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Problem: compile error on windows build (fix #338)
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ignore polling exception

version 0.0.17
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leejw51crypto committed Aug 10, 2023
1 parent 3ec769d commit ec11332
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Showing 4 changed files with 13 additions and 7 deletions.
7 changes: 6 additions & 1 deletion CHANGELOG.md
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@@ -1,7 +1,12 @@
# Changelog

## [Unreleased]
use one binary for mac

## [v0.0.17-alpha] - 2023-8-10
- fix windows build

## [v0.0.16-alpha] - 2023-8-8
- use one binary for mac

## [v0.0.13-alpha] - 2023-6-15
- Support apple arm64
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2 changes: 1 addition & 1 deletion CronosPlayUnreal.uplugin
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Expand Up @@ -2,7 +2,7 @@
"FileVersion": 3,
"FriendlyName": "Cronos Play for Unreal Engine",
"Version": 1,
"VersionName": "v0.0.15-alpha",
"VersionName": "v0.0.17-alpha",
"EngineVersion": "5.2.0",
"Description": "Cronos labs",
"Category": "Programming",
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3 changes: 2 additions & 1 deletion Source/CronosPlayUnreal/Private/PlayCppSdkActor.cpp
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Expand Up @@ -431,7 +431,8 @@ bool APlayCppSdkActor::BeginPolling(const FWalletconnectPollingDelegate &Out) {
});

} // end of try
catch (const std::exception &e) {
catch (
const std::exception &) { // this is legimate exception, ignore
_pollingEvents = false;
AsyncTask(ENamedThreads::GameThread, [Out, userjsondata]() {
Out.ExecuteIfBound(userjsondata, TEXT("polling timeout"));
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Expand Up @@ -40,8 +40,8 @@ public PlayCppSdkLibrary(ReadOnlyTargetRules Target) : base(Target) {
PublicAdditionalLibraries.Add("ws2_32.lib");

} else if (Target.Platform == UnrealTargetPlatform.Mac) {
PublicAdditionalLibraries.Add(Path.Combine(
LibrariesPath, "Mac", "libplay_cpp_sdk.a"));
PublicAdditionalLibraries.Add(
Path.Combine(LibrariesPath, "Mac", "libplay_cpp_sdk.a"));
} else if (Target.Platform == UnrealTargetPlatform.Linux) {
PublicAdditionalLibraries.Add(
Path.Combine(LibrariesPath, "Linux", "libplay_cpp_sdk.a"));
Expand All @@ -53,8 +53,8 @@ public PlayCppSdkLibrary(ReadOnlyTargetRules Target) : base(Target) {
PublicAdditionalLibraries.Add(Path.Combine(
LibrariesPath, "Android", "x86_64", "libplay_cpp_sdk.a"));
} else if (Target.Platform == UnrealTargetPlatform.IOS) {
PublicAdditionalLibraries.Add(Path.Combine(
LibrariesPath, "iOS", "libplay_cpp_sdk.a"));
PublicAdditionalLibraries.Add(
Path.Combine(LibrariesPath, "iOS", "libplay_cpp_sdk.a"));
}
}
}

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