Pragma Engine 0.0.86
September 27th, 2022
Pragma Engine is moving to a six week release cadence. Version 0.0.88 is scheduled to be released on November 8th.
You can now authenticate to the social backend without a gameShardId. #
Description: The social backend sign-on is no longer tied to having a valid game. This means if there are no game shards configured, such as when starting a platform in
PRODUCTION mode, an Operator can still log into the platform.
GameDataRPC.GetLoginDataV2 instead of
GameDataRPC.GetLoginDataV1 is being deprecated due to changes to
GetLoginDataV2 brings necessary cleanup along with naming that more correctly aligns with inventory’s limited grant tracking ids as a part of the
Direct calls to RPC endpoints:
LoginDataPlugin.getLoginDataJobsV2 instead of
LoginDataPlugin.getLoginDataJobs if you are not using
Description: The dependent job structure on jobs coming from the
LoginDataPlugin now uses a data class instead of a proto builder for better futureproofing.
You will need to implement
LoginDataPlugin.getLoginDataJobsV2 in custom implementations of
| Original | Replacement | Removal release |
| - | - | - |
LoginDataPlugin.getLoginDataJobsV2 | 0.0.87 |
If you’re using the Limited Grants feature, you’ll need to drop all inventory databases, update your stackable specs to remove stackable trackables, and update any custom service implementations that refer to the list of issued limited grant IDs. #
Description: We recently removed the requirement for a stackable item tracker from the limited grants feature. If you’re using the Limited Grants feature, you will need to complete the listed integration steps.
- Drop all inventory databases for all environments. This is required to avoid duplicating limited grant fulfillment, and it will clear out all stackable trackables.
- You can see your configs for the host port schemas for a complete list of databases to drop. The default config schema is: “local_game_inventory1”.
- Update content and run the
- Remove all stackable specs for limited grant tracking in
- Run the
- If a custom service uses the
issuedLimitedGrantCatalogIdsfield in the
GetLoginDatacall, it will need to be updated to
Clients must stop calling
matchReconnectV1. Clients should instead listen for the
MatchReconnectV1Notification that is automatically sent after login.
matchReconnectV1 is now a service-only endpoint that automatically triggers on login. A notification with reconnection information will automatically be sent to the client shortly after login.
Integration step: In reconnect scenarios, clients should now listen for the
MatchReconnectV1Notification. Remove any calls to
matchReconnectV1 from your clients.
If you have game shards in production mode, add a shardId to both game and social core configs. #
Description: We’ve added a
shardId into the core config to support game shards. It has been removed from the
InventoryServiceConfig to avoid duplication.
Integration step: If you have game shards in production mode, you will need to add both game and social
shardIds to the core config YAML file.
You can find the game shardId by visiting the Game Title Management page on the social Portal webpage.
shardIdisn’t used yet, so its value can be any valid UUID.
Default configuration should look like this:
game: core: shardId: "00000000-0000-0000-0000-000000000001"
social: core: shardId: "00000000-0000-0000-0000-000000000001"
Update usages of
getDisplayNameForPlayerIdPartnerV2 to include the new required
Description: To support a multigame (and therefore multishard) setup for Pragma Engine, we’ve added a requirement for the
gameShardId parameter on the
Integration step: Update usages of
getDisplayNameForPlayerIdPartnerV2 from an SDK or any direct RPC call to include
gameShardId on the request. You can access the
gameShardId by calling a game shard’s
columnNameOfPropertyToConsistentHash on all custom instances of
columnNameOfPropertyToConsistentHash field previously defaulted to an empty string. However, this field must now be defined in order to successfully start Pragma Engine.
Integration step: Define
columnNameOfPropertyToConsistentHash for all your custom
PartitionDatabaseConfigs by providing the database column name used to compute the consistent hash to store data for a player into the proper partition.
See `platform/2-pragma/game/src/main/kotlin/pragma/inventory/InventoryDaoConfig.kt` for an example.
Ensure that you call
DaoNodeServices prior to calling
Description: Previously, you could call
DaoNodeServices without calling
onConfigChanged(). However, this is no longer the case. You must call
run() in order for the service to start.
Integration step: Ensure
onConfigChanged() is called before
If you’re using
AbstractDaoNodeService, switch to
Description: Moving this functionality has allowed us to do some cleanup and remove unnecessary code. Any use of
DbCleaner will need to be updated by removing the second argument.
If you are running multiple game shards in development mode, you will need to manually repopulate the game title and game shard data. #
Description: The local database was improperly named
local_game_game and has been renamed to
local_social_game as it is a social service.
If you are affected by this change, you will have to repopulate the following data:
- Game Titles & Game Shards
- Limited Access Events & Access Groups
Integration step: You can either manually repopulate your data or you can copy data over from the now-unused
local_game_game database, as this change does not delete that database.
Update references to the
GameShardId so that it’s pulled from the new location on the
Description: The Unreal and Unity SDKs have moved the
GameShardId out of the
SDKConfig and onto the
- Update references to the
GameShardIdso that it’s pulled from the new location on the
Bugs and Fixes #
Unreal SDK: Fixed a bug where HTTP RPCs that failed for HTTP reasons would never call their
Unreal SDK: Fixed a bug where game servers would crash when receiving a
MatchEndresponse if the new
MatchEndfunctions are used.
[Updated User Guide] Removed stackable trackables from Limited Grants User Guide.