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  • H

    Recommended way to read Entity data? (Unity, C#)

    Scheduled Pinned Locked Moved APIs unity entity
    3
    0 Votes
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    696 Views
    T

    @Henry-Smith said in Recommended way to read Entity data? (Unity, C#):

    Sorry to bring back an old thread, but I'm just learning the platform and I thought I'd share my solution to this.

    First, define a generic class to handle the raw json response data:
    eg. my Tut1_AddTwoNumbers api returns:

    {"data":{"response":{"answer":24},"success":true},"status":200} public class Response<T> { public ResponseData<T> data; public int status; } public class ResponseData<T> { public T response; public bool success; }

    Then for each api call that you have, define a class that contains the fields that are custom to that response.

    public class Tut1_AddTwoNumbersResponse { public int answer; }

    Now, you call your function and handle the response like this:

    public void Tut1_AddTwoNumbers() { string scriptName = "Tut1_AddTwoNumbers"; // Anonymous object to supply the params. var data = new { num1 = 16, num2 = 8 }; var jsonScriptData = JsonWriter.Serialize(data); SuccessCallback successCallback = (response, userdata) => { var responseObject = JsonReader.Deserialize<Response<Tut1_AddTwoNumbersResponse>>(response); //var responseObject = JObject.Parse(response); Debug.Log($"Success The answer is '{responseObject.data.response.answer}' | raw_json={response}"); }; FailureCallback failureCallback = (status, code, error, userdata) => { Debug.Log(string.Format("Failed | {0} {1} {2}", status, code, error)); }; // Call the script _bc.ScriptService.RunScript(scriptName, jsonScriptData, successCallback, failureCallback); }

    this line is the important part:

    JsonReader.Deserialize<Response<Tut1_AddTwoNumbersResponse>>(response);

    Hope that helps someone!

  • A

    Entities Pagination Api : Increase Max Item Limit from 100 to 1000

    Scheduled Pinned Locked Moved Feature Suggestions limit entities pagination
    1
    1 Votes
    1 Posts
    574 Views
    No one has replied
  • Paul WinterhalderP

    New Relay Servers coming in brainCloud 4.5.6...

    Scheduled Pinned Locked Moved General release 4.5.6 braincloud
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    1 Votes
    2 Posts
    392 Views
    Paul WinterhalderP

    As a further heads up folks - it is looking like the 4.5.6 server release may get delayed until early next week. This is to allow us to create a proper mechanism for controlling with specific versions of Lobby Services are active at a time... (right now, it is possible for both old and new lobby services to be active during an upgrade transition - and given how much lobby processing has changed in this release - that wouldn't be good).

    That said - the rest of 4.5.6 is ready - so we are going to be doing a bit of an incremental roll-out...

    We are starting to release the 4.5.6 Client Libraries today We are also making the 4.5.6 Relay Servers available (on our existing 4.5.5 servers) <- this is a simple feature gate for us to enable.

    Then, once the 4.5.6 servers (with the new Lobby Servers and a few other fixes) are available, we will release them... that should be either late this week, or more likely early next week).

    Anyway, just FYI...

    Paul.

  • A

    Pre Hook for Authenticate Or send Custom content

    Scheduled Pinned Locked Moved Feature Suggestions prehooks authentication
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    A

    @JasonL I understand the reason, but please do provide a way to pass custom data to authenticate api so we can use that data to set user displayname or profile picture or soemthing else on post-hook.
    Without this, we have no choice but to call a seperate call from client (so no beneift of 2 free api inside cloud call)

  • T

    Saving global stats that are accessible with listFriends request.

    Scheduled Pinned Locked Moved APIs unity publicdata cheatprevent summaryfrienddata
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    424 Views
    J

    To limit operations like IncrementExperiencePoints() to cloud code only. This will essentially take away the ability to make these calls from the bare client API. You can see a script that enforces these restrictions here - https://getbraincloud.com/apidocs/cloud-code-central/handy-cloud-code-scripts/restrictclientcalls-script/

    Refer to another post below for more strategies you can apply to prevent cheating: https://forums.getbraincloud.com/topic/23/discussion-strategies-to-prevent-cheating-in-tournaments

  • Paul WinterhalderP

    Anybody tried the new Slack integration?

    Scheduled Pinned Locked Moved General slack 4.5.5 braincloud
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    241 Views
    No one has replied
  • Paul WinterhalderP

    brainCloud 4.5.5 release on Tuesday July 14th...

    Scheduled Pinned Locked Moved General 4.5.5 braincloud rele 4.55
    3
    1 Votes
    3 Posts
    502 Views
    A

    Amazing, especially Amazon In-Apps support

  • C

    Shared Scripts not working

    Scheduled Pinned Locked Moved Feature Suggestions shared-scripts
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    0 Votes
    3 Posts
    933 Views
    C

    @JasonL
    I can confirm they are working despite a warning, in strict mode.
    Thanks!

  • L

    RTT features not working

    Scheduled Pinned Locked Moved Client API Defects redis rtt
    2
    0 Votes
    2 Posts
    445 Views
    Paul WinterhalderP

    Hi Lee,

    Apologies for the issue.

    As you mention - it appears that the issue was due to a Redis failure - and some fail-over handling in our API Servers that didn't seem to work properly for all servers. This resulted in some RTT errors for some apps.

    The issue has since been addressed (by rebooting the failing servers).

