[plugin] firebase

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Post » Sat Feb 07, 2015 9:12 am

@hmott

Firebase is a "central memory" of a distribute system. Applications run around this central memory, and each application might be different.
For example, some (server) applications might read data from one firebase space, produce result and save to other space, and this result space will be read by other (user) applications.
... -> server applicatiions -> firebase -> user applications -> ....



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Edit: remove
Last edited by rexrainbow on Wed Feb 11, 2015 7:01 am, edited 1 time in total.
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Post » Tue Feb 10, 2015 5:19 pm

These are fantastic! Thanks again @rexrainbow !

One quick question, I for the life of me cannot get the Facebook authentication to work. Since I'm trying a test version of the capx it is obviously localhost, so I try setting up my Facebook app settings to allow localhost calls but just keep getting the Given URL is not allowed by the Application configuration. Could you maybe post your settings you have on your Facebook app so I can see what I did wrong?

App Domains: I try having just "localhost" or my firebase "pixelgolf.firebaseio.com"
Site URL: tried just having "http://localhost:50001 (or whatever port)", then tried my firebase "http://pixelgolf.firebaseio.com"
Client OAuth settings: I had added a bunch like "localhost", "localhost:50001", "pixelgolf.firebaseio.com"

I have my firebase settings in all of the Domain spots in the capx which works with all the other plugins just fine. Does anything seem off?

Thanks again!
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Post » Wed Feb 11, 2015 2:57 am

@Djfuzion

Sorry I could not help you in this problem. I followed the document in firebase, and spent one day try and error, finally it passed...
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Post » Wed Feb 11, 2015 3:37 am

Did you add it to all the places in firebase on the OAuth tab?
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Post » Wed Feb 11, 2015 3:57 am

In official MP, the host and client should be put in the same capx.
In firebase, they might be in different capx.

Is there a reason for this? I made a very basic test server and client, and so far I have had no issues having separate projects for each. :p

Will I run into problems down the line, do you think, using the C2 Multiplayer plugin if I continue?
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Post » Wed Feb 11, 2015 4:15 am

@DatapawWolf

If you only use MP to send and receive data, it is ok to have 2 capx.
The power of MP is to sync the C2 objects like the position of sprites, and it is better to put host and client in one capx file.
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Post » Wed Feb 11, 2015 5:12 am

@rexrainbow I realize it is "better," however, so far it has been much simpler to manage a client-server connection using separate server and client projects, and I've yet to run into any issues.

What I'm asking is if there is, in fact, some limitation I might run in to by not having the client and host be one project, because so far no one has noted any such limitations. : )
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Post » Wed Feb 11, 2015 6:21 am

@DatapawWolf

You are right. It is OK if only using MP to send/receive message, like using websocket.
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Post » Wed Feb 11, 2015 6:45 am

@rexrainbow I'm currently using it to sync objects as well, not just messages, but basically everything the Multiplayer plugin is set to do.
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Post » Wed Feb 11, 2015 7:04 am

@DatapawWolf

Thanks for correcting, I had removed these paragraphs.
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