question

meyumeapps avatar image
meyumeapps asked

String length

Hi, We are very keen to use Whispersync for syncing games across multiple platforms/devices. We tend to track our (complex) game save state in a series of hierarchal and linked tables. To give an idea, the game state includes information such as items in a shop, power ups collected, characters enabled, items in the player inventory etc We have a serialiser which we use to save the game state to local storage and a deserialiser to read it back. Are we permitted to save the state as a large string in Whispersync and then use the manual method to resolve conflicts. The size is probably 5k per customer / game. Thanks Scott
10 |5000

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1 Answer

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Sujoy@Amazon answered
Hi Meyumeapps, Thank you for writing to us. Yes you can use SyncableDeveloperString foor this purpose. A syncable type that represents a string whose conflict resolution is handled by the developer. This type is typically used to represent a combination of associated values across multiple devices. The values should typically be serializable. An example is a player's basket that holds both coins and items purchased. Note that metadata cannot be associated with this type. We currently do not enforce a data size limit for Whispersync traffic that is not considered abuse or misuse. For a given customer/game combination, we plan to limit the amount of data stored in the cloud to under 1 MB. We do not currently expose service storage size, but overhead is typically under 50 Bytes per element allowing several thousand elements to be stored in the cloud. The length of key names and String values would directly count towards this limit, so please take into consideration. There is no artificial limit on local storage size. As far as rate of access, passive synchronization is currently limited to once in 30 seconds, and active synchronization is limited to once in 10 seconds.
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