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Fixed build issues (Windows and Linux) #21
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I realized after updating the DLL and lib files that they now depend on some other DLL and lib files, but I'm having trouble linking those dependencies. I have added those dependencies to the third-party/win64 folder. |
Made some changes to further fix compiler issues related to updating the aws sdk lib/dll files. Going to add a couple more commits and do some testing to finish it off. @ryanjon2040 @YetiTechStudios is there any way I could be added to this organization? I would love to continue helping out with the development of this plugin as my friend and I continue to make gamelift tutorials. |
Confirmed that the client sdk works for windows aka it builds/compiles successfully. Now going to test Linux. |
… thirdparty folder
Can confirm that the client sdk builds for both windows and linux. Going to add stuff to https://github.com/chris-gong/gamelift-example-ue4 to check that everything works with the GameLift servers. |
Hi @chris-gong We've sent you an invite to join this organization. 😃 |
…enum structure/type
…e info from describeGameSession, which is now renamed to describeGameSessionDetails
Currently, the sdk in this pull request is not testable in the unreal engine editor so the game would have to be packaged to test the client sdk. I only did this because this is how the gamelift server sdk does it, but I am thinking of reverting it back to where the client sdk was testable in the unreal engine editor. |
It seems that after updating the Linux library files, that I am missing two .so dependencies. These include libcrypto.so and libssl.so |
Because I am unable to get it working for linux, at least to cross compile from windows, I will keep it so that the client is not testable in the engine editor. My objective now is to make sure that I can package a functioning windows client without the gamelift client dependencies from interfering with a linux server build uploaded to gamelift. |
Hey @chris-gong, In the pursuit of solving this issue I cloned your branch and build it on/for windows x64 without too many issues for the base functionality. But if I try to use constructors like:
Did you miss some header files potentially? Just a note: the call to Aws::Vector throwing the Any help on this would be very much appreciated. Cheers! |
Hi @Wylie-Modro I will take a look tonight. |
@chris-gong Did you get anytime to look into this? Posted on the AWS GameTech forum as well, but seem to be stuck on it. |
…th the exception that the project would have to be built in client mode so that the library files do not interfere with gamelift linux server builds
Hey @Wylie-Modro, could you play around with the latest version of this pull request? It seems that I was able to get it working when you build and package in Development Client mode for Windows. It doesn't seem to work for Linux but since the code only compiles in client mode, it shouldn't conflict with a Linux server build. However when packaging the game in client mode, make sure to add the compiled DLLs from plugin/binaries to Windowsclientbuild/game/binaries |
…aths and modified creategamesession method
What's about this? |
Hi @ryanjon2040 really sorry to bother you again. In my last pull request I realized I may have accidentally removed some very important include statements that I just readded. Thank you for your patience.