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  • T

    Match history

    Scheduled Pinned Locked Moved Unsolved General
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    T

    thx, I will give it a try

  • I

    [Unity] Registering push notifications specifically for Async turns.

    Scheduled Pinned Locked Moved Unsolved APIs
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    J

    For clarity, Firebase Cloud Messaging recommends creating a topic using Pub/Sub, though this approach is optional.

  • A

    Filter online players in Matchmaking

    Scheduled Pinned Locked Moved Solved Cloud Code
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    A

    Ciao @Paul-Winterhalder ,

    yes there is not much else to add, except perhaps the fact that the CompleteMatch is sent at the end of the game. Instead, AbandonMatch is sent if one of the players abandons the game prematurely.

    Thanks for the support! 🙂

  • T

    Shared Global Context for each CloudCode invocation?

    Scheduled Pinned Locked Moved Cloud Code tuning script cloud code loot
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    Paul WinterhalderP

    @Travis-Brown-John You can create them manually from the Monitoring menu.

    Monitoring | Global Monitoring | Global Entities.

    Note - if your app is live, you need to unlock it first. You'll see a bit [+] button to the right of the Bulk actions drop-down.

    Good luck!

    Paul.

  • N

    builder/v1/deploy api latest schema

    Scheduled Pinned Locked Moved Unsolved General
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    N

    based on meta=false and script=false as a result, I only want to distribute items and products.
    Please provide a sample body.

  • R

    List active tournaments

    Scheduled Pinned Locked Moved Unsolved APIs
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    Paul WinterhalderP

    Hi @richard,

    Hmm - yeah - I don't think that JSON is currently editable in the portal.

    Paul.

  • MattForemanDevM

    Is Meta Quest Fully Supported?

    Scheduled Pinned Locked Moved Unsolved General
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    MattForemanDevM

    @JasonL @Paul-Winterhalder Thanks for your help, the error no longer appears after the Google Android platform was enabled.

  • W

    ScheduleRunScriptUTCv2 doesn't seem to work as expected?

    Scheduled Pinned Locked Moved Solved Cloud Code
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    Paul WinterhalderP

    Cool - good to hear it. And once again: thanks for reporting it!

  • H

    RelayService.Send not working and get disconnect error

    Scheduled Pinned Locked Moved Solved APIs
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    J

    No problem! glad to hear that.

  • Omar AlzayedO

    A few suggestions I have so far

    Scheduled Pinned Locked Moved Feature Suggestions suggestion
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    Omar AlzayedO

    @Paul-Winterhalder said in A few suggestions I have so far:

    . Would it be fair to say that those user's entities would have to have their ACL set to other: 1 so it's readable?

    Yes, that would be the case.

  • C

    Can't delete group after using "Delete users"

    Scheduled Pinned Locked Moved Solved Portal Defects portal group
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    Paul WinterhalderP

    @Chris-Brown No Prob - happy to help!

  • Z

    How to export all user entities for all users of an app

    Scheduled Pinned Locked Moved Solved General
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    Z

    Thank you both for the helpful replies. I am educating myself further and exploring options. Depending on what I decide to pursue as the final option, I may be back 🙂

  • J

    Modules/Common code scripts?

    Scheduled Pinned Locked Moved Solved Cloud Code script
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    A

    Similar situation here, i had built a micro framework on GameSparks to cover cases that almost every cloud driven game require. This saved huge amount of time working on new games and at the same time sharing code among existing features.
    Please consider this requirement a must have for any serious game development.

  • T

    Custom Room Server Manager

    Scheduled Pinned Locked Moved Unsolved General
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    N

    No problem, glad I could help.

    For the moment we do not have any official documentation on room server managers except for that repository. Do you plan to make your own room server manager? If so we can probably put together some documentation for that. Otherwise for now, the only request you have to account for is that POST request to /findRoomServer as detailed in the source code for the Room Server Manager DevTool. This DevTool is intended to be used to test room servers more easily and have access to their logs faster. But if you plan to make an actual room server manager that can launch and manage multiple servers at once, you can use this tool as a base and build up on it to add logic for managing multiple server instances.

  • T

    Does a Pre-hook consume an extra API call?

    Scheduled Pinned Locked Moved General cloud code
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    A

    @Ben-Morris unfortunately yes
    they promised to solve it in BC 5.0 though

  • C

    NodeJS setup question

    Scheduled Pinned Locked Moved Solved APIs unity api
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    C

    Thanks @Paul-Winterhalder and @David-St-Louis-0 . I'm communicating with our web dev and am passing on the information to him. I'll respond here once I get more information from him. Appreciate the quick replies.

  • K

    lobbyId ?

    Scheduled Pinned Locked Moved Solved APIs ios lobbyid lobby matchmaking
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    K

    Oh okay, I understand.
    Yeah I was already trying to use the C++ SDK, and I will also be waiting for the Obj-C one.

    Thank you!

  • A

    Inquiry of service capabilities and suggestions on the best way to implementation

    Scheduled Pinned Locked Moved General currency multiple devices leaderboard multiplayer
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    Paul WinterhalderP

    What sort of devices? Will people really sit there logged into multiple devices, and expect them all to rise in realtime?

    I mean, wouldn't a user play on one device. Finish, and maybe pick up another device - and when they do, you refresh all the stats when the app loads?

    I would suggest you use RTT for real-time notifications - but we actually assume that that a user would only have one logged in RTT session - so that won't work.

    You could send push notifications to all of the devices. Push notifications can have data payloads - so your client app(s) can catch the updated data, or maybe the notification is just a signal to the client to request updated data... (likely more flexible).

    Alternatively, I guess your option best option would be to have the devices poll every <x> minutes or so...

    Honestly, the use case still seems a bit weird though - I'm probably just not understanding something 🙂

    Paul.

  • N

    Field access restriction inquiry

    Scheduled Pinned Locked Moved Feature Suggestions
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    Paul WinterhalderP

    Then just call GetSessionForSessionIdAndProfileId() again.

    The check your are doing requires the retrieval of the session from memcached. Retaining a copy of the session and then checking that field later will not solve your use case...

    i.e. if the players session was valid at the time the system calls GetSessionForSessionIdAndProfileId() -- and then becomes invalid while you've got the session cached --- you can't just check the "isLoggedOut" field - because even if you COULD access it - you would be accessing a STALE copy of it.

    So just re-call GetSessionForSessionIdAndProfileId() and if that call is non-null - the session is STILL good - and you are gold.

  • M

    Are the Cloud Code type definitions (.d.ts) in the local setup guide outdated?

    Scheduled Pinned Locked Moved Solved Cloud Code
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    J

    Yes, the link provided in that article is automatically updated. For your reference, here is the actual embedded link behind it:
    https://portalx.braincloudservers.com/dts/cloudcode_dts_files.zip

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