Client side: Nakama Unity
Server: Nakama 2.6.0
While working with the tournaments API from the client I noticed that joining a tournament does not really return a success or fail. From the documentation it is a call assumed to always succeed.
If we use the before hook to perform checks before allowing the user to join a tournament, and aborting the request with an error if they do not meet some criteria, the lack of reporting back to the client becomes an issue. [In Unity] It prints out an error in the Unity log but the actual async function does not really return anything the client can use to determine if the join was successful.
I