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	Library code and public headers are now properly separated, we can fix include paths to remove the redundant subfolder.
		
			
				
	
	
		
			49 lines
		
	
	
	
		
			1.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			49 lines
		
	
	
	
		
			1.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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env_upnp = env_modules.Clone()
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# Thirdparty source files
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thirdparty_obj = []
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if env["builtin_miniupnpc"]:
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    thirdparty_dir = "#thirdparty/miniupnpc/"
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    thirdparty_sources = [
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        "igd_desc_parse.c",
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        "miniupnpc.c",
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        "minixml.c",
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        "minisoap.c",
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        "minissdpc.c",
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        "miniwget.c",
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        "upnpcommands.c",
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        "upnpdev.c",
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        "upnpreplyparse.c",
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        "connecthostport.c",
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        "portlistingparse.c",
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        "receivedata.c",
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        "addr_is_reserved.c",
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    ]
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    thirdparty_sources = [thirdparty_dir + "src/" + file for file in thirdparty_sources]
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    env_upnp.Prepend(CPPPATH=[thirdparty_dir + "include"])
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    env_upnp.Append(CPPDEFINES=["MINIUPNP_STATICLIB"])
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    env_upnp.Append(CPPDEFINES=["MINIUPNPC_SET_SOCKET_TIMEOUT"])
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    env_thirdparty = env_upnp.Clone()
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    env_thirdparty.disable_warnings()
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    env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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    env.modules_sources += thirdparty_obj
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# Godot source files
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module_obj = []
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env_upnp.add_source_files(module_obj, "*.cpp")
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env.modules_sources += module_obj
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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env.Depends(module_obj, thirdparty_obj)
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