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  • Jan 19 15:56
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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
Opeth001
@Opeth001
Thanks! @zyro
is it going to be added in the next 2 months ?
Andrei Mihu
@zyro
Timeline still to be determined, we're doing our best
Opeth001
@Opeth001
@zyro XD
at the end of 2019 ?
Alim Jaffer
@AlimJaffer
@Opeth001 - if you need it done by a specific timeline, you're welcome to sponsor the work. We have to prioritise based on customer requests and balance that with engineering resources
Fayyad Sufyan
@fsufyan
@novabyte any news on authoritative match creation error "Invalid match ID"? check the screenshots you can see that match id is the same both on server and client but still the exception occurs