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I can't publish Microservices

Hello. I'm having a strange issue while trying to publish a microservice with its storage to the cloud. It happened once I upgraded the Mac OS to Sonoma, but I also upgraded Docker as well. First, a warning, saying that I can't build docker images to linux/**amd64**, but at the same time that the linux/**amd64** builder is available. Then a message [BUILD]\:#0 building with "desktop-linux" instance using docker driver. The desktop-linux instance doesn't have linux/amd64. So, finally, an error. I've tried to install more builders as suggested by the warning (they were there already), but the issue remains. Beamable-builder is the default. Your help is much appreciated.
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Getting Beamable to Recognize Docker

I am on Windows, using a recent version of Beamable, and I have Docker Desktop installed, but my Microservices Manager tab keeps saying it cannot detect the Docker installation. What can I do to ensure that it is able to detect Docker properly?
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Can you customize the update password and email request content?

Is there way to add our own email template/content to the Update Password and Update email request functions, eg we would like to add our own html branding to these emails so that our players will know who these emails are coming from. Then also is there way to use a proxy send so that we can send these emails from our own domain
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How do I create SimGameType Content?

Hi team, I'm working on adding basic matchmaking for our PvP mode. Should I be seeing a SimGameType content item in the Content group/content list?? It looks like creating a SimGameType content is one of the first steps but I'm not seeing how/where to do it. Thx for any info.
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How do I use Beamable Notifications to asynchronously send information from server to client?

Normally when I invoke C# Microservice ClientCallable methods, the way that the server gives information back to the client is by way of the return value from the ClientCallable. What if I have "fire and forget" logic that is meant to run longer than the request/response pattern of a usual ClientCallable invocation? Is there a way to send server-to-client information "out of band"?
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Auto-generated script for the MicroserviceClient: missing assembly reference but it's there.

The auto-generated script for the MicroserviceClient is marked with a few errors like the following: > Assets/Beamable/Autogenerated/Microservices/MultiplayerDataMicroserviceClient.cs(36,88): error CS0234: The type or namespace name 'Challenge' does not exist in the namespace 'Beamable.Server' (are you missing an assembly reference?) However, the reference to the Beamable.Server namespace is present at the start of the file, as in the following code: ``` namespace Beamable.Server.Clients { using System; using Beamable.Platform.SDK; using Beamable.Server; /// <summary> A generated client for <see cref="Beamable.Microservices.MultiplayerDataMicroservice"/> </summary public sealed class MultiplayerDataMicroserviceClient : MicroserviceClient, Beamable.Common.IHaveServiceName {... ``` The problem is when I try to access the classes that I define in the MicroserviceStorage script: ``` namespace Beamable.Server { [StorageObject("CloudChallengesDatabase")] public class CloudChallengesDatabase : MongoStorageObject { } public class Challenge { public ObjectId id; public string challengeId; public List<long> participants; public readonly List<Move> movesHistory = new List<Move>(); public string status; }... ```

Ghost events when SimClient connects to a network

I'm encountering an issue that I can't seem to resolve. I've observed that when I create a new SimClient, set up its event handlers, and initialize it, I encounter one of two situations, depending on the time elapsed since the last opening of a SimNetworkEventStream with the same matchId/roomName: 1. I receive all the events and ticks from the entire previous session, which uselessly triggers the relevant event handlers. This occurs within approximately 1 minute of the last SimNetwork connection to the room. 2. I don't receive any information from the previous session, and the ticks start from 0. This happens after approximately 1 minute since the last SimNetwork connection to that room. The problem lies in the fact that I cannot determine from the code which case it is, making it challenging to decide how to handle these "ghost events" coming from a previous, yet fresh, run of my game. ``` _multiplayerData.localPlayerDbid = GameManager.Instance.BeamContext.PlayerId; _multiplayerData.matchId = matchId; _multiplayerData.sessionState = SessionState.Initializing; // Create Multiplayer Session SimNetworkEventStream networkEventStream; networkEventStream = new SimNetworkEventStream(_multiplayerData.matchId, GameManager.Instance.BeamContext.ServiceProvider); _simClient = new SimClient(networkEventStream, framesPerSecond, targetNetworkLead); // Handle Common Events _simClient.OnInit(SimClient_OnInit); _simClient.OnConnect(SimClient_OnConnect); _simClient.OnDisconnect(SimClient_OnDisconnect); _simClient.OnTick(SimClient_OnTick); _simClient.OnErrorStarted += (e) => { // TODO: show "connecting to server error message" Debug.Log($"Sim Client Errors Starting... {e.ErrorMessage}"); }; _simClient.OnErrorRecovered += (r) => { // TODO: remove any error UI and resume the game Debug.Log($"Sim Client disaster averted..."); }; _simClient.OnErrorFailed += r => { // TODO: force exit the match, because the network is too unstable to continue or recover. Debug.Log($"Sim Client wasn't able to recover. {r.ErrorMessage}"); }; ```
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How to schedule a recurring listing?

How do I make a Listing that resets daily, weekly, or monthly? I see that Listings content has a "Schedule" property, but it is not clear to me from looking at "Edit Schedule" how to achieve the recurrence that I want? How would I create listings that recur: - once a day, resetting at 2am - monthly, resetting on the 1st of the month - once a week, resetting at noon on Sunday - daily, but only available between noon and 10pm
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Microservices taking a lot of RAM on Windows

It seems like C# Microservices running locally in Docker for Windows are taking many gigabytes of RAM. How can I reduce the memory footprint of C#MS running in Docker?

Is there any documentation or examples for Unreal 5?

I see Unity stuff everywhere but nothing for Unreal. Does it exist?