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## https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore | ||
# Visual Studio user specific files | ||
.vs/ | ||
.vscode/ | ||
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# Visual Studio 2015 database file | ||
*.VC.db | ||
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# Compiled Object files | ||
*.slo | ||
*.lo | ||
*.o | ||
*.obj | ||
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# Precompiled Headers | ||
*.gch | ||
*.pch | ||
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# Compiled Dynamic libraries | ||
*.so | ||
*.dylib | ||
*.dll | ||
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# Fortran module files | ||
*.mod | ||
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# Executables | ||
*.exe | ||
*.out | ||
*.app | ||
*.ipa | ||
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# These project files can be generated by the engine | ||
*.xcodeproj | ||
*.xcworkspace | ||
*.sln | ||
*.suo | ||
*.opensdf | ||
*.sdf | ||
*.VC.db | ||
*.VC.opendb | ||
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# Precompiled Assets | ||
SourceArt/**/*.png | ||
SourceArt/**/*.tga | ||
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#Binary Files | ||
Binaries/* | ||
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# Builds | ||
Build/* | ||
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# Don't ignore icon files in Build | ||
!Build/**/*.ico | ||
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# Built data for maps | ||
*_BuiltData.uasset | ||
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# Configuration files generated by the Editor | ||
Saved/* | ||
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# Compiled source files for the engine to use | ||
Intermediate/* | ||
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# Cache files for the editor to use | ||
DerivedDataCache/* | ||
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#ZMQ Library Plugin | ||
!Binaries/ThirdParty/zmqLibrary/Win64/libzmq-mt-4_3_1.dll | ||
!Source/ThirdParty/zmqLibrary/x64/Release/libzmq-mt-4_3_1.dll | ||
!Source/ThirdParty/zmqLibrary/x64/Release/libzmq-mt-4_3_1.li |
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[FilterPlugin] | ||
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and | ||
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively. | ||
; | ||
; Examples: | ||
; /README.txt | ||
; /Extras/... | ||
; /Binaries/ThirdParty/*.dll | ||
docs/libzmq/* | ||
docs/cppzmq/* | ||
readme.md |
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// Fill out your copyright notice in the Description page of Project Settings. | ||
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using System.IO; | ||
using UnrealBuildTool; | ||
using System; | ||
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public class zmqLibrary : ModuleRules | ||
{ | ||
public zmqLibrary(ReadOnlyTargetRules Target) : base(Target) | ||
{ | ||
Type = ModuleType.External; | ||
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if (Target.Platform == UnrealTargetPlatform.Win64) | ||
{ | ||
// Add the import library | ||
PublicLibraryPaths.Add(Path.Combine(ModuleDirectory, "x64", "Release")); | ||
PublicAdditionalLibraries.Add("libzmq-mt-4_3_1.lib"); | ||
Console.WriteLine("... ZMQ Public Additional Library Path -> " + Path.Combine(ModuleDirectory, "x64", "Release")); | ||
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// Delay-load the DLL, so we can load it from the right place first | ||
PublicDelayLoadDLLs.Add("libzmq-mt-4_3_1.dll"); | ||
} | ||
//else if (Target.Platform == UnrealTargetPlatform.Mac) | ||
//{ | ||
// PublicDelayLoadDLLs.Add(Path.Combine(ModuleDirectory, "Mac", "Release", "libExampleLibrary.dylib")); | ||
//} | ||
} | ||
} |
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<?xml version="1.0" encoding="utf-8"?> | ||
<TpsData xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> | ||
<Notification> | ||
ZMQ | ||
</Notification> | ||
</TpsData> |
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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved. | ||
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#include "zmqmod.h" | ||
#include "Core.h" | ||
#include "Modules/ModuleManager.h" | ||
#include "Interfaces/IPluginManager.h" | ||
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#define LOCTEXT_NAMESPACE "FZmqModule" | ||
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void FZmqModule::StartupModule() | ||
{ | ||
// Get the base directory of this plugin | ||
FString BaseDir = IPluginManager::Get().FindPlugin("zmq")->GetBaseDir(); | ||
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// Add on the relative location of the third party dll and load it | ||
FString LibraryPath; | ||
#if PLATFORM_WINDOWS | ||
LibraryPath = FPaths::Combine(*BaseDir, TEXT("Binaries/ThirdParty/zmqLibrary/Win64/libzmq-mt-4_3_1.dll")); | ||
#elif PLATFORM_MAC | ||
// LibraryPath = FPaths::Combine(*BaseDir, TEXT("Source/ThirdParty/zmqLibrary/Mac/Release/libExampleLibrary.dylib")); | ||
#endif // PLATFORM_WINDOWS | ||
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UE_LOG(LogTemp,Warning, TEXT("ZMQ LibraryPath:%s"), *LibraryPath); | ||
ZmqLibraryHandle = !LibraryPath.IsEmpty() ? FPlatformProcess::GetDllHandle(*LibraryPath) : nullptr; | ||
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if (!ZmqLibraryHandle) | ||
{ | ||
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("ThirdPartyLibraryError", "Failed to load zmq library")); | ||
} | ||
} | ||
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void FZmqModule::ShutdownModule() | ||
{ | ||
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, | ||
// we call this function before unloading the module. | ||
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// Free the dll handle | ||
FPlatformProcess::FreeDllHandle(ZmqLibraryHandle); | ||
ZmqLibraryHandle = nullptr; | ||
} | ||
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#undef LOCTEXT_NAMESPACE | ||
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IMPLEMENT_MODULE(FZmqModule, zmqmod) |
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