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  • H

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

    Scheduled Pinned Locked Moved APIs entity unity
    3
    0 Votes
    3 Posts
    195 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 Suggestions entities pagination limit
    1
    1 Votes
    1 Posts
    111 Views
    No one has replied
  • Paul WinterhalderP

    New Relay Servers coming in brainCloud 4.5.6...

    Scheduled Pinned Locked Moved General braincloud 4.5.6 release
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    2 Posts
    38 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

    Friends Api with Invitation Acception/Rejection Support

    Scheduled Pinned Locked Moved Suggestions social api friends
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    1 Posts
    111 Views
    No one has replied
  • P

    Discord Server

    Scheduled Pinned Locked Moved General general community
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    1 Votes
    1 Posts
    44 Views
    No one has replied
  • A

    Pre Hook for Authenticate Or send Custom content

    Scheduled Pinned Locked Moved 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 publicdata summaryfrienddata unity cheatprevent
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    125 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 4.5.5 slack braincloud
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  • 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
    63 Views
    A

    Amazing, especially Amazon In-Apps support

  • C

    Shared Scripts not working

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

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

  • C

    Server logs

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

    Matchmaking: Search Multiple Lobby Types

    Scheduled Pinned Locked Moved Suggestions matchmaking lobby
    3
    0 Votes
    3 Posts
    136 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 Suggestions admin global properties cloud code script
    3
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    3 Posts
    141 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
    88 Views
    A

    WOW, Thank you Paul

  • A

    Segmentation APIs

    Scheduled Pinned Locked Moved Cloud Code cloudscript segmentation
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    4 Posts
    171 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 Suggestions room server monitoring server
    3
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    3 Posts
    158 Views
    C

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

  • B

    braincloud javascript and edge

    Scheduled Pinned Locked Moved APIs javascript edge
    2
    0 Votes
    2 Posts
    127 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.

  • C

    Unity Room Server

    Scheduled Pinned Locked Moved Solved APIs docker server room server docs documentation unity
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    448 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 cloudscript entities unity
    4
    0 Votes
    4 Posts
    158 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.

  • M

    How to delete a team in Design Portal

    Scheduled Pinned Locked Moved General design portal delete team
    2
    0 Votes
    2 Posts
    40 Views
    Paul WinterhalderP

    Hi Madallin,

    Just send a message into our Support Chat bubble and we'll delete the team for you.

    Cheers!

    Paul.

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