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brandon@uprootstudios.com avatar image
brandon@uprootstudios.com asked

GSDK: value of string passed into UpdateConnectedPlayers()

When using the GSDK (either with Unity/C#/C++/Java), UpdateConnectedPlayers() takes in a string value, labeled as "PlayerId". However, in the documentation, the example values are all "player_tag".

Should the string value that's passed to the GSDK be a PlayFabID, Connection ID, Player Tag/Display name, or some other value?

If it is supposed to be a PlayFab ID, can this value be used to determine if a PF ID (platform friend or similar) is connected to a game server currently? Otherwise, what is the significance of the string passed into UpdateConnectedPlayers()? @TCROC @ravarna

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Travis Lange avatar image Travis Lange commented ·

I would also like to know the answer to this question :)

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ravarna avatar image
ravarna answered

I would say it is the PlayFabId (anything that you identify a player with). The vision was that we could capture this information and store it in a way so that if you go a players profile, you could see the history of matches and the servers they played on. However, we haven't finished the latter part yet.

Currently, we report the players connected in ListMultiplayerServers as well as GetMultiplayerServer (if you are interested in how many players are connected to a game or to which exact players are connected.

https://docs.microsoft.com/en-us/rest/api/playfab/multiplayer/multiplayerserver/listmultiplayerservers?view=playfab-rest#multiplayerserversummary

https://docs.microsoft.com/en-us/rest/api/playfab/multiplayer/multiplayerserver/getmultiplayerserverdetails?view=playfab-rest#getmultiplayerserverdetailsresponse

Does that help?

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Travis Lange avatar image Travis Lange commented ·

@ravarna Awesome! Thanks for the concrete answer! Exactly what I was looking for.

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brandon@uprootstudios.com avatar image brandon@uprootstudios.com commented ·

Same, great info, thanks!

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