C++ Client

nikolaiko
edited January 2014 in Native
Hi, it is possible to use Photon Server with clients on C++? I almost sure that it is, but I can't find any tutorials of doing it. I rad docs and found .Net examples, but no C++. I just want to use Photon Server with CryEngine client wich is C++.

Thanks.

Comments

  • Hi, Nicolaiko

    You could try this version
    https://www.exitgames.com/Download/Real ... ud_SDK.zip

    or choose right one from this site: https://www.exitgames.com/Realtime/Download
  • chvetsov wrote:
    Hi, Nicolaiko

    You could try this version
    https://www.exitgames.com/Download/Real ... ud_SDK.zip

    or choose right one from this site: https://www.exitgames.com/Realtime/Download

    Thanks for your answer, but I am in confusion what .dll library I should use in client? Photon3DotNet.dll it will work?
  • this zip contains only native client
  • Hi, Nikolaiko
    nikolaiko wrote:
    chvetsov wrote:
    Hi, Nicolaiko

    You could try this version
    https://www.exitgames.com/Download/Real ... ud_SDK.zip

    or choose right one from this site: https://www.exitgames.com/Realtime/Download

    Thanks for your answer, but I am in confusion what .dll library I should use in client? Photon3DotNet.dll it will work?
    Obviously you are still looking into the wrong .zip. The one, that chvetsov has linked here, does not contain any file named Photon3DotNet.dll. That dll filename is the one of a file from within the C# .NET Client SDK.
  • Ok, thanks for the answers. Sorry for misunderstanding, I got your point. I think this will help.

    Thanks, Nikolai.
  • Hi, again, I am sorry for up this thread again, but I faced some problem again according to my first question.
    So, I opened zip from first answer and look at the example. Then I took "LoadBalancing-cpp" project and added it to my solution in VC. And implemented my own classes (but honestly they almost copy/paste of NetworkLogic class from example) just for test.

    I faced some problems with enums (compiler just didn't want to work with them), so I just commented out all StateAccessor functional too, leaved only connect function and message handling. So I was able to compile code.

    But, then I got LNK2019 error about unresolved links to symbols. They all come from ExitGames namespace. I added additional lib folders in Linker Project Settings, and also I added link to .lib directly, like in the example :
    Screenpng_7351256_10562357.png

    The only difference between example that it uses Win32 verson of lib, and I x64. But it is because of target platform and I think issue is not here, it must be something easy and stupid, maybe I missing something? Some import or directive?

    Thanks.
  • Hi again.

    You compiler did not want to work with enums?
    From your screenshot it looks like you are using Visual Studio 2010. Our codebase has tested with and is fully compatible with VS 2010. Are you using the express version? We have not tested with that one.

    The demo only uses Win32 builds of the lib in its Win32 configurations, but x64 builds in its x64 configurations (it's not even possible to mix 32bit libs with a 64bit application or vice versa).

    Please make sure, that you have added all 3 client libs (Common-cpp, Photon-cpp and LoadBalancing-cpp) to your linker settings.
    For a step to step guide how to setup up your app, please have a look into the "How to setup your application" chapter in the Client doc inside the doc folder of the Client SDK.

    Also aside from 32 vs 64 bit builds also the mt vs. md, debug vs. reelase and the Visual Studio version of the libs have to match the ones of your app (with which settings a lib has been build is stated in the name of the lib file).