I've just seen this post now. There is a Qt optimized cloud/BaaS alternative: you can look at V-Play Game Network: http://v-play.net/game-network/
Albeit its name, it is not only for games but also for apps.
See here for a list of useful components with their Qt API reference:
EDIT: OpenSSL problem had been caused by wrong framework (Qt 5.4.0 64bit) used to translate server app (with 32bit OpenSSL and 32bit client). Still I can't find the problem with the MAR instance. :-/ Localhost connection works only for ws:// Server app refuses connections via wss://
Actually, the errors in the console seem to indicate that the C++ API uses those chunks, and one of them failed to upload. Maybe there is no timeout, but an unstable connection.
If there is no retry mechanism on a chunk level, this will be very problematic in situations like the one we had to deal with. The land lines in South Africa really suck, and they tend to connect/disconnect a lot. I could built in a retry mechanism on the file level, but it almost never succeeds.
Can anyone give any insights on this? Is there a retry mechanism in place?
Sorry, I don't know what could cause that kind of instability. Build/compile phase uses always fresh environment so it should behave always the same way. If you have the possibility to install docker on your machine then it might be easier to debug because you could run that build/compile phase on your computer.
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