Xplatcppwindowsdll Updated -

build/tools/xplatcpp_validate_dll.exe --dll build/Release/MyEngine.dll It will report if any symbols are unintentionally hidden or if the manifest is malformed. The xplatcppwindowsdll update has already been tested in three production environments. Use Case A: Game Engine Plugin System A mid-sized indie studio uses xplatcppwindowsdll to ship a C++ physics library as a DLL, loaded dynamically by a Unity game on Windows and Godot on Linux. The new update reduced their per-platform #ifdef code by 70% and allowed them to add ARM64 handheld support (e.g., ASUS ROG Ally) in under two days. Use Case B: Financial Tick Processing A trading firm wraps their cross-platform order management system in a DLL that gets called from Excel via VBA (yes, that still exists). The load-time profiling feature helped them discover a static mutex that was blocking initialization for 300ms. After fixing it, DLL load dropped to 12ms, improving spreadsheet responsiveness dramatically. Benchmarks The team behind xplatcppwindowsdll published before-and-after metrics using a 500k-line C++ codebase (compiled with MSVC 19.38, /O2):

find_package(xplatcpp REQUIRED) add_xplatcpp_dll(MyEngine SOURCES engine.cpp COMPILE_DEFINITIONS _CRT_SECURE_NO_WARNINGS ) xplatcppwindowsdll updated

// vcpkg.json "dependencies": [ "xplatcppwindowsdll", // version >=3.0.0 ] The function signature for add_xplatcpp_dll has changed to xplatcpp_windows_dll . Here’s a migration diff: build/tools/xplatcpp_validate_dll

For functions that must have C linkage (to be callable from other languages like C# via P/Invoke), you can still use extern "C" alongside the macro: The new update reduced their per-platform #ifdef code

XPLATCPP_NO_EXCEPTIONS_OVER_BOUNDARY=ON 🔴 Pitfall 3: Global Objects The new load-time profiler will flag any non-trivial static objects. The recommended pattern is now: