Problem with getProcAddress

I'm having trouble replicating the dynamic code loading from episodes 21-23.

I'm able to successfully load the .dll (i.e. LoadLibraryA returns a non-zero value) but each of my calls to GetProcAddress returns 0. I've done a decent amount of reading a fiddling, but I haven't been able to figure out the issue. If it matters, I compile everything from a Visual Studio 2013 project. Everything compiles without errors or warnings, and it correctly produces a Game.dll file.

Here are the relevant code sections:

Game.h:
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#define UPDATE_GAME(name) void name()
typedef UPDATE_GAME(update_game);
UPDATE_GAME(updateGameStub){}

#define RENDER_GAME(name) void name()
typedef RENDER_GAME(render_game);
RENDER_GAME(renderGameStub){}


Game.cpp:
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#include <Game.h>

extern "C" UPDATE_GAME(updateGame){
    return;
}

extern "C" RENDER_GAME(renderGame){
    return;
}


Platform.cpp:
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#include <Game.h>
#include <Windows.h>

[...]

    HMODULE GameCodeDLL;
    update_game* update;
    render_game* render;

    GameCodeDLL = LoadLibraryA(GAME_DLL_LOC);
    if (GameCodeDLL){
        update = (update_game*)GetProcAddress(GameCodeDLL, "updateGame");
        render = (render_game*)GetProcAddress(GameCodeDLL, "renderGame");
    }
    else{
        update = updateGameStub;
        render = renderGameStub;
    }


Does anyone know what the issue could be?

Edited by Mark Dally on
Did you add linker options "-EXPORT:GameGetSoundSamples -EXPORT:GameUpdateAndRender" ?

Alternative is to add __declspec(dllexport) after extern "C" for both symbols.
Nope!

That fixed it, thanks a ton.