Hi customer service helped me and I wanted to share the answer. they told me I needed _id.$oid field, I modified the GET_FRIEND_REQUESTS:
while ( friendsCursor.hasNext())
{
var friend = friendsCursor.next();
friendsList.push({
"friendId" : friend.friendId,
"displayName" : friend.displayName,
//added line below
"requestId" : friend._id.$oid
});
}
then the friendList I get from LogEventRequest() containse the requestId.
Now the only problem I have is that it's adding the new player and them-self to the friendslist..
I was thinking to check in ACCEPT_FRIEND_REQUEST that the playerId is not the same before adding to the friendlist, just have to figure out how.
Matt Timmermans
Hi I worked through the Creating Custom Friends Lists tutorial and have everything working in gamesparks, the problem I'm having now is when I call AcceptFriend from C# I'm just not sure how to get the requestId for the friend request.
//get list of pending inventations
new LogEventRequest().SetEventKey("GET_FRIEND_REQUESTS").Send((response) =>
{
List<GSData> friendRequestData = response.ScriptData.GetGSDataList("friendsList");
print("RESPONSE: " + response.JSONString);
foreach (GSData item in friendRequestData)
{
print("Friend ID ====> " + item.GetString("friendId"));
print("Display Name => " + item.GetString("displayName"));
Friend f = Instantiate(friendAcceptButtonPrefab);
f.playerId = item.GetString("friendId");
f.displayName = item.GetString("displayName");
f.requestId = response.RequestId;
^^ this is where I need the to set the friend requestId I'm currently getting the id for something else friendRequest data does not contain the requestId
f.UpdateText();
f.transform.SetParent(friendContent);
friends.Add(f);
}
});
I was thinking I could query the messages for friend request messages and check for the playerId, but not sure if it's the best way or exactly how to do that.
Thanks.