getnamo/SocketIOClient-Unreal

Xbox/PS4/5 Platforms Untested

getnamo opened this issue · 8 comments

They should work in theory. If anyone is developing for those platforms, try packaging for them and testing to confirm so they can be whitelisted.

In my case, some error occurred when I try to build the plug-in for PS4 on Windows(VS2015). PS4 are using own compiler and it can't compile 'Socket.IO C++ Client' sources. Unfortunately, I have no more opportunities to test with PS4. Sorry for not helping you. :(

Interesting, if anyone ever does try compiling again, any logs from the compile errors would be helpful.

I can give you a dump of errors from a PS4 compilation if you are still interested. The issues in the socketio-client codebase seem minor but the big roadblock seems to be the use of exceptions in websocketpp. Not certain about Xbox yet but PS4 compiles with clang and -fno-exceptions.

@marwanhilmi Interesting, definitely useful points; dump would probably be useful for reference if anyone else decides to tackle the issue. I wonder how much would need to be changed to remove exceptions from the websocketpp library (maybe some #if s to support both)

Sharing some info here for reference: UE4 third-party openssl doesn't target xbox one, which is an issue for ASIO. Given that UE4 has its own websocket lib, the best option would likely be to rewrite the implementation to use that instead of websocketpp.

@stelcheck ssl is an optional thirdparty dep atm so it shouldn't be a blocker. There are a couple of reasons to use websocketpp vs the built-in websocket lib, so I might be more tempted to have an external openssl potentially. That said I don't run the xbox platform so if anyone does make some fork changes that enables it, pull requests are welcome.

Understood. I think openssl might be a must for certification, so finding a solution for that would be important :)

XBOX-errors.txt
I have problems with build under XBOX platform. Windows and MacOS builds work well. Please find attached part of packaging logs