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.
Related Documents¶
- Public contract: C++ public contract
- Server guide: C++ server guide