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C++ Stream Connector

The guide to the C++ STREAM client connector. It targets natively built game engines (Unreal, Godot, Cocos), desktop and server applications, and e2e test tools.

Order Document Content
1 Stream Connector Overview What it is for and where it runs, and its boundary with the server framework
2 Installation and the First Connection Installing the package, the smallest connection, a first send and receive
3 Connector Options The options, their defaults, and when a value is checked
4 Sending Packets send and request, how a packet name is settled, codecs
5 Receiving Packets Registering and unregistering, dispatch mode, the receive queue and its count
6 Connection Lifecycle Connection state, reconnecting, heartbeat, the close reason
7 Error Handling The closed set of error codes and how each language delivers them
8 e2e Client The exception-based adapter used by tests and tools
9 Engine Adapters The Unreal, Godot and Cocos adapters
10 Packaging Build configuration and the published artifacts
11 Performance Where to measure and what can be tuned
12 Game Engine Integration Connector choice by engine and the Engine Lobby sample
13 Node Protobuf Messaging protobufjs generation, fixed-type pushes, explicit reply types
14 Node Protobuf Codecs and Types Codec selection, multiple-message limits, server packet names

The file number identifies the same chapter in every language. Chapters 1 to 7 are shared across all five.