I'm trying to figure out if i'm on the right track here with some functionality i'm trying to work out.
Basically I have an event that a client calls that adds an item to my "world map." This event simply takes in some parameters and then writes to a collection in the runtime database. Then once that happens i'd like to "broadcast" this event to all connected users.
my goal here is to keep the broadcasting centralized in an event in that not just my primary game client will be adding items to the "world map" but i have an admin app (written in JS) that will be adding items as well.
Is this even possible? I haven't seen anything directly in the documentation like this, but I'm still pretty new to GS.
Thanks!
Best Answer
C
Customer Support
said
over 5 years ago
Hi David,
A potential solution here might be to use a second event rather than the Real Time service. I assume that this "world map" will be a global entity that all players of your game are going to reference, is that correct? This would make Real Time unsuitable in this case, Real Time is more geared towards broadcasting data to much smaller instances of player matches. My advice here would be to use a second event that your game clients could call on a scheduled regular bases which would return the current "world map". Would this seem like a viable solution to you? I hope this helps.
A potential solution here might be to use a second event rather than the Real Time service. I assume that this "world map" will be a global entity that all players of your game are going to reference, is that correct? This would make Real Time unsuitable in this case, Real Time is more geared towards broadcasting data to much smaller instances of player matches. My advice here would be to use a second event that your game clients could call on a scheduled regular bases which would return the current "world map". Would this seem like a viable solution to you? I hope this helps.
Kind regards, - Steve
1 person likes this
D
David Palmer
said
over 5 years ago
Right i was considering this a "pull" versus a "push" or more accurately a poll :)
my only fear is that the fidelity won't be there. You are correct, this "world map" is a global entry that represents players and items in the world, and things may come and go based on game mechanics.
I'm used to using systems like PubNub or Centrifugo to do this kind of realtime synchronization, and while i will be trying this polling to keep everything in GS, i may have to break some of this synchronization out a bit.
David Palmer
I'm trying to figure out if i'm on the right track here with some functionality i'm trying to work out.
Basically I have an event that a client calls that adds an item to my "world map." This event simply takes in some parameters and then writes to a collection in the runtime database. Then once that happens i'd like to "broadcast" this event to all connected users.
my goal here is to keep the broadcasting centralized in an event in that not just my primary game client will be adding items to the "world map" but i have an admin app (written in JS) that will be adding items as well.
Is this even possible? I haven't seen anything directly in the documentation like this, but I'm still pretty new to GS.
Thanks!
A potential solution here might be to use a second event rather than the Real Time service. I assume that this "world map" will be a global entity that all players of your game are going to reference, is that correct? This would make Real Time unsuitable in this case, Real Time is more geared towards broadcasting data to much smaller instances of player matches. My advice here would be to use a second event that your game clients could call on a scheduled regular bases which would return the current "world map". Would this seem like a viable solution to you? I hope this helps.
Kind regards,
- Steve
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A potential solution here might be to use a second event rather than the Real Time service. I assume that this "world map" will be a global entity that all players of your game are going to reference, is that correct? This would make Real Time unsuitable in this case, Real Time is more geared towards broadcasting data to much smaller instances of player matches. My advice here would be to use a second event that your game clients could call on a scheduled regular bases which would return the current "world map". Would this seem like a viable solution to you? I hope this helps.
Kind regards,
- Steve
1 person likes this
David Palmer
Right i was considering this a "pull" versus a "push" or more accurately a poll :)
my only fear is that the fidelity won't be there. You are correct, this "world map" is a global entry that represents players and items in the world, and things may come and go based on game mechanics.
I'm used to using systems like PubNub or Centrifugo to do this kind of realtime synchronization, and while i will be trying this polling to keep everything in GS, i may have to break some of this synchronization out a bit.
Thank you for your ideas, very much appreciated!
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