Skip to content
Generic C++ client for Nakama server.
Branch: master
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Type Name Latest commit message Commit time
Failed to load latest commit information.

Nakama C++ Client SDK

General C++ client for Nakama server.

Nakama is an open-source server designed to power modern games and apps. Features include user accounts, chat, social, matchmaker, realtime multiplayer, and much more.

This client implements the full API and socket options with the server. It's written in C++ with minimal dependencies to support Cocos2d-x, Unreal and other custom engines and frameworks.

If you experience any issues with the client, it can be useful to enable debug logs (see Logging section) and open an issue.

Full documentation is online -

Getting Started

You'll need to setup the server and database before you can connect with the client. The simplest way is to use Docker but have a look at the server documentation for other options.

  1. Install and run the servers. Follow these instructions.

  2. Nakama C++ SDK is released with prebuilt libraries for following platforms and architectures:

  • Windows - Visual Studio 2015, 2017 (x86, x64, Debug, Release)
  • Android - Android 4.1 (armeabi-v7a, arm64-v8a, x86, x86_64)
  • Linux - Ubuntu 14.04.5 (x86, x64)
  • Mac
  • iOS - 5.0+ (arm64, armv7, armv7s, x86_64), Bitcode is off

In theory any platform that meets the requirement for grpc and boost is also supported. The client is compiled with C++11.

  1. Download the client from the releases page. You can also build from source.
  1. Integrate the client library into your project:

When you've downloaded the Nakama C++ archive and extracted it to NAKAMA_CPP_SDK folder, you should include it in your project.

We don't recommend to copy Nakama C++ SDK to your project because it's quite big in size (~1 Gb).

Setup for Mac and iOS projects

  1. Add NAKAMA_CPP_SDK/include in Build Settings > Header Search Paths
  2. Add libs folder in Build Settings > Library Search Paths:
    • NAKAMA_CPP_SDK/libs/ios - for iOS
    • NAKAMA_CPP_SDK/libs/mac - for Mac
  3. Add all .a files located in libs folder and libresolv.9.tbd in General > Linked Frameworks and Libraries

Setup for Android projects

If you use CMake then see Setup for CMake projects section.

If you use ndk-build then add following to your file:

# add this to your module

# add this at bottom of file
$(call import-add-path, NAKAMA_CPP_SDK)
$(call import-module, nakama-cpp-android)

Android uses a permissions system which determines which platform services the application will request to use and ask permission for from the user. The client uses the network to communicate with the server so you must add the "INTERNET" permission.

<uses-permission android:name="android.permission.INTERNET"/>

Setup for CMake projects

Add following to your CMakeLists.txt file:

add_subdirectory(NAKAMA_CPP_SDK ${CMAKE_CURRENT_BINARY_DIR}/nakama-cpp)
target_link_libraries(${APP_NAME} ext_nakama-cpp)

Setup for Visual Studio projects

In Project Settings add following:

  1. Add NAKAMA_CPP_SDK/include in C/C++ > General > Additional Include Directories
  2. Add libs folder in Linker > General > Additional Library Directories:
    • NAKAMA_COCOS2D_SDK/libs/win32/v140 - for VS 2015 x86
    • NAKAMA_COCOS2D_SDK/libs/win32/v141 - for VS 2017 x86
    • NAKAMA_COCOS2D_SDK/libs/win64/v140 - for VS 2015 x64
    • NAKAMA_COCOS2D_SDK/libs/win64/v141 - for VS 2017 x64
  3. Add all .lib files located in libs folder in Linker > Input > Additional Dependencies

Custom setup

  • add define:
    • NLOGS_ENABLED - define it if you want to use Nakama logger. See Logging section
  • add include directory: $(NAKAMA_CPP_SDK)/include
  • add link directory: $(NAKAMA_CPP_SDK)/libs/{platform}/{ABI}
  • add all libraries for linking from link directory

For Mac and iOS:

  • Add libresolv.9.tbd system library

Threading model

Nakama C++ is designed to use in one thread only.


