Modifying the Unreal Connector (C++)

Hi @eugeneida

Thanks for the clarification.

We would be looking for something that aligns with our other SDK’s ITransport interfaces (Py, C#). A SaveObject function that adds to an internal queue. And then some sort of WriteComplete or end_write function to complete the actual web requests (ideally threaded).

Our SpecklePY implementation (see ServerTransport and BatchSender) or our SpeckleSharp implementation (either the old ServerTransportV1 or the current ServerTransport) can be used for reference when developing the implementation.

The Python implementation is likely the simplest to follow, and I’d recommend starting there trying to replicate as much of that in C++ as possible. How closely we stick to the Python implementation is flexible, likely we’d need to deviate a fair bit for Unreal’s/C++ sake. Getting something working here is key.

If we think the current options will be too complex, then we could consider a purely synchronous way of sending. But both performance and thread blocking would be a bit of a concern here.

Once the server transport work is done. There’s still more work to do before we can send Unreal geometry. But this can be a separate discussion if you’d like.

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