    We're going to do a post-mortem on the Redis fail-over code to see if we can find the offending code-path - and we've added additional monitoring alerts that will look for just this sort of error in the future so that we can act upon it immediately.

    Thanks for reporting it!

    Paul.

  • D

    brainCloud Space Shooter not working in Unity 2019.3.2f1

    Scheduled Pinned Locked Moved Client API Defects unity
    1
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    1 Posts
    256 Views
    No one has replied
  • C

    Server logs

    Scheduled Pinned Locked Moved Feature Suggestions monitoring server logs
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    0 Votes
    1 Posts
    577 Views
    No one has replied
  • C

    Matchmaking: Search Multiple Lobby Types

    Scheduled Pinned Locked Moved Feature Suggestions lobby matchmaking
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    3 Posts
    1k Views
    C

    @Paul-Winterhalder said in Matchmaking: Search Multiple Lobby Types:

    that

    Thanks Paul, I don't think I could do the different lobby info option as I would like the players to choose specifically which game mode and if I understand correctly, I can only do that by having the players search for a lobby of that game mode. It's not too much of an urgent issue, I just wanted to put it out there and see how realistic it was. I talked to Greg a bit and we discussed joining multiple lobby types at once. For now, I plan to search for multiple lobbies at once and cancel matchmaking for any possible 2nd joined lobbies.

  • A

    Cloud Api for Writing Global Properties

    Scheduled Pinned Locked Moved Feature Suggestions admin cloud code script global properties
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    3 Posts
    892 Views
    A

    Thanks @Paul-Winterhalder

  • Paul WinterhalderP

    brainCloud 4.5.5 release coming soon...

    Scheduled Pinned Locked Moved General amazon braincloud roadmap 4.55
    5
    2 Votes
    5 Posts
    775 Views
    A

    WOW, Thank you Paul

  • A

    Segmentation APIs

    Scheduled Pinned Locked Moved Cloud Code cloudscript segmentation
    4
    0 Votes
    4 Posts
    1k Views
    Paul WinterhalderP

    Hi @Alexandru ,

    We've just officially added the Segment call you're looking for to brainCloud 4.55 - which is targeted for release in the next ~30 days...

    Updated Roadmap here - https://portal.productboard.com/braincloud/1-braincloud-baas-roadmap

    Paul.

  • C

    Server Monitor

    Scheduled Pinned Locked Moved Feature Suggestions monitoring server room server
    3
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    3 Posts
    928 Views
    C

    @Paul-Winterhalder Thanks Paul, looking forward to any possible solutions.

  • B

    braincloud javascript and edge

    Scheduled Pinned Locked Moved APIs edge javascript
    2
    0 Votes
    2 Posts
    406 Views
    Paul WinterhalderP

    Hi Bigzer,

    We aren't aware of any issues running our javascript client lib under Edge - and haven't been able to repro your issue.

    I'm not a javascript guy - but I'm noticing other warnings / errors there - do those also happen in Chrome?

    Paul.

  • A

    Unity SDK : AbandonMatch/Complete Match WithSummaryData throw error for optional param

    Scheduled Pinned Locked Moved Client API Defects unity bug
    1
    0 Votes
    1 Posts
    237 Views
    No one has replied
  • C

    Unity Room Server

    Scheduled Pinned Locked Moved Solved APIs room server server unity docs docker documentation
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    3k Views
    C

    @David-St-Louis-0 @Paul-Winterhalder
    Hi again.
    I would like to debug my server locally, in Unity. I have the _S2S stuff all hooked up as described in the walk through.
    But then I tried to do the following (actual numbers redacted)

    #if UNITY_EDITOR var appId = "00000"; var serverName = "MyServerName"; var secret = "00000000-0000-0000-0000-000000000000"; _lobbyId = "00000:myLobbyTypeId:00"; #else // Load environment variables passed in by brainCloud to our container var appId = Environment.GetEnvironmentVariable("APP_ID"); var serverName = Environment.GetEnvironmentVariable("SERVER_NAME"); var secret = Environment.GetEnvironmentVariable("SERVER_SECRET"); _lobbyId = Environment.GetEnvironmentVariable("LOBBY_ID"); #endif

    However, I am getting a perpetual error:
    #S2S S2S Failed: {"packetId":1,"messageResponses":[{"reason_code":40613,"status_message":"Processing exception: Unrecognized lobby: 00000:myLobbyTypeId:00","status":400}]}

    I even signed up for a Dev+ subscription, just in case that was the problem, per this thread. No luck.

    How can I test my server code locally, while still planning for the full-on S2S Docker container deployment?
    Thanks

  • C

    User Entity vs Global Entity Indexed ID

    Scheduled Pinned Locked Moved APIs unity cloudscript entities
    4
    0 Votes
    4 Posts
    874 Views
    Paul WinterhalderP

    Hi Chris,

    User entities are primarily indexed by profileId + entityType - so the singleton API will scale well no matter how many players you have.

    That said, if your use case gets more complicated, with say hundreds of entities of a particular type per user (say maybe you are modelling user created towns, that sort of thing) - you could consider using Owned Custom Entities instead. You can define addition, custom indexes for those... keeps those lookups fast and efficient.

    In addition, if you end up having >1000 Global Entities, you should definitely look at switching to Unowned Custom Entities. Same deal - you can define your own custom indexes...

    Hope that helps!

    Paul.

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