And I have some questions in regards to integrating Async Multiplayer in our game.
The game is a Chess Variant built in Unity and I am looking for the best practices for creating and loading the games and storing completed games for a replay feature.
The threads above mention Shared Group Data and User Group Data having a 100 key limit.
Is there another way/API in playfab to cache the games?
The above thread seems outdated but doesn't offer a new option.
Using this next link for the following questions:
In regards to Photon, when we return an response other than 0(considered "SUCCESS"), does that error prevent the intercepted call from completing? Could a dev use this to prevent state change?
In "if(args.Type==='Create')" on line 274, we have an if statement, is this value based solely on the users command? What I mean is say the Room already exists and I call the create method as a client will the handler on 268 be called or will the client be rejected? And what if I call Create and the room is cached/inactive? Do I have to check all saved rooms?
The last ones are probably questions for Hamza.
There seems to be some ambiguity in what Photon abdicates to PlayFab/External Webhooks and I would like some clarity. An updated Turn based example would be useful. Does one exist?
Thanks for reading. I look forward to a long discussion.