Nakama authorative server in c++

What is the best way of writing nakama server in c++ and write to storage / authenticate many players in a safe way using the c++ sdk?

Hello @dungeon2567,

The Nakama server runtime does not support C++, you should use Go, JS/TS or Lua if you want to write server custom code.

As for security, a production deployment should be behind HTTPS and you should read on the Storage Engine access controls to understand how its permission system works.

If you want an example of some custom server code, have a look at our project template.

Best.

My server is using unreal (like fortnite game). Can i use nakama somehow? on the server side to save player data

Is using a server in lua but spawing a c++ server from it and communicating a good way?

Yes, you can absolutely use Nakama as your central identity and storage server that orchestrates your Unreal headless instances. If you’re using Amazon Gamelift we have 1st party support via the Fleet Manager, however this is only supported in Go.

If you’re not using Gamelift, you can still implement the Fleet Manager interface yourself or have custom logic in Lua to handle the orchestration.

Have a look at: GameLift Fleet Management - Heroic Labs Documentation.

Best.

Is not lua sandboxed? how do i communicate with other process in lua?

can i call http functions?

Yes Lua is sandboxed and you cannot communicate with other processes directly. For this use, you’d likely be better off using the Go runtime. We also have EdgeGap first party support for the Fleet Manager.