LUA_INCLUDE_DIR})
## extra functions needed by Hedgewars
## TODO: maybe it's better to have them in a separate library?
set(PHYSLAYER_SRCS
physfsrwops.c
physfslualoader.c
hwpacksmounter.c
)
#compiles and links actual library
add_library (physlayer ${PHYSLAYER_SRCS})
#TODO: find good VERSION and SOVERSION values
target_link_libraries(physlayer ${SDL_LIBRARY} lua physfs)
install(TARGETS physlayer RUNTIME DESTINATION ${target_binary_install_dir}
LIBRARY DESTINATION ${target_library_install_dir}
ARCHIVE DESTINATION ${target_library_install_dir})
get_target_property(physlayer_fullpath physlayer LOCATION)
## added standard variables (FORCE or cmake won't pick 'em)
set(PHYSLAYER_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE STRING "Physlayer include dir" FORCE)
set(PHYSLAYER_LIBRARY ${physlayer_fullpath} CACHE STRING "Physlayer library" FORCE)