Files
UnrealEngine/Engine/Source/Runtime/Online/Experimental/EventLoop/EventLoop.Build.cs
2025-05-18 13:04:45 +08:00

47 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class EventLoop : ModuleRules
{
public EventLoop(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"NetCommon"
});
PublicDefinitions.Add(string.Format("HAS_EVENTLOOP_PLATFORM_SOCKET_IMPLEMENTATION={0}", bHasPlatformSocketImplementation ? 1 : 0));
PublicDefinitions.Add(string.Format("HAS_EVENTLOOP_PLATFORM_BSD_SOCKET_HEADER={0}", bHasPlatformBSDSocketHeader ? 1 : 0));
PublicDefinitions.Add(string.Format("HAS_PLATFORM_EVENTLOOP_NOTIFIER_EVENTFD={0}", bHasPlatformEventLoopNotifierEventFd ? 1 : 0));
PublicDefinitions.Add(string.Format("HAS_EVENTLOOP_NOTIFIER_EVENTFD={0}", bHasEventLoopNotifierEventFd ? 1 : 0));
}
public virtual bool bHasPlatformSocketImplementation
{
get
{
return false;
// Other platforms may override this property.
}
}
public virtual bool bHasPlatformBSDSocketHeader
{
get
{
return false;
// Other platforms may override this property.
}
}
public virtual bool bHasPlatformEventLoopNotifierEventFd { get { return false; } }
public virtual bool bHasEventLoopNotifierEventFd { get { return Target.IsInPlatformGroup(UnrealPlatformGroup.Linux); } }
}