hamncheese/modules/n2nvpn/SCsub

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