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C++ SDK for easily integrating mod.io into your game - the UGC management service for game developers

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mod.io

mod.io SDK2

License Discord

Welcome to the mod.io SDK repository, built using C++. It allows game developers to host and automatically install user-generated content in their games. It connects to the mod.io REST API.

Features

  • Permissive MIT/BSL-license

  • Async callback-based interface

  • Non-blocking IO with a 'bring your own thread' model

  • Automatic downloads and updates

  • Email / Steam / EGS / Consoles / Custom SSO authentication

  • Mod Browsing / Filtering

  • Header-only, direct compilation or static library support with C++17 compiler

  • Native Unreal Engine integration available via our dedicated plugin

Platform Support

Platform

Support

Compiler

Windows

MSVC C++ 2019

Windows (GDK)

(Contact Us)

Vendor-provided

Nintendo Switch

(Contact Us)

Vendor-provided

XBox (GDK)

(Contact Us)

Vendor-provided

PlayStation®4

(Contact Us)

Vendor-provided

PlayStation®5

(Contact Us)

Vendor-provided

Linux

Clang 10

macOS

Clang 10

iOS

Clang 10

Android

Clang 10

Compiler Support

Configuration

Version

Header-only

C++17 (Windows)

Static Library

C++17

Download repository

Pre-requisites to compile this SDK are listed in Getting Started documentation

It is possible to download the source code as a zip file from this webpage. However, a recursive clone downloads all dependencies. Therefore, the suggestion is to perform the following:

git clone --recurse-submodule https://github.com/modio/modio-sdk
cd modio-sdk

Installation

To use the mod.io SDK, you can proceed with the installation using one of the following perspectives:

Linux Dependencies

The mod.io SDK requires a Linux kernel with liburing support (v5.1 or later). The io_uring system calls provides asynchronous input/output operations. To fulfill that requirement and have the development tools ready, the following commands employ the "apt" package manager (tested on Ubuntu 20.04 Focal Fossa):

sudo apt update
sudo apt upgrade
sudo apt install llvm clang lldb make wget python3 ninja-build git unzip libsdl2-dev
## Install Cmake
wget -q -O cmake-linux.sh https://github.com/Kitware/CMake/releases/download/v3.20.0/cmake-3.20.0-Linux-x86_64.sh
sh cmake-linux.sh -- --skip-license --prefix=/usr/
## Install liburing-dev
wget http://mirrors.kernel.org/ubuntu/pool/main/libu/liburing/liburing-dev_0.7-3ubuntu3_amd64.deb
wget http://mirrors.kernel.org/ubuntu/pool/main/libu/liburing/liburing1_0.7-3ubuntu3_amd64.deb
sudo apt install ./liburing*deb
Note
If you are using the "header_only" release mode, the mod.io SDK includes MbedTLS headers, but requires the library installed in your system, which was tested with libmbedtls-dev 2.28.0 in Ubuntu. The "static" mode includes these libraries in the same folder as the libmodioStatic.a

macOS / iOS Dependencies

The mod.io SDK for development on macOS / iOS requires Clang 10 or GCC 10 or later, which come included in the XCode installation. XCode 14 or later is recommended. To install CMake 3.20 or Ninja 1.10, it is recommended to use brew as follows:

brew install cmake ninja

iOS compiles by default to the simulator. If you need to deploy to a device, add variable MODIO_IOS_DEVICE to cmake. Check documentation in the platform README.adoc for more details.

The minimum deployment target is macOS 12.0. In case of mobile, it is iOS 15.0

Inside a CMake project

  1. Clone the repository, or add it as a submodule

  2. Confirm your_project uses CMake 3.20 or later

    cmake_minimum_required(VERSION 3.20)
  3. Specify the target platform, with options: WIN or LINUX

    set (MODIO_PLATFORM WIN)
  4. Add the SDK subdirectory to your project

    add_subdirectory(<modio-sdk folder> EXCLUDE_FROM_ALL)
    target_compile_features(your_project PUBLIC cxx_std_17)
  5. Link the library to your project

    • To use the header-only configuration:

      target_link_libraries(your_project PUBLIC modio)
    • Or to use the static library configuration:

      target_link_libraries(your_project PUBLIC modioStatic)

Standalone

To simplify the SDK compilation, the file CMakePresets.json includes the most common configurations as presets that employ Ninja by default. Therefore, confirm it is available on your PATH unless you want to override the CMake generator in use.

