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andrearossini avatar image
andrearossini asked

Limits question

Hi,

we are making a client/server game using PlayFab as backend for data and players.

Our server is hosted on AWS GameLift.

Out server should call PlayFab in some situation (end of match). To do this we have created a PlayFab user that we "marked" as server (CloudScript check the ID).

We've linked a particular CUSTOM_ID to that account and the server log in with that.

The question is: when you say that we can Update User Data just N times in S seconds, is the source of the execution important? We call UpdateUserData only from CloudScript functions. Calling UpdateUserData from CloudScript executed by client A generate a "different timer" from calling UpdateUserData from CloudScript executed by client B? Or timer is "global" (So a user can be updated just N times in S seconds regardless from the source)?
This limits are the same if we call the ExecuteCloudScript from Server API?

Thank you for your help.

Best regards,

Andrea

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brendan avatar image
brendan answered

The limit concerns the number of times a single piece of data on a single player account can be updated. A server can update many different keys for many different players at a very high rate - that's not an issue.

If you have a situation where you need to have a single piece of data updated by multiple sources, you may be able to use Entity Objects, as they are designed for use cases like Guild data. If, however, it's to aggregate data across large numbers of users (like your whole userbase), you'll need to use Redis or similar to aggregate that data (which you could then update into PlayFab periodically via a Scheduled Task or similar).

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