====== Server info ====== Game cloud User web interface for the Codecamp is at [[http://www.it.lut.fi/project/pelipilvi/ui/|here]] **For the codecamp** please use the following (development) server: **54.220.223.184** On the dev server you will not be able to break anything. When actually releasing your game change this to the actual production server. **Ports:** 8888 for plain http and 8843 for SSL-secured. **Query string:** You must specify the api version in use by adding **/api/1/** at the end of the url. An example of this //To be continued// Examples of working json-packages. Saving an event / achievement / item: { "callType" : "gameDataSave", "authkey" : "My_authentication_key", "hash" : "hash_value", "playerId" : "player_id", "characterId" : "player_id", // the game only has one character so no id needed "sessionId" : "testSession" } Querying if a player has an achievement / event / item: { "callType" : "gameDataSave", "authkey" : "My_authentication_key", "hash" : "hash_value", "playerId" : "player_id", "characterId" : "player_id" } ===== What the service replies ===== **Saving data:** True/False in plain text **Querying data:** A json-package containing a few fields: ==== Achievement & event ==== //{"count":0,"eventTimes":[]}// Achievements are tied to their respective 'gain' and 'lose' events. If the count is 0, then an achievement is not gained by a player or an event has not been triggered for a player. Please do this query before saving data, otherwise you may accidentally give the same achievement for a player twice (unless you want to do exactly that) ==== Item ==== //{"gainCount":"0","loseCount":"0","totalCount":0}// gainCount tells how many times a player has acquired this item loseCount indicates how many times a player has lost this item. totalCount should be the difference between gain and lose.