Skip to content

Commit

Permalink
updated README to 1.5.0.2 (#18)
Browse files Browse the repository at this point in the history
Co-authored-by: Victor Kulaga <victorku@microsoft.com>
  • Loading branch information
Vicodex and Victor Kulaga authored Dec 4, 2020
1 parent 5fb65e4 commit 9c5a6f9
Showing 1 changed file with 40 additions and 3 deletions.
43 changes: 40 additions & 3 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,8 @@
## Overview
This is a PlayFab Party plugin for game development on Unity.

_(Please use Git client with Large File Storage (LFS) support to work with this repo)_

## Supported platforms:
- Windows
- Microsoft Game Core (just "Game Core" below)
Expand All @@ -12,14 +14,14 @@ This is a PlayFab Party plugin for game development on Unity.
## Version
|Party Unity SDK (main)
|-|
|1.5.0.1-main.0
|1.5.0.2-main.0

Officially supported versions of PlayFab Party binaries with this release, by platform:

Platform|Version
|-|-|
Windows|1.5.0
Game Core|1.5.* (GDK)
Game Core|1.5.* (distributed with Microsoft GDK)
iOS|1.5.0
Android|1.5.0

Expand Down Expand Up @@ -85,4 +87,39 @@ The SDK contains the following:
- Two PlayFabParty.framework libraries are provided: one for real iOS devices and another one for iOS Simulator (x64). Make sure to enable only one of them for iOS platform before building. The framework for a device is enabled by default (see Inspector settings for PlayFabParty.framework folders)
- If you are targeting Android: please make sure to allow your app to use microphone on the device.

For a detailed guide please check out [Quickstart: PlayFab Party Unity Plugin](https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/networking/party-unity-plugin-quickstart)
For a detailed guide please check out [Quickstart: PlayFab Party Unity Plugin](https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/networking/party-unity-plugin-quickstart)

## Error Handling
The error callbacks used in `PlayFabMultiplayerManager` API may return error data which includes `PlayFabMultiplayerManagerErrorType`. It can be used to determine a type of the error that the user app may act on.

In addition to error types, there are also specific Party error codes. They are intended for diagnostics and logging, not for programmatic error handling.

### Error Codes
The underlying Party C++ library may return error codes that Party Unity plugin will pass on to the user app. All possible Party error codes and their descriptions are listed in `PartyErrors.md` file which is distributed with a public Party C++ library NuGet package, e.g.:
https://www.nuget.org/packages/Microsoft.PlayFab.PlayFabParty.Cpp.Windows/

It is located at the root of the NuGet package content.

## Logging
The underlying Party C++ library includes logging capabilities with a configurable verbosity level. Logging configuration is defined in `PlayFabPartyLogger.json` file which can be deployed as an asset along with the application. An example of configuration file:

```json
{
"enabled": false,
"bufferSize": 16384,
"maxNumberOfItemsInBatch": 100,
"maxBatchWaitTimeInSeconds": 1,
"readBufferWaitTimeInMilliseconds": 1,
"logFolder": "/platform-specific-path/",
"logLevel": "VERBOSE",
"xrnLogEnabled": false,
"maxLogFileSizeInMegabytes": 0
}
```

When this file is detected by the application in runtime it will use it to enable logging as configured. The path to log files on a Stadia instance is specified by "logFolder" property. The following verbosity levels are currently supported:
1. `VERBOSE` - everything
2. `INFO` - less than everything, only important messages and errors
3. `ERROR` - only errors

The logging is disabled by default, but can be enabled with "enabled" property set to `true`.

0 comments on commit 9c5a6f9

Please sign in to comment.