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Use mbedTLS instead of OpenSSL - #282
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Seems good to me. If anything we're more familiar with mbedTLS and it works well for Godot, so it's a better pick IMO. As discussed with @Calinou, we'll first make a release with the new OpenSSL PRs merged (and Godot 4.2 baseline), and then merge this PR and make another release. So there will be a recent release with OpenSSL and Godot 4.2 to compare with in case there are any new issues related to mbedTLS. |
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@Faless Can you look into rebasing this PR? The SSL certificate issue is still being run into regularly with 3.2.1, so I'd like to merge this, tag 3.3.0 and hopefully fix the issue once and for all. |
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@Faless Out of curiosity, is this ready for review now? |
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I'm not really sure how I can debug this case, could you maybe try a few more times and see if you actually get this error again? Because it seems to work for me. |
Calinou
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Tested locally on Windows, macOS and Linux (Fedora 44), it works as expected (including SSH push). Code looks good to me.
I've tried the Android build and while the library is recognized, it's not usable due to file permission issues I wasn't able to find a workaround for: #334 (comment)
Either way, this PR resolves a lot of issues with the plugin, so it's in a good state to merge.

Improve CI, add x86_32, arm32, arm64 and android builds
Original Description!
Build dependencies using cmake.I was nerd-sniped by the merge of #191 and #199 to try and switch to mbedTLS as the crypto library.
This should make it much easier to get ARM32/ARM64 (#260) builds on both windows and linux (I've confirmed cross-builds for linux arm32/arm64, for windows, see godotengine/webrtc-native#174 ).
I can add the CI bits as a separate commit to this PR if desired.