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Jon
@jon_morley_gitlab
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()
Steven Matz
@PublicStm
Hi guys, how to disconnect manually in unity?
I didnt find anything
Hitesh Singh
@hk0129
@PublicStm
I think you are looking for this -
    if (socket != null)
    {
         await socket.CloseAsync();
         Debug.LogFormat("Successfully disconnected socket");
    }
Steven Matz
@PublicStm
Thank you. Is socket the only one? I thought I have to disconnect the connection itself as well.
Hitesh Singh
@hk0129
Socket is the only real-time connection that you have to close. I don't know what other connection you are talking about.
Steven Matz
@PublicStm
killing the session for example. But ok if socket is enough, thank you
Hitesh Singh
@hk0129
Np :thumbsup:
& I guess you can then simply set session = null and that'll be it.
As session itself is not a realtime connection that you need to close, it's used to make client requests to server( as long as it's valid)
Opeth001
@Opeth001
Hi everyone! :)
any news about adding Achievement feature ? ^_^
Andrei Mihu
@zyro
No news yet
Timeline still to be determined, we're doing our best