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Widevine support? #28
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@monkeyman192 I'm sorry I know nuts about widevine (I have not yet head about it). https://peter.sh/experiments/chromium-command-line-switches/ Concerning https://magpcss.org/ceforum/viewtopic.php?f=6&t=16080 my knowledge in CEF starts to be rusty since I made long time I did not develop wrapper classes for Godot, but If I understood well from https://www.magpcss.org/ceforum/viewtopic.php?f=6&t=17719 you should give the widevine extension to CEF. I started to implement plugins on our previous project stigmee/gdnative-cef@55c1070 since we implemented an extension, but I never finished because 1/ the coworker who made our extension never made it officially for version 2 (CEF only accept extension version 2 and now people use version 3, see https://magpcss.org/ceforum/viewtopic.php?f=6&t=10242) and my modified v2 extension worked only for CEFsimple gdcef/addons/gdcef/thirdparty/cef_binary/tests/cefsimple because I missed some functions in my code to make gdcef ables to load extension. In addition cef_web_plugin.h seems no longer exist. Anyway adding extension for GDCEF can be nice to add some add block plugins. |
Hello! I have managed to get this extension built and running with godot 3.5, but was wondering if there is some way to get widevine CDM support?
I am currently testing on windows 10.
I have tried to follow the instructions here to get the latest dll and place it in the appropriate folder and nothing happened.
I have also found this however I don't think I can pass in
"enable-widevine-cdm"
as a config argument for this?Any help or insight would be appreciated 😄
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