until I restart the server then I can successfully post the score to tournament leaderboard
@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.
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
@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 :)
Hi everyone! :) any news about adding Achievement feature ? ^_^
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?
Yes. You can return nil from the match loop which stops the match
It’s covered in the docs
No worries. The authoritative multiplayer engine is pretty flexible. What sort of game are you working on?
anyone about my question?
@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.
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"
@fsufyan are you using the match token to join from the matchmaker?
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.
I see. When you say you generate the match ID which Nakama API do you use?