There is an artificial introduced limit at 32 users for each instance of a game.
You can store 1000bytes pr key using unlimited amount of keys (We will limit that if someone goes crazy and decides to write their own image storage system using distributed keys or something)
/Chris
Limitations (max players, stored data)
Chris说
很久以前 | 帖子#2
actionsprite说
很久以前 | 帖子#3Thanks Chris,
I'm kicking around an idea that involves building the stats on a team of players (maybe 6 team members with 10 stats each).
Sounds like it would fit within the data limits.
I'm kicking around an idea that involves building the stats on a team of players (maybe 6 team members with 10 stats each).
Sounds like it would fit within the data limits.
Chris说
很久以前 | 帖子#4Should not be a problem, we use an very early version of the Data API to store player data in a MORPG we build way before Nonoba was born. Works wonders:
If interested, here is a project description and game introduction in english
If interested, here is a project description and game introduction in english
最后编辑很久以前
帖子#5被删除了
zproxy说
很久以前 | 帖子#6My tests show that there is a cut off limit at 248 bytes of data for user data.
The cutoff appears to happen after the game exits.
Why is that?
Should I compose my data of multiple keys?
Also, you might want to update the docs or api to indicate or reject values larger than supported.
http://nonoba.com/developers/documentation/multiplayerapi/classnonobagameuserserverside
The cutoff appears to happen after the game exits.
Why is that?
Should I compose my data of multiple keys?
Also, you might want to update the docs or api to indicate or reject values larger than supported.
http://nonoba.com/developers/documentation/multiplayerapi/classnonobagameuserserverside
最后编辑很久以前
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actionsprite说
很久以前 | 帖子#1Couple of questions about the limits of the api:
- What is the maximum number of players supported for any single game instance?
- How many different data objects can be stored on the server per user?
Cheers,
JMC