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godot 3.2.3-stable-1
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#!/usr/bin/env python

Import("env")
Import("env_modules")

# Thirdparty source files

env_ws = env_modules.Clone()

if env["builtin_wslay"] and not env["platform"] == "javascript":  # already builtin for javascript
    wslay_dir = "#thirdparty/wslay/"
    wslay_sources = [
        "wslay_net.c",
        "wslay_event.c",
        "wslay_queue.c",
        "wslay_stack.c",
        "wslay_frame.c",
    ]
    wslay_sources = [wslay_dir + s for s in wslay_sources]
    env_ws.Prepend(CPPPATH=[wslay_dir + "includes/"])
    env_ws.Append(CPPDEFINES=["HAVE_CONFIG_H"])
    if env["platform"] == "windows" or env["platform"] == "uwp":
        env_ws.Append(CPPDEFINES=["HAVE_WINSOCK2_H"])
    else:
        env_ws.Append(CPPDEFINES=["HAVE_NETINET_IN_H"])
    env_wslay = env_ws.Clone()
    env_wslay.disable_warnings()
    env_wslay.add_source_files(env.modules_sources, wslay_sources)

env_ws.add_source_files(env.modules_sources, "*.cpp")