The client object has many methods to execute various features in the server or open realtime socket connections with the server.

Include nakama header.

#include "nakama-cpp/Nakama.h"

Use nakama namespace.

using namespace Nakama;

Use the connection credentials to build a client object.

DefaultClientParameters parameters;
parameters.serverKey = "defaultkey"; = "";
parameters.port = 7349;
NClientPtr client = createDefaultClient(parameters);


The tick method pumps requests queue and executes callbacks in your thread. You must call it periodically (recommended every 50ms) in your thread.

if (rtClient)

Without this the default client and realtime client will not work, and you will not receive responses from the server.


There's a variety of ways to authenticate with the server. Authentication can create a user if they don't already exist with those credentials. It's also easy to authenticate with a social profile from Google Play Games, Facebook, Game Center, etc.

string email = "";
string password = "batsignal";

auto successCallback = [](NSessionPtr session)
    std::cout << "session token: " << session->getAuthToken() << std::endl;

auto errorCallback = [](const NError& error)

client->authenticateEmail(email, password, "", false, successCallback, errorCallback);


When authenticated the server responds with an auth token (JWT) which contains useful properties and gets deserialized into a NSession object.

std::cout << session->getAuthToken() << std::endl; // raw JWT token
std::cout << session->getUserId() << std::endl;
std::cout << session->getUsername() << std::endl;
std::cout << "Session has expired: " << session->isExpired() << std::endl;
std::cout << "Session expires at: " << session->getExpireTime() << std::endl;

It is recommended to store the auth token from the session and check at startup if it has expired. If the token has expired you must reauthenticate. The expiry time of the token can be changed as a setting in the server.

string authtoken = "restored from somewhere";
NSessionPtr session = restoreSession(authtoken);
if (session->isExpired()) {
    std::cout << "Session has expired. Must reauthenticate!" << std::endl;


The client includes lots of builtin APIs for various features of the game server. These can be accessed with the async methods. It can also call custom logic as RPC functions on the server. These can also be executed with a socket object.

All requests are sent with a session object which authorizes the client.

auto successCallback = [](const NAccount& account)
    std::cout << "user id : " << << std::endl;
    std::cout << "username: " << account.user.username << std::endl;
    std::cout << "wallet  : " << account.wallet << std::endl;

client->getAccount(session, successCallback, errorCallback);

Realtime client

The client can create one or more realtime clients with the server. Each realtime client can have it's own events listener registered for responses received from the server.

int port = 7350; // different port to the main API port
bool createStatus = true; // if the socket should show the user as online to others.
// define realtime client in your class as NRtClientPtr rtClient;
rtClient = client->createRtClient(port);
// define listener in your class as NRtDefaultClientListener listener;
    std::cout << "Socket connected" << std::endl;
rtClient->connect(session, createStatus);

Don't forget to call tick method. See Tick section for details.


Initializing Logger

Client logging is off by default.

To enable logs output to console with debug logging level:


To enable logs output to custom sink with debug logging level:

NLogger::init(sink, NLogLevel::Debug);

Using Logger

To log string with debug logging level:

NLOG_DEBUG("debug log");

formatted log:

NLOG(NLogLevel::Info, "This is string: %s", "yup I'm string");
NLOG(NLogLevel::Info, "This is int: %d", 5);

Changing logging level boundary:


NLogger behaviour depending on logging level boundary:

  • Debug writes all logs.

  • Info writes logs with Info, Warn, Error and Fatal logging level.

  • Warn writes logs with Warn, Error and Fatal logging level.

  • Error writes logs with Error and Fatal logging level.

  • Fatal writes only logs with Fatal logging level.

Note: to use logging macroses you have to define NLOGS_ENABLED.

Websockets transport

Nakama C++ client has built-in support for WebSocket. This is currently available on Windows, Mac and Linux.

