godot/modules/websocket
Rémi Verschelde 06136d433b
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.

(cherry picked from commit c7b53c03ae)
(cherry picked from commit e94161dada)
2021-05-04 12:54:34 +02:00
..
doc_classes
SCsub SCons: Add explicit dependencies on thirdparty code in cloned env 2021-05-04 12:54:34 +02:00
config.py
emws_client.cpp
emws_client.h
emws_peer.cpp
emws_peer.h
emws_server.cpp
emws_server.h
library_godot_websocket.js
packet_buffer.h
register_types.cpp
register_types.h
websocket_client.cpp
websocket_client.h
websocket_macros.h
websocket_multiplayer_peer.cpp
websocket_multiplayer_peer.h
websocket_peer.cpp
websocket_peer.h
websocket_server.cpp
websocket_server.h
wsl_client.cpp
wsl_client.h
wsl_peer.cpp
wsl_peer.h
wsl_server.cpp
wsl_server.h