# Nakama authorative server in c++

**URL:** <https://forum.heroiclabs.com/t/nakama-authorative-server-in-c/6125>\
**Category:** Game Design\
**Created:** [March 27, 2025, 5:01am UTC](https://forum.heroiclabs.com/t/nakama-authorative-server-in-c/6125 "2025-03-27T05:01:34Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![dungeon2567](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/dungeon2567/32/2518_2.png) [@dungeon2567](https://forum.heroiclabs.com/u/dungeon2567)\
**Post date:** [March 27, 2025, 5:01am UTC](https://forum.heroiclabs.com/t/nakama-authorative-server-in-c/6125/1 "2025-03-27T05:01:34Z")

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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?

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**Author:** ![sesposito](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/sesposito/32/2594_2.png) [@sesposito](https://forum.heroiclabs.com/u/sesposito)\
**Post date:** [March 27, 2025, 10:30am UTC](https://forum.heroiclabs.com/t/nakama-authorative-server-in-c/6125/2 "2025-03-27T10:30:00Z")

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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](https://heroiclabs.com/docs/nakama/concepts/storage/permissions/) to understand how its permission system works.

If you want an example of some custom server code, have a look at our [project template](https://github.com/heroiclabs/nakama-project-template).

Best.

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**Author:** ![dungeon2567](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/dungeon2567/32/2518_2.png) [@dungeon2567](https://forum.heroiclabs.com/u/dungeon2567)\
**Post date:** [March 27, 2025, 7:54pm UTC](https://forum.heroiclabs.com/t/nakama-authorative-server-in-c/6125/3 "2025-03-27T19:54:38Z")

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

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**Author:** ![dungeon2567](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/dungeon2567/32/2518_2.png) [@dungeon2567](https://forum.heroiclabs.com/u/dungeon2567)\
**Post date:** [March 28, 2025, 12:08am UTC](https://forum.heroiclabs.com/t/nakama-authorative-server-in-c/6125/4 "2025-03-28T00:08:35Z")

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

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**Author:** ![sesposito](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/sesposito/32/2594_2.png) [@sesposito](https://forum.heroiclabs.com/u/sesposito)\
**Post date:** [March 28, 2025, 1:42pm UTC](https://forum.heroiclabs.com/t/nakama-authorative-server-in-c/6125/5 "2025-03-28T13:42:45Z")

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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](https://heroiclabs.com/docs/nakama/guides/concepts/gamelift-integration/).

Best.

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**Author:** ![dungeon2567](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/dungeon2567/32/2518_2.png) [@dungeon2567](https://forum.heroiclabs.com/u/dungeon2567)\
**Post date:** [March 29, 2025, 12:25am UTC](https://forum.heroiclabs.com/t/nakama-authorative-server-in-c/6125/6 "2025-03-29T00:25:36Z")

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

can i call http functions?

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**Author:** ![sesposito](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/sesposito/32/2594_2.png) [@sesposito](https://forum.heroiclabs.com/u/sesposito)\
**Post date:** [March 31, 2025, 4:56pm UTC](https://forum.heroiclabs.com/t/nakama-authorative-server-in-c/6125/7 "2025-03-31T16:56:58Z")

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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.
