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  • May 17 20:33
    Vikingjonsson starred heroiclabs/nakama
  • May 17 14:05
    lugehorsam closed #855
  • May 17 14:04
    zjchen2006 starred heroiclabs/nakama
  • May 17 13:54
    zjchen2006 starred heroiclabs/nakama-unity
  • May 17 09:43
    jhyoo2 opened #855
  • May 17 08:56
    mtothed starred heroiclabs/nakama
  • May 17 07:09
  • May 17 03:35

    lugehorsam on btoa-native

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  • May 17 03:35

    lugehorsam on master

    Fix base64 polyfill for react n… (compare)

  • May 17 03:35
    lugehorsam closed #126
  • May 17 03:35
    lugehorsam closed #85
  • May 17 03:34

    lugehorsam on update-esbuild

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  • May 17 03:34
    lugehorsam synchronize #126
  • May 17 03:34

    lugehorsam on btoa-native

    update esbuild (#127) (compare)

  • May 17 03:34
    lugehorsam closed #127
  • May 17 02:32
    MangoMilk starred heroiclabs/nakama
  • May 16 20:36
    lugehorsam synchronize #126
  • May 16 20:36

    lugehorsam on btoa-native

    change heroic.local to localhost (compare)

  • May 16 20:00

    lugehorsam on socket-timeout

    implement socket send and conne… (compare)

  • May 16 19:29
    lugehorsam closed #118
Brad
@brad9mm
@novabyte thanks
Jon
@jon_morley_gitlab
I'm trying my hand at a go runtime module, I'm using nakama 2.6.0, and I have the 1.12.6 go tool chain installed. I'm getting the following message when I try and up the server "plugin was built with a different version of package errors". That's the correct version of go to be using?
Mo Firouz
@mofirouz
hey @jon_morley_gitlab could you ask this question on the forums please? This question has come up multiple times and we need to record the answer for the future :)
Jon
@jon_morley_gitlab
sure thing.
Chris Molozian
@novabyte
@jon_morley_gitlab This is a common issue with the Go runtime when you have a mismatch with your dependencies and the deps used by the server
I’ve covered it in detail on another post on the forums
elias teeny
@elias.teeny_gitlab
Hi guys, do you remember the problem of Nakama with Facebook instant games?
it works now out of nowhere
Brad
@brad9mm
Two devices uses the same account, this is not allowed. how to prevent this error
Jon
@jon_morley_gitlab
@mofirouz I posted that question about the correct version of go yesterday to the forum but it's gone now - was there an issue with the post? I now it was there as I added an additional comment to it after the original post.
oh I see Chris commented here and has already posted related to that. maybe he removed it as duplicate.
Fayyad Sufyan
@fsufyan
I have an issue with tournaments. When I manually delete a tournament and create it again and then posting a score it gives this error: "Could not write tournament record","error":"pq: failed to satisfy CHECK constraint (max_num_score > 0) "
until I restart the server then I can successfully post the score to tournament leaderboard
Mo Firouz
@mofirouz
@fsufyan what version of the server are you using atm?
  • if it’s earlier than 2.6.0, please update to 2.6.0 and try again.
  • If it’s 2.6.0, then it seems like this may be a bug in the server tournament cache. Could you open an issue on GitHub, and please put down the exact Lua/Go code that you used to create and delete the tournament so we can try and replicate it and fix it.
Kotob
@kotob-groovy_gitlab
Is it possible to get the current match_id in the runtime code?
I want to save it to the player's storage alongside a small state summary so players can see a list of ongoing games
I'm familiar with the storage so that's not an issue, but I can't seem to find a way to get the match_id on the server side
I'm guessing it might be somewhere in context
Kotob
@kotob-groovy_gitlab
Seems it's documented here instead of the ref, my bad https://heroiclabs.com/docs/runtime-code-basics/#register-hooks
Mo Firouz
@mofirouz
Yep that’s correct 👍
Terahard Studios
@terahardstudios_twitter
I had a question performance wise: I have created a small test case with 2 players updating the same save file whilst in a game.
Ive created a server side lua that saves the data so that there isn't any permission issues and having public access
then when one saves his stuff a notification is being sent to the other
that something has changed
so he accesses the storage to see what changed and syncs that way
is that a weird/unoptimized way of doing it or is it fine?
Carlos Nazareno
@object404_twitter
Hi guys! I'm having problems writing storage objects due to this error message: "ERROR: foreign key violation" when deploying my project to remote. I've posted my question in the forums: https://forum.heroiclabs.com/t/getting-error-foreign-key-violation-and-cannot-write-storage-object/134
can someone take a look?
Mo Firouz
@mofirouz
@object404_twitter I’ll take a look now - but please do not expect immediate or fast answers on Gitter or the forum - this is a community channel and we’ll try and help whenever we have a moment :)
Also, please don’t cross post both on the forum and Gitter :)
Carlos Nazareno
@object404_twitter
thanks!
Opeth001
@Opeth001
Hi everyone! :)
any news about adding Achievement feature ? ^_^
Ryan
@renhades
Hi guys~ is it possible to actively close the match from server? i try to kick users from the match but the match is still running in the match_loop, when is match stopped or closed?
Chris Molozian
@novabyte
Yes. You can return nil from the match loop which stops the match
It’s covered in the docs
Ryan
@renhades
@novabyte thanks!
Chris Molozian
@novabyte
No worries. The authoritative multiplayer engine is pretty flexible. What sort of game are you working on?
Ryan
@renhades
chinese mahjong
Terahard Studios
@terahardstudios_twitter
anyone about my question?
Chris Molozian
@novabyte
@terahardstudios_twitter I don’t think you understand how a community works. You can either figure out the answer to your question on the forums and contribute back or wait for an answer.
Terahard Studios
@terahardstudios_twitter
@novabyte clearly.
Fayyad Sufyan
@fsufyan
I have an issue with manually generated matchId, when I use the match id to join a match on unity sdk I get "WebSocketException: Invalid match ID"
Chris Molozian
@novabyte
@fsufyan are you using the match token to join from the matchmaker?
Fayyad Sufyan
@fsufyan
I wanted to create a match between friends only, so I generated the match from the authoritative server and sent the match id to clients, the match id created on server is the same received on clients but when I joinAsync using it I get the exception. No I switched to using a generated match id from one of the clients and then I send the match id to an rpc that will forward the match id as an in-app notification to the other friend.
Chris Molozian
@novabyte
I see. When you say you generate the match ID which Nakama API do you use?
Fayyad Sufyan
@fsufyan
the runtime Lua
nk.match_create()