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.
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Permissive MIT/BSL-license
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Async callback-based interface
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Non-blocking IO with a 'bring your own thread' model
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Automatic downloads and updates
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Email / Steam / EGS / Consoles / Custom SSO authentication
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Mod Browsing / Filtering
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Header-only, direct compilation or static library support with C++17 compiler
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Native Unreal Engine integration available via our dedicated plugin
Platform |
Support |
Compiler |
Windows |
✔ |
MSVC C++ 2019 |
Windows (GDK) |
Vendor-provided |
|
Nintendo Switch |
Vendor-provided |
|
XBox (GDK) |
Vendor-provided |
|
PlayStation®4 |
Vendor-provided |
|
PlayStation®5 |
Vendor-provided |
|
Linux |
✔ |
Clang 10 |
macOS |
✔ |
Clang 10 |
iOS |
✔ |
Clang 10 |
Android |
✔ |
Clang 10 |
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
To use the mod.io SDK, you can proceed with the installation using one of the following perspectives:
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Inside a CMake project
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Standalone: Header-only mode
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Standalone: Separate compilation mode
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Standalone: Static library mode
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
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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 |
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
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Clone the repository, or add it as a submodule
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Confirm
your_project
uses CMake 3.20 or latercmake_minimum_required(VERSION 3.20)
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Specify the target platform, with options: WIN or LINUX
set (MODIO_PLATFORM WIN)
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Add the SDK subdirectory to your project
add_subdirectory(<modio-sdk folder> EXCLUDE_FROM_ALL) target_compile_features(your_project PUBLIC cxx_std_17)
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Link the library to your project
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To use the header-only configuration:
target_link_libraries(your_project PUBLIC modio)
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Or to use the static library configuration:
target_link_libraries(your_project PUBLIC modioStatic)
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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:
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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`. -
cmake --build <modio-sdk folder>/out/build/win
This step compiles the SDK as a static library.
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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
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Note
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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. |
Simply add each of the subdirectories in header_only
to your include directories. Then, in your_project
source file add #include "modio/ModioSDK.h"
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"
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
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.
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
Please see the Getting Started documentation for a breakdown of the mod.io SDK’s concepts and usage, including:
If you need assistance with 1st party approvals, or require a private, white-label UGC solution. Contact us to discuss.
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.
mod.io provides an open API for user-generated content. You are welcome to view, fork and contribute to other codebases we release.