81 lines
2 KiB
Text
81 lines
2 KiB
Text
Import('env')
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env_n2nvpn = env.Clone()
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# Bindings.
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env_n2nvpn.add_source_files(env.modules_sources, "*.cpp")
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# These paths are relative to modules/n2nvpn/
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env_n2nvpn.Append(CPPPATH=[".", "n2n", "n2n/include"])
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# libn2n.
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n2n_dir = "#../modules/n2nvpn/n2n/src/"
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n2n_src = [
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"aes.c",
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"auth.c",
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"cc20.c",
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"curve25519.c",
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"edge_management.c",
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"edge_utils.c",
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"header_encryption.c",
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"hexdump.c",
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"json.c",
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"management.c",
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"minilzo.c",
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"n2n.c",
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"n2n_port_mapping.c",
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"n2n_regex.c",
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"network_traffic_filter.c",
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"pearson.c",
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"random_numbers.c",
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"sn_management.c",
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"sn_selection.c",
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"sn_utils.c",
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"speck.c",
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"tf.c",
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"transform_aes.c",
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"transform_cc20.c",
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"transform_lzo.c",
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"transform_null.c",
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"transform_speck.c",
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"transform_tf.c",
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"transform_zstd.c",
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"tuntap_freebsd.c",
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"tuntap_linux.c",
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"tuntap_netbsd.c",
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"tuntap_osx.c",
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"wire.c"
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]
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n2n_src = [n2n_dir + file for file in n2n_src]
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env_n2nvpn.add_source_files(env.modules_sources, n2n_src)
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if env["platform"] == "windows":
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n2n_dir_win = "#n2n/src/win32/"
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n2n_src_win = [
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"edge_utils_win32.c",
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"getopt1.c",
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"getopt.c",
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"wintap.c"
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]
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n2n_src_win = [n2n_dir_win + file for file in n2n_src_win]
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env_n2nvpn.add_source_files(env.modules_sources, n2n_src_win)
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env_n2nvpn.Append(CPPPATH=["n2n/src"])
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# Append CCFLAGS flags for both C and C++ code.
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# If you need to, you can:
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# - Append CFLAGS for C code only.
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# - Append CXXFLAGS for C++ code only.
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env_n2nvpn.Append(CCFLAGS=['-g', '-O2'])
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# LIBPATH and LIBS need to be set on the real "env" (not the clone)
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# to link the specified libraries to the Godot executable.
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# This is a path relative to /modules/module/ where your .a libraries reside.
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# If you are compiling the module externally (not in the godot source tree),
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# these will need to be full paths.
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#env.Append(LIBPATH=['/home/gamer/godot/modules/n2nvpn/n2n/src'])
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#env.Append(LIBPATH=['#modules/n2nvpn/n2n/src'])
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# Check with the documentation of the external library to see which library
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# files should be included/linked.
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env.Append(LIBS=['pthread'])
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