Files
UnrealEngine/Engine/Plugins/Compression/OodleNetwork/Source/OodleNetworkHandlerComponent.Build.cs
2025-05-18 13:04:45 +08:00

122 lines
4.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using System.Collections.Generic;
using UnrealBuildTool;
public class OodleNetworkHandlerComponent : ModuleRules
{
protected virtual string OodleVersion { get { return "2.9.14"; } }
// Platform Extensions need to override these
protected virtual string LibRootDirectory { get { return PlatformModuleDirectory; } }
protected virtual string ReleaseLibraryName { get { return null; } }
protected virtual string DebugLibraryName { get { return null; } }
protected virtual string SdkBaseDirectory { get { return Path.Combine(LibRootDirectory, "..", "Sdks", OodleVersion); } }
protected virtual string LibDirectory { get { return Path.Combine(SdkBaseDirectory, "lib"); } }
protected virtual string IncludeDirectory { get { return Path.Combine(ModuleDirectory, "..", "Sdks", OodleVersion, "include"); } }
public OodleNetworkHandlerComponent(ReadOnlyTargetRules Target) : base(Target)
{
ShortName = "OodleNetworkPlugin";
PublicIncludePaths.Add(IncludeDirectory);
PublicDependencyModuleNames.Add("PacketHandler");
PublicDependencyModuleNames.Add("Core");
PublicDependencyModuleNames.Add("CoreUObject");
PublicDependencyModuleNames.Add("NetCore");
PublicDependencyModuleNames.Add("Engine");
PublicDependencyModuleNames.Add("Analytics");
// We depend on the .udic files, otherwise those dictionaries don't pass-through to final builds!
RuntimeDependencies.Add("$(ProjectDir)/Content/Oodle/...", StagedFileType.UFS);
string ReleaseLib = null;
string DebugLib = null;
string PlatformDir = Target.Platform.ToString();
bool bAllowDebugLibrary = false;
bool bUseDebugLibrary = bAllowDebugLibrary && Target.Configuration == UnrealTargetConfiguration.Debug && Target.bDebugBuildsActuallyUseDebugCRT;
bool bSkipLibrarySetup = false;
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows))
{
if (Target.Architecture == UnrealArch.Arm64)
{
ReleaseLib = "oo2net_winuwparm64.lib";
DebugLib = "oo2net_winuwparm64_debug.lib";
PlatformDir = "WinArm64";
}
else
{
ReleaseLib = "oo2net_win64.lib";
DebugLib = "oo2net_win64_debug.lib";
PlatformDir = "Win64";
}
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
ReleaseLib = "liboo2netmac64.a";
DebugLib = "liboo2netmac64_dbg.a";
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
ReleaseLib = "liboo2netlinux64.a";
DebugLib = "liboo2netlinux64_dbg.a";
}
else if (Target.Platform == UnrealTargetPlatform.LinuxArm64)
{
ReleaseLib = "liboo2netlinuxarm64.a";
DebugLib = "liboo2netlinuxarm64_dbg.a";
}
else if (Target.Platform == UnrealTargetPlatform.Android)
{
// we have to add multiple libraries, so don't do the normal processing below
bSkipLibrarySetup = true;
string dbg = bUseDebugLibrary ? "_dbg" : "";
PublicAdditionalLibraries.Add(Path.Combine(LibDirectory, PlatformDir, "arm64-v8a/liboo2netandroid" + dbg + ".a"));
PublicAdditionalLibraries.Add(Path.Combine(LibDirectory, PlatformDir, "armeabi-v7a/liboo2netandroid" + dbg + ".a"));
PublicAdditionalLibraries.Add(Path.Combine(LibDirectory, PlatformDir, "x86/liboo2netandroid" + dbg + ".a"));
PublicAdditionalLibraries.Add(Path.Combine(LibDirectory, PlatformDir, "x86_64/liboo2netandroid" + dbg + ".a"));
}
else if (Target.Platform == UnrealTargetPlatform.IOS)
{
string LibExt = (Target.Architecture == UnrealArch.IOSSimulator) ? ".sim.a" : ".a";
ReleaseLib = "liboo2netios" + LibExt;
DebugLib = "liboo2netios_dbg" + LibExt;
}
else if (Target.Platform == UnrealTargetPlatform.TVOS)
{
ReleaseLib = "liboo2nettvos.a";
DebugLib = "liboo2nettvos_dbg.a";
}
else
{
// the subclass will return the library names
ReleaseLib = ReleaseLibraryName;
DebugLib = DebugLibraryName;
// platform extensions don't need the Platform directory under lib
PlatformDir = "";
}
if (!bSkipLibrarySetup)
{
// combine everything and make sure it was set up properly
string LibraryToLink = bUseDebugLibrary ? DebugLib : ReleaseLib;
if (LibraryToLink == null)
{
throw new BuildException("Platform {0} doesn't have OodleData libraries properly set up.", Target.Platform);
}
PublicAdditionalLibraries.Add(Path.Combine(LibDirectory, PlatformDir, LibraryToLink));
}
}
}