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    Apologies for the late reply, but thank you! This really clears up the flow for me. 🙂

    The only thing regarding FindOrCreateLobby instead of CreateLobby is that the request to CreateLobby is deliberate. While I do intend to integrate FindOrCreateLobby as a "just throw me into a running game" option (which probably is the desired flow in most cases), I also want a player to be able to say "I want to start a game for my friends, and I also want to be the host and set the rules of the room".

    I'm just clarifying that in case I'm misunderstanding the intent between the two calls, and that FindOrCreateLobby can indeed be used for either flow that I just described.

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    Sorry for the confusion, I was under the impression a publisher key gave you certain read-only permissions on a user given they own your game (this was silly in hindsight)

    While the users in question had public profiles, their privacy settings for friends lists were set to private.

    Thank you for your help! I now understand what you meant by "as long as users grant your app permission".

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    My view is that there should be a "guaranteed service availability" at the time of purchase not unlike buying an appliance with a year warranty..

    Pull the game from stores and let the remaining players enjoy the sunset.
    Of course it's not always as simple as "just keep the lights on longer" but a guaranteed period of availability which is tied to new purchases should be in your plans before your service ever reaches the public, rather than hoping to grab as much money as possible before dumping it and throwing the consumer under the bus.

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    Hi @william - thanks for the suggestion - I'll present it to the devs.

    One note - when doing custom queries, MongoDB should automatically choose the appropriate index for it -- you shouldn't have to mention it in your query. Thus - adding a custom index for queries that you are finding slow SHOULD pseed them up... (thus your last feature is actually part of the system)

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    And... the upgrade is complete.

    Hopefully a non-event for everyone!

    Reach out to support if you see any weirdness!

    Cheers,

    Paul.

  • 5.7 Discussion and Feedback!

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    Oh - and one thing that wasn't in the release notes... we bumped up the Design Portal session timeout -- so if you go away from the portal and come back to it later -- there's a better chance that you can pick up from where you left off (instead of being booted and having to re-login).

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    Ah! Thanks for letting us know!

  • Discussion - Promotions

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    @JasonL
    Thank you for the info, much appreciated!

  • PostTournamentScoreUTC DateTime or ulong?

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    Okay - cool!

  • propark.cloud

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    สวัสดี ต้องขออภัย แต่เราให้บริการช่วยเหลือเป็นภาษาอังกฤษเท่านั้น

    [Hi. Apologies - but we only provide support in English.]

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    You are welcome. Thanks for the suggestion!

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    @JasonL This is what I'm already doing, which is why I'm requesting a new feature, as it has the drawbacks listed above.

    Looking at it again, I see you added time correction. I'll try it.

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    No problem! glad to hear that.

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    yes that reason too. readgroup result data is not enough so need more data(like score) so need.

  • Virtual Purchase

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    Almost, but you can't define the price in virtual currency.

    The solution I came up with is to make a cloud script that purchases and then immediately sells a user item. The user item has a buyPrice and a sellPrice which effectively does the currency conversion.

  • Post Score when a Tournament ends?

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    You can schedule a recurring daily cloud code script to run after the completion of your daily tournament. This script will use the GetGlobalLeaderboardPage method to retrieve the daily tournament winner's information and score, then post it to the monthly tournament using the PostTournamentScoreOnBehalfOf method.

  • Recurring scheduled tasks?

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    We agree with that @antony - we'll get that request to the devs.

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    Thank you! I've hacked an implementation for now that just guesses the ranks on the client side without grabbing the actual ranks. The players will only discover it if they're playing sitting side by side. 🙂

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    I implemented this pretty easily just using events. Instead of adding a friend I instead send a 'friendRequest' event to the potential friend. once that player views the event and accepts the request the friends are added.