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OverviewFelgo 3 Support (Qt 5) › delete user from VPlayGameNetwork

Viewing 8 posts - 1 through 8 (of 8 total)
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  • #8154

    Vlad

    Is it possible?

    thanks,

    Vlad

    #8155

    Vlad

    Also:  how to retrieve given (not current) user highscore?

    thanks

    #8156

    Vlad

    Hi again

    sorry for bothering but Ive found a lot of VPlayGameNetwork api’s which just not covered by documentation

    Any chances to get it documented?

     

    Thanks

    #8158

    Alex
    Felgo Team

    Hi Vlad,

    deleting a user is currently not supported, are there any specific use cases for that in your game?

    Regarding your second question, could you please further explain which highscore you are trying to retrieve?

    There are still some undocumented APIs available, that’s correct, could you also give an example which ones come to your attention? 😉

    Best,

    Alex

    #8159

    Vlad

    Hi Alex

    I have several local users on single device which I want to connect to corresponding user on VPlay server. Also I want to give the users ability to manipulate local users

    regarding non documented apis:

    gameNetwork.authenticateLocalPlayer()

    gameNetwork.user.*

    gameNetwork.__clearUserData()

    gameNetwork.userIdChangedOrAboutToChange()
    gameNetwork.pauseRequests

    gameNetwork.api.*

     

    etc/ may be there is more interesting api’s

     

    #8160

    Christian
    Felgo Team

    Hi Vlad,

    the APIs you mentioned are meant for internal usage of the VPlayGameNetwork plugin and are not meant to be publicly used. The public API covers all use cases that are currently possible with the GameNetwork plugin.

    As said in our other support thread, we do not recommend using multiple users on a single device. In case you absolutely have to do so, you can do the following (as suggested in the other thread as well):

    You could disconnect the device though and then continue with connecting to another facebook user.

    Maybe further questions regarding multi-user-handling are better suited for the other thread..

    Cheers, Chris

    #8161

    Vlad

    Hi Chris

    this APIs taken from your publicly used examples

     

    reconnect is obvious solution, but I’ve tried to reduce impact on network traffic and your server.

    If there no other solution, then there is nothing to discuss

     

    Thanks,

    Vlad

    #8162

    Christian
    Felgo Team

    Hi Vlad,

    are you referring to the advanced GameNetworkTest?

    In there, there are indeed some internal methods used, but I’d still recommend using the disconnect/reconnect approach with just public APIs.

    Cheers, Chris

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