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There is no more C++ Admin/Server SDK that can be run on OSX without major drawbacks

We've been using the Windows C++ Server SDK to upload our game settings (Title Data, Items, etc.) to PlayFab. Unfortunately the new version forces the usage of CppRest and Boost which is a quite big setup of hundreds of source files. Before we had a really light weight setup.

Also the Cocos2d-x C++ SDK can not be really used as a Server SDK, since it forces the usage of the Cocos2d-x Director, hence the game engine has to be initiated and running.

Is there some possible way that we can achieve to have a light weight setup as with the old windows version?

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1807605288 answered

We were forced to update our SDK away from our previous requirements to the current one because our SDK was so large that GitHub would no longer let us host our files there. It was simply not possible to continue because we exceeded the file size limits of GitHub. We recognize that updating your SDK from pre 1.0 to post 1.0 is difficult, and we apologize. We have prepared this guide to help with the transition:
https://github.com/PlayFab/WindowsSDK/blob/master/UpgradeGuide.md

I see you're mentioning the Server/Admin specifically being the problem. Have you added the proper symbols to your Visual Studio Environment?
https://github.com/PlayFab/WindowsSDK/blob/master/PlayFabSDK/include/playfab/PlayFabAdminAPI.h#L3
https://github.com/PlayFab/WindowsSDK/blob/master/PlayFabSDK/include/playfab/PlayFabServerAPI.h#L3
Please read section 4 of our readme for additional details:
https://github.com/PlayFab/WindowsSDK/blob/master/README.md#4-server--admin-apis

Finally, part of the upgrade included getting our SDK published to Nuget, which should significantly improve your setup process, including dependencies. Please see our Getting Started Guide for information on Nuget setup:
https://github.com/PlayFab/WindowsSDK/blob/master/WinCppGettingStarted.md
and
https://www.nuget.org/profiles/playfab_matt

Questions:

Can you be more specific about the pain point of your upgrade process?

Are you using Nuget?

Can you be more specific about what you mean by light weight setup?

To address some of your other comments:

The WindowsSdk 1.x does not require boost.

The switch from CURL, RapidJson, OpenSSL, and ZLib to just CppReskSdk was intended to be more lightweight, where previously, our SDK was so big that it could no longer be stored in GitHub.

We do not suggest Cocos as a replacement for WindowsSdk, so let's dive deeper and get your core issues resolved.

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max avatar image max commented ·

Thanks for answering, but we're not using Windows at all. Sorry I only mentioned it in the title.

We're using OSX with a C++ Xcode project to upload our data to PlayFab. The old Windows C++ SDK was completely compatible with that and everything worked fine. The new Windows C++ SDK is not compatible with OSX/Xcode, at least it's not easy and of course the guides don't work.

We've gone so far to download microsofts cppRest....but then it seemed like we also needed boost (the microsoft library seems to use it). But might also be that we did something wrong here, it wasn't too clear how to set it up ;)

About the file size....that old Windows C++ Project did not really take more space than the old one, did it? It was just a couple of sources files and everything worked without other dependencies. But if it's too big - it's too big, I understand that.

Anyway ;) Is there a solution that allows us to use C++ on OSX?

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1807605288 avatar image 1807605288 ♦ max commented ·

Quite honestly, I hadn't tried to use it on OSX, and it wasn't in our intended usage scenarios.

Here's the guide I found:
https://github.com/Microsoft/cpprestsdk/wiki/How-to-build-for-Mac-OS-X
It looks like the OSX setup is not as easy as WinVS+Nuget unfortunately, but it seems like it's possible.

In short, I'm already several steps behind you in trying to use our WindowsSdk on OSX, so I'm not going to catch up faster than you can do it yourself. I'll add a task to build an OSX getting started guide. If you succeed please let us know and give us any tips we should add to that guide when we start it.

Sorry this isn't a clean answer for you, but you're traveling off the beaten path. We will catch up with you as soon as we can.

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max avatar image max 1807605288 ♦ commented ·

Yeah, it's definitely not easy, but thanks for the lunk. I still have an old version that still works, so I might stick with that for now....

Another thought: Isn't it possible to just create the Windows 0.X style SDK again and label that as OSX C++ SDK? Because exactly that works on OSX. Is the old auto-generator code still compatible with this, so could one create a Windows 0.X version with the latest API Functions and so on.

If that is possible, that'd be just the ideal scenario for OSX.

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