• Filter online players in Matchmaking

    Unsolved Cloud Code
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    Ciao @Paul-Winterhalder ,

    Regarding your last doubt, I would like to be able to schedule DisableMatchmaking every X hours for all those users who are not online, but still have EnableMatchmaking active. Exactly what the "Disable matchmaking for players after XX days" option should do, but more frequently (4 times a day for example).

    Thanks and I hope for some suggestions that will solve it 🙂

    Alessio

  • [Unity] In App Purchases

    Unsolved APIs
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    brainCloud supports a wide range of popular in-app purchases, including Google Play, Apple, Facebook, Amazon, and Steam, etc.. In most cases, the purchase process is initiated through the corresponding IAP plugin that you need to download into your Unity project. Then, verify the receipt received from the purchase outcome with brainCloud by calling VerifyPurchase API. It should be noted that the necessary configuration for the IAP store must be set up in the brainCloud portal for your app, including the products section and platforms section. Some store integration examples are available on our documentation website -- https://docs.braincloudservers.com/learn/portal-tutorials/store-integration-google/
    Hope this helps!

  • 0 Votes
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    Diving into our new game and found a work-around ~ use private viewing. I have our reference game open in a private window, and the new project in the main one.

  • Memcache in Braincloud

    Unsolved General
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    Hi Nguyen,

    brainCloud makes use of both Memcached and Redis as part of it's architecture - but we do not directly expose these in our APIs.

    What was your use case?

    Paul.

  • Reconnect to room on a Relay Server

    Unsolved General
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    Ciao @Greg-Moulds,
    you rock boy! 🙂
    I tried reducing the "early" launch setting as you suggested and in fact now the waiting time is very short. That was exactly the problem.

    Thanks!

  • Huge Demo Release!

    Videos and Tutorials
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    No one has replied
  • 0 Votes
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    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 🙂

  • Tournament Rank Rule

    Solved General
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    Hi Paul,

    Yes this answers my question. I guess since the percentage is based on the number of players, I could query the number by checking how many entries there are in a given division leaderboard?

    In any case I'll stick to absolute ranks for now as you suggest. I was looking into percentages to future-proof our client API.

    Thank you for the quick help!

  • 0 Votes
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    All very good points @Panagiotis-Milios !

  • 1 Votes
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    Hi Panagiotis,

    Thanks for the feedback!

    That vertical icon bar on the far left is new in 5.2. It was key to allowing us to free up more space - moving the Debug + Log screens to their own pane. (i.e. now the screen is only ever split vertically in 2 - instead of sometimes split into 4 pains - 2 verticle and 2 horizontal).

    The font scale and tab size options were there before too - but are somewhat more discoverable now that we have that cog wheel.

    Glad you like the changes!

  • 0 Votes
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    195 Views

    There is a global list of reason codes here - https://docs.braincloudservers.com/api/appendix/reasonCodes

  • Unreal 5.1 + Online Services

    APIs
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    We should point out that this doesn't mean that there aren't Unreal multiplayer examples in brainCloud - they just don't use the online subsystem paradigm per se.

    Here's our latest Unreal dedicated server example: https://github.com/getbraincloud/braincloud-roomserver-unreal

  • 0 Votes
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    54 Views

    Hi Kuabs, you can use brainCloud webhooks to achieve this feature, the steps are as follows.

    Create a cloud code script, in this example use the name "webhook_forgotPassword", and paste the following code into the script. "use strict"; function main() { var response = {}; bridge.logDebugJson("Script inputs", data); var userEmail = data.parameters.email; response.stringResponse = "webhook is processing user email reseting..." + data.parameters.email; // validating the user email if (/^\w+([\.-]?\w+)*@\w+([\.-]?\w+)*(\.\w{2,3})+$/.test(userEmail)) { // checking if the email is existed in brainCloud users var context = { "pagination": { "rowsPerPage": 20, "pageNumber": 1 }, "searchCriteria": { "emailAddress": userEmail }, "sortCriteria": { "playerName": 1 } }; var userProxy = bridge.getUserServiceProxy(); var postResult = userProxy.sysGetPage(context); if (postResult.data.results.count > 0) { var userProfileID = postResult.data.results.items[0].profileId; // sending password reset email postResult = userProxy.sysSendPasswordResetEmail(userProfileID); if (postResult.status == 200) { response.stringResponse = "password reset email has been sent to user's email:" + userEmail; } else { response.stringResponse = "system error with sending email..."; } } else { response.stringResponse = "user doesn't exist with the email you provided"; } } else { response.stringResponse = "user's email is invalid."; } return response; } main();

    Open Design | Cloud Code | WebHooks page, and create a WebHook link to the script you created from the previous step. Copy down the WebHook URL for the next step.73ee4986-3d38-4694-bac5-d7c4896c99ba-image.png

    Now, you have completed the work from brainCloud. Next, open your client app editor (if you are using Unity), define the WebHook URL as a variable, and link it to your forgotEmail object (could be a link or button in your app) onClick event, making it trigger this URL when the user clicks with Application.OpenURL command. Grab user inputted email and append it as an email parameter to the URL as follows:

    const string passwordResetWebhookUrl = "https://portal.braincloudservers.com/webhook/12832/forgotPassword/6dc675bb-f8b4-495f-ac5e-1f0658bfe09c"; Application.OpenURL(passwordResetWebhookUrl + "?email=" + userEmail);

    Run your app to test, you should get a similar pop-up window as follows once a user clicks the forgotEmail object,
    94dd0dae-7d6e-44c8-ab26-0d57a8544bb4-image.png

    Check the reset email in your test email account...25a6f240-5246-4ba2-a216-e978eaccee8c-image.png

  • UE 5.3

    Unsolved General
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    Hi @shawnryanbruno

    Thanks for pointing out that issue in our readme, you're right there is no BCClient folder, this will be corrected. The readme is referring to the folder contained in the latest .zip release file, current latest release is 5.1.0

    We have a couple example projects that use Unreal 5.3 and the brainCloud client compiles with no issues there. I will need some more information to better assist with the issue you're having.

    Did you get the brainCloud library from the release .zip file or did you download a copy of the repository?

    Can you guide me through the steps you took to get to this issue?

  • 0 Votes
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    @Paul-Winterhalder Amazing! This is perfect for my needs-- thanks so much Paul.

  • 0 Votes
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    A good way to handle failure besides retrying in code, is to schedule another script to run 1 minute later that will basically repeat the same action.

  • 0 Votes
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    It's not. Just knowing a playerId is really not important as it's only a unique identifier for another player and nothing more than that.

  • 0 Votes
    2 Posts
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    Use API blocking in the cloud code category to block all apis from client that write your user entities. Then clients can only write their entities using cloud-code and there you have the total control

  • Custom Room Server Manager

    Unsolved General
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    137 Views

    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.

  • 0 Votes
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    I believe this worked @Steve-Jones -- thanks so much for the tip!