To add support for Android, you need to use the ported version of the boost library for Android. This is because websocketpp depends on boost.

Client will default to use the provided Websocket transport if available on the platform. You can use a custom Websocket transport if it implements the NRtTransportInterface:

rtClient = client->createRtClient(port, websockets_transport);

For more code examples, have a look at NWebSocket is Cocos2d-x client.


The development roadmap is managed as GitHub issues and pull requests are welcome. If you're interested to enhance the code please open an issue to discuss the changes or drop in and discuss it in the community chat.

Source Builds

Clone the Nakama C++ repository:

git clone --recurse-submodules -j8 git://

To update all submodules:

git submodule update --init --recursive

Change submodule branch:

  • edit .gitmodules

  • git submodule update --remote

Build Prerequisites

  • git
  • python 2.7
  • cmake 3.10+
  • go
  • perl
  • Visual Studio 2015 or 2017 - for Windows only
  • boost - for Windows, Mac and Linux, used by websocketpp library

Third party libraries:

  • boost - must be installed in system and set path to BOOST_ROOT system variable.
  • grpc - in source control as git submodule
  • optional-lite - in source control
  • websocketpp - in source control

Building for Windows

cd build\windows
python -m Mode -a Arch -t Toolset

Where Mode is build mode: Debug or Release

Where Arch is architecture: x86 or x64

Where Toolset is platform toolset:

  • v140 - Visual Studio 2015
  • v141 - Visual Studio 2017

It builds and copies nakama lib to release folder.

To build for all modes, architectures and toolsets:

cd build\windows

Building for Mac


sudo xcode-select --install
brew install autoconf automake libtool shtool
brew install gflags
brew install cmake ninja boost


cd build\mac

It builds in Release mode and copies nakama lib to release folder.

Building for iOS

To build for one architecture:

cd build\ios
python Arch

Where Arch is architecture: arm64, armv7, armv7s or x86_64.

It builds in Release mode.

To build for all architectures arm64, armv7, armv7s and x86_64:

cd build\ios

It builds in Release mode, creates universal libraries and copies them to release folder.

Building for Linux

To build for x86 architecture use x86 linux distro (we use Ubuntu 14.04.5 i386)

To build for x64 architecture use x64 linux distro (we use Ubuntu 14.04.5 amd64)


  • sudo apt-get install build-essential autoconf libtool pkg-config

  • sudo apt-get install libgflags-dev libgtest-dev

  • sudo apt-get install clang libc++-dev

  • sudo apt-get install golang

  • sudo apt-get install perl

  • download boost sources and build them:

    ./ --with-libraries=system,regex,date_time


    set BOOST_ROOT env var to boost folder:

    export BOOST_ROOT={path to boost}

  • download cmake 3.10+ sources and build them:

    ./bootstrap && make && make install

cd build\linux

It builds in Release mode and copies nakama lib to release folder.

Building for Android

Set ANDROID_NDK or NDK_ROOT system variable to Android NDK folder.

To build for one ABI:

cd build/android
python ABI

Where ABI is Android ABI e.g. armeabi-v7a, arm64-v8a, x86 or x86_64

It builds for Andoid API level 16 in Release mode.

To build for all ABIs armeabi-v7a, arm64-v8a, x86 and x86_64:

cd build/android


Tests are built when you build Nakama C++ SDK for desktop OS (Windows, Mac or Linux).

By default tests connect to local server by To use another IP of your server, edit test/test_serverConfig.h file.

Run tests (console application):


Full C++ Client example

You can find the C++ Client example here

Generating Docs

Prerequisites: doxygen

Generate docs:

cd docs
doxygen Doxyfile


This project is licensed under the Apache-2 License.

Special Thanks

Thanks to @dimon4eg for this excellent support on developing Nakama C++, Cocos2d-x and Unreal client libraries.

Thanks to @thewtex for his excellent work on iOS CMake Toolchain project.

You can’t perform that action at this time.