Lesson 35 - Get Compute Auth Token Working
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53
Plugins/GameLiftPlugin/Source/CoreSDK/CoreSDK.Build.cs
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53
Plugins/GameLiftPlugin/Source/CoreSDK/CoreSDK.Build.cs
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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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// SPDX-License-Identifier: Apache-2.0
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using UnrealBuildTool;
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using System.IO;
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using System.Net;
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using System.Text.RegularExpressions;
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public class CoreSDK : ModuleRules
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{
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private string[] LibraryNames =
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{
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"aws-gamelift-profiles",
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"aws-gamelift-authentication",
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"aws-gamelift-core",
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};
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public CoreSDK(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Include"));
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if (Target.Type == TargetRules.TargetType.Editor || Target.Type == TargetRules.TargetType.Client)
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{
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// yaml-cpp
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string ThirdPartyPath = Path.Combine(ModuleDirectory, "ThirdParty");
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string YamlCppIncludePath = Path.Combine(Path.Combine(ThirdPartyPath, "yaml-cpp"), "include");
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string YamlCppLibPath = Path.Combine(Path.Combine(ThirdPartyPath, "yaml-cpp"), "lib");
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PublicIncludePaths.Add(YamlCppIncludePath);
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PublicAdditionalLibraries.Add(Path.Combine(YamlCppLibPath, "yaml-cpp.lib"));
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// Core SDK
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string LibrarysPath = Path.Combine(ModuleDirectory, "Binaries", UnrealTargetPlatform.Win64.ToString());
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string OutputDir = Path.Combine("$(ProjectDir)", "Binaries", UnrealTargetPlatform.Win64.ToString());
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foreach (string LibName in LibraryNames)
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{
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string LibFileName = LibName + ".lib";
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string DllFileName = LibName + ".dll";
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// Add the import library
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PublicAdditionalLibraries.Add(Path.Combine(LibrarysPath, LibFileName));
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// Do not load the DLL during startup. Delay-load the DLL when it is actually used.
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PublicDelayLoadDLLs.Add(DllFileName);
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// This stages the DLL next to the executable when you package your game.
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RuntimeDependencies.Add(Path.Combine(OutputDir, DllFileName), Path.Combine(LibrarysPath, DllFileName));
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}
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}
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}
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}
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