Platform

Preset

Target

Build System

Windows

win

Release

Visual Studio 2019

Windows

win-debug

Debug

Visual Studio 2019

Windows

win-dbginfo

Pre-Release

Visual Studio 2019

Linux

linux64

Release

Ninja

Linux

linux64-debug

Debug

Ninja

Linux

linux64-dbginfo

Pre-Release

Ninja

macOS

macOS

Release

Ninja or XCode

macOS

macOS-debug

Debug

Ninja or XCode

macOS

macOS-dbginfo

Pre-Release

Ninja or XCode

iOS

iOS

Release

Ninja or XCode

iOS

iOS-debug

Debug

Ninja or XCode

iOS

iOS-dbginfo

Pre-Release

Ninja or XCode

Debug presets have the -debug suffix, and Release-with-debug-info is -dbginfo. If you want to build the SDK in debug configuration specify the name, for example win-debug as the preset name.

To build the SDK using the default build and install directories:

  1. cmake -S <modio-sdk folder> --preset=win

    This will use the Ninja generator to create a Ninja build system in <modio-sdk folder>/out/build/win. It installs the compiled libraries/headers to <modio-sdk folder>/out/install/win. To build the examples, append ` -DMODIO_BUILD_EXAMPLES=true`.

  2. cmake --build <modio-sdk folder>/out/build/win

    This step compiles the SDK as a static library.

  3. cmake --install <modio-sdk folder>/out/build/win

    This produces a folder <modio-sdk folder>/out/install/win with the following:

    • header_only - directory with the header-only version of the SDK

    • source - directory containing the implementation files of the SDK for use in 'split compilation' mode

    • static - directory containing the static library binaries and necessary public include headers

Note
If you are compiling the mod.io SDK using different architectures, you can change the preset compilation folder by modifying the "CMAKE_INSTALL_PREFIX" path.

Header-only mode

Simply add each of the subdirectories in header_only to your include directories. Then, in your_project source file add #include "modio/ModioSDK.h"

Separate compilation mode

If you prefer to compile the source code directly, add the cpp files in the source directory, along with the include from the header-only mode. You must add MODIO_SEPARATE_COMPILATION to your project’s compiler definitions. Then, in your_project source file add #include "modio/ModioSDK.h"

Static library mode

Add the inc directory inside static to your include and link against the static binary in the lib folder. You must add MODIO_SEPARATE_COMPILATION to your project’s compiler definitions. Then, in your_project source file add #include "modio/ModioSDK.h"

Other Build Systems

If you use a different build system or wish to generate project files for inclusion in an existing Visual Studio solution, you can override the default CMake generator. For example, it is possible to use an MSBuild-based Visual Studio Solution:

cmake -S <modio-sdk folder> --preset=win -G "Visual Studio 16 2019"
cmake --build <modio-sdk folder>/out/build/win
cmake --install <modio-sdk folder>/out/build/win

Note that when using the Visual Studio code generator, you have to pass in the target configuration (ie Release or Debug) as well, for instance:

cmake -S <modio-sdk folder> --preset=win -G "Visual Studio 16 2019" --Config=Release

If you are using the clang compiler with Visual studio, check section Clang compiler in Visual Studio for further details

Custom FMT library

If you have a custom version of the FMT library, you can modify the linking stage defining MODIO_USE_CUSTOM_FMT. This define signals the CMake build system to use a custom version of the library. Also, it requires that you define MODIO_CUSTOM_FMT_PATH to the system path that contains the FMT library to use.

The directory given to MODIO_CUSTOM_FMT_PATH should contain a CMakeLists.txt which exposes the fmt and/or fmt-header-only targets.

By default the SDK will consume the fmt-header-only target. Define MODIO_CUSTOM_FMT_STATIC to true to override this and request the consumption of the fmt static library target instead.

Windows Terminal Compilation of x64 library

When you compile the mod.io SDK and you require a x64 library in Windows, confirm the use the "x64 Native Tools Command Prompt for VS 2019", which by default employs the x64 compiler. To verify the Static or Shared library was compiled with x64 architecture, you can use the "dumpbin" command:

dumpbin out\build\win\modio\modioStatic.lib /headers

Then search for the confirmation as follows:

Dump of file out\build\win\modio\modioStatic.lib

File Type: LIBRARY

FILE HEADER VALUES
            8664 machine (x64)
             34A number of sections
        63336D7D time date stamp Wed Sep 28 10:39:09 2022
           136EC file pointer to symbol table
             AC9 number of symbols
               0 size of optional header
               0 characteristics

Usage

Please see the Getting Started documentation for a breakdown of the mod.io SDK’s concepts and usage, including:

Game studios and Publishers

If you need assistance with 1st party approvals, or require a private, white-label UGC solution. Contact us to discuss.

Contributions Welcome

Our SDK is public and open source. Game developers are welcome to utilize it directly, to add support for mods in their games, or fork it for their customized use. If you want to contribute to the SDK, submit a pull request with your recommended changes for review.

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