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
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.
Hi customer service helped me and I wanted to share the answer. they told me I needed _id.$oid field, I modified the GET_FRIEND_REQUESTS:
while ( friendsCursor.hasNext())
var friend = friendsCursor.next();
"friendId" : friend.friendId,
"displayName" : friend.displayName,
//added line below
"requestId" : friend._id.$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.