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SignalR C++ Client Clean-up #8720
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Hi! May I add some considerations here? If this is not the best place for that please direct me to some other place where it would be more appropriate. BACKGROUND I'm trying to integrate some SignalR C++ Client code to our pet game project which uses Unreal Engine. UE4 uses paranoid warning level while compiling sources and treat warnings as errors. It also still depends on old gnustl version (GCC 4.9) on Android (but this is another story...). It's especially interesting for us to try to integrate SignalR C++ Client code using UE's implementations of http/websocket clients, json library, build system, etc. instead of cpprestsdk, boost, cmake, etc. I have no much expertise in C++ so my considerations easily can be irrelevant. If so feel free to ignore them :) CONSIDERATIONS 1. The existence of
So is it actually needed? I may add that old gnustl on Android lacks 2. There is one place in whole project where
It is possible to compile SignalR C++ Client without RTTI if we remove this special 3. At the very end of
4.
and derived type:
So 5.
This causes MSVC warnings 4582 and 4583 (link) because union shares the memory between fields and doesn't know how to create/destroy complex objects. Potential memory leak? 6. Initialization list reordering. There are three:
P.S. Header inclusion order is a mess :) |
We haven't seen this, but can take a look at removing the file.
I'm not going to pretend to know anything about Android NDK, but a quick search shows that you should probably not use GCC and switch to libc++ as GCC has been deprecated in that version of the NDK.
We can take a look at this especially if there is only 1 place where we use it currently. The rest of your comments are about some warnings that we haven't cleaned up yet and will work on once we decide how to ignore warnings from external headers so we don't have hundreds of non-actionable warnings. |
Thanks for the answer @BrennanConroy You are right about Android NDK. The problem here is that UE depends on gnustl on Android) I.e. r17c is latest version of NDK which may be used with UE. This is not your problem of course, that's why I suggested to add list of supported compiler versions in README. I believe this would be very convenient for potential users of your code. Some official support for non-RTTI compilation (in case of excluding cpprestsdk and boost) from your side would be very helpful, thanks! |
We've moved this issue to the Backlog milestone. This means that it is not going to be worked on for the coming release. We will reassess the backlog following the current release and consider this item at that time. To learn more about our issue management process and to have better expectation regarding different types of issues you can read our Triage Process. |
@BrennanConroy are these issues still relevant or are we tracking the client work separately? |
Yes, tracking the C++ work with these issues. |
Epic #5301
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