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OverviewFelgo 3 Support (Qt 5) › VPlayGameNetwork – logging

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  • #10994

    Paweł

    Hi,

    is there any chance to disable/reduce logging of the VPlayGameNetwork events?

    I’ve noticed that using achievements generates a lot of messages. Probably within some comparsion/search logic of ServerData and LocalData:

    qml: serverAchievementData: {"key":"4", … } localAchievementData: {"objectName":"","key":"0", … }
    qml: serverAchievementData: {"key":"4", … } localAchievementData: {"objectName":"","key":"1", … }
    qml: serverAchievementData: {"key":"4", … } localAchievementData: {"objectName":"","key":"2", … }
    qml: serverAchievementData: {"key":"4", … } localAchievementData: {"objectName":"","key":"3", … }
    qml: serverAchievementData: {"key":"4", … } localAchievementData: {"objectName":"","key":"4", … }
    qml: serverAchievementData: {"key":"3", … } localAchievementData: {"objectName":"","key":"0", … }
    qml: serverAchievementData: {"key":"3", … } localAchievementData: {"objectName":"","key":"1", … }
    qml: serverAchievementData: {"key":"3", … } localAchievementData: {"objectName":"","key":"2", … }
    qml: serverAchievementData: {"key":"3", … } localAchievementData: {"objectName":"","key":"3", … }
    qml: serverAchievementData: {"key":"2", … } localAchievementData: {"objectName":"","key":"0", … }
    qml: serverAchievementData: {"key":"2", … } localAchievementData: {"objectName":"","key":"1", … }
    qml: serverAchievementData: {"key":"2", … } localAchievementData: {"objectName":"","key":"2", … }
    qml: serverAchievementData: {"key":"1", … } localAchievementData: {"objectName":"","key":"0", … }
    qml: serverAchievementData: {"key":"1", … } localAchievementData: {"objectName":"","key":"1", … }
    qml: serverAchievementData: {"key":"0", … } localAchievementData: {"objectName":"","key":"0", … }

     

    This part of logic generates n! log entries for n achievement. I have more than 100 achievements, so in my case it takes pretty much time to print out all of the output.

    Additionally at first initialization of scores scene I got a lot of:

    qml: updateServerAchievementsFromClientAchievements()
    
    
    
    
    qml: typeof(value) undefined
    qml: typeof(value) undefined
    ...
    qml: typeof(value) undefined
    qml: AchievementView: ach server creation: found a matching pair of local achievment & server achievement..
    
    
    
    
    qml: typeof(value) undefined
    qml: typeof(value) undefined
    ...
    qml: typeof(value) undefined
    qml: AchievementView: ach server creation: found a matching pair of local achievment & server achievement..
    
    
    
    
    qml: typeof(value) undefined
    qml: typeof(value) undefined
    ...
    qml: typeof(value) undefined
    qml: AchievementView: ach server creation: found a matching pair of local achievment & server achievement..

     

     

     

    I see the errorReportingLevel parameter in VPlayGameNetwork, however I can’t find any information about it.

    #11004

    Günther
    Felgo Team

    Hi Pawel!

    I am sorry, the GameNetwork currently doesn’t provide a mechanism to disable the log output manually. (The parameter you mentioned is used for another purpose). The only way to hide the messages is to do a “publish” build (stage in config.json), which disables all log output.

    But you are right, the log for the game-network is quite massive – we will have a look if we can do something about that, e.g. adding a parameter like you suggested.

    Best,
    Günther

    #11250

    Paweł

    Hi Günther,

    thanks for your response. It works much better with the “publish” build. However I have one more question 🙂

    The VPlayNetwork documentation states that all player’s progress (scores, achievements, etc.) can be stored locally (when there is no internet connection) and synchronized manually with the sync method (or within the next launch of the application). However all methods updating user’s progress (e.g. incrementAchievement, updateAchievement) send synchronization requests by default. Is there any way to prevent this and simply store the data locally without synchronization?

    Let’s say I have 10 achievements that are updated after finished level. If I understand it right there will be 10 synchronization requests sent (which freeze the application for a while). It would be better for me if I could update them locally and synchronize with the server only within the VGameNetworkView initialization.

    #11291

    Christian
    Felgo Team

    Hi Pawel,

    currently you cannot pause the synch. However, the synch is running in a background thread and does not stall the main UI thread, so updating many achievements should not affect your game’s performance.

    Cheers, Chris

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