Files
UnrealEngineUWP/Engine/Source/ThirdParty/OpenSSL/OpenSSL.Build.cs
David Harvey 55344da8e2 Fix OpenSSL for Windows-based platform extensions
- windows-based platform extensions broke when old versions of openssl were deleted.
 - now they re-use the same settings as Win64

#jira UE-131865
#rnx
#preflight 623daddb5c488c89d6e008f6
#rb Jeff.Newquist
#fyi Pavel.Punsky

[CL 19510743 by David Harvey in ue5-main branch]
2022-03-25 08:44:24 -04:00

88 lines
3.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class OpenSSL : ModuleRules
{
public OpenSSL(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
string OpenSSL111cPath = Path.Combine(Target.UEThirdPartySourceDirectory, "OpenSSL", "1.1.1c");
string OpenSSL111kPath = Path.Combine(Target.UEThirdPartySourceDirectory, "OpenSSL", "1.1.1k");
string OpenSSL111nPath = Path.Combine(Target.UEThirdPartySourceDirectory, "OpenSSL", "1.1.1n");
string PlatformSubdir = Target.Platform.ToString();
string ConfigFolder = (Target.Configuration == UnrealTargetConfiguration.Debug && Target.bDebugBuildsActuallyUseDebugCRT) ? "Debug" : "Release";
if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.IOS)
{
PublicIncludePaths.Add(Path.Combine(OpenSSL111nPath, "include", PlatformSubdir));
string LibPath = Path.Combine(OpenSSL111nPath, "lib", PlatformSubdir);
PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libssl.a"));
PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libcrypto.a"));
}
else if (Target.Platform.IsInGroup(UnrealPlatformGroup.Windows))
{
PlatformSubdir = "Win64";
string VSVersion = "VS" + Target.WindowsPlatform.GetVisualStudioCompilerVersionName();
// Add includes
PublicIncludePaths.Add(Path.Combine(OpenSSL111nPath, "include", PlatformSubdir, VSVersion));
// Add Libs
string LibPath = Path.Combine(OpenSSL111nPath, "lib", PlatformSubdir, VSVersion, ConfigFolder);
PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libssl.lib"));
PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libcrypto.lib"));
PublicSystemLibraries.Add("crypt32.lib");
}
else if (Target.Platform == UnrealTargetPlatform.HoloLens)
{
// We do not currently have hololens OpenSSL binaries, lets not pretend we do.
// This means that builds that depend on OpenSSL (like EngineTest) will succeed, but use of it would fail at runtime.
//string VSVersion = "VS" + Target.WindowsPlatform.GetVisualStudioCompilerVersionName();
//// Add includes
//PublicIncludePaths.Add(Path.Combine(OpenSSL111kPath, "include", PlatformSubdir, VSVersion));
//// Add Libs
//string LibPath = Path.Combine(OpenSSL111kPath, "lib", PlatformSubdir, VSVersion, ConfigFolder);
//PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libssl.lib"));
//PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libcrypto.lib"));
//PublicSystemLibraries.Add("crypt32.lib");
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
{
string platform = "/Unix/" + Target.Architecture;
string IncludePath = OpenSSL111nPath + "/include" + platform;
string LibraryPath = OpenSSL111nPath + "/lib" + platform;
PublicIncludePaths.Add(IncludePath);
PublicAdditionalLibraries.Add(LibraryPath + "/libssl.a");
PublicAdditionalLibraries.Add(LibraryPath + "/libcrypto.a");
}
else if (Target.Platform == UnrealTargetPlatform.Android)
{
string[] Architectures = new string[] {
"ARM64",
"x86",
"x64",
};
PublicIncludePaths.Add(OpenSSL111nPath + "/include/Android/");
foreach(var Architecture in Architectures)
{
PublicAdditionalLibraries.Add(OpenSSL111nPath + "/lib/Android/" + Architecture + "/libcrypto.a");
PublicAdditionalLibraries.Add(OpenSSL111nPath + "/lib/Android/" + Architecture + "/libssl.a");
}
}
}
}