Update 3 - okay - the networking optimization is back in place now.
(Though we haven't turned it on for the Portals yet - just want to ensure there aren't any issues first...)
Paul.
brainCloud personnel
Update 3 - okay - the networking optimization is back in place now.
(Though we haven't turned it on for the Portals yet - just want to ensure there aren't any issues first...)
Paul.
Update 2 - we have had to revert the changes for now.
We discovered an issue with properly enforcing IP restrictions in some scenarios. We'll re-deploy the optimization when we have a fix.
Paul.
Update: We've updated the networking for the Portal as well. So it should <hopefully> feel more snappy as well!
Paul.
... that SHOULD speed up world-wide response times from the servers.
That said - it's a bit difficult for us to measure of feel the impact of those changes from around the world.
So if you are finding brainCloud snappier (or slower) from where you are now - let us know!
(Note - so far we've changed this for the api.braincloudservers.com and sharedprod.braincloudservers.com endpoints -- we have not adjusted the Portal URLs yet - so you won't see any difference in the Design Portal).
Anyway - if you have a change - let us know if you see a difference - good or bad!
Paul.
Hmm, not really...
You can get the number of sessions created in an hour with this call: https://getbraincloud.com/apidocs/apiref/#capi-globalapp-sysgetdailycounts
But brainCloud doesn't otherwise track a concurrent session count per app.
There are certainly 3rd party analytics packages that you could link into your client that would give you that sort of information though.
Paul.
I see - clever Ali.
So basically the matchmaking was a custom implementation using custom entities.
I assume once all players had been decided the last player in ended up creating the async match and then it went from there?
And agreed - sounds like a good use case to add to our list.
Paul.
FYI - this feature was added in brainCloud 4.13 - https://getbraincloud.com/apidocs/release-4-13/
Hi,
brainCloud currently offers two forms of matchmaking:
Offline matchmaking - for async match (i.e. words with friends) or one-way multiplayer (i.e. class of clans) style games. Both of those multiplayer types require you to have an opponent to play against when the match starts.
There is also online matchmaking - which uses our lobby system - which is suitable of any online / real-time sort of multiplayer.
(That one doesn't require you to have an opponent in mind when the lobby starts... and the lobby can start a match via a relay or room server session right away...)
That said - I get the feeling that you are talking about more of an async match scenario (i.e. not-necessarily-online multiplayer) - where the match can start before an opponent has been identified.
Am I correct that that is the scenario you are wanting to target?
It's an interesting approach - as there's a much lower chance of matching against another player who isn't going to respond in a timely manner.
Let me know if I've got the scenario right and we'll give it some more thought...
Paul.
So - the 3rd party service would use OpenId to log into your brainCloud app to verify whether a user exists or not (and presumably to potentially get other permissions).
Is that the suggestion?
Paul.
Hi Dan,
Thanks for reporting that. We'll get it fixed up.
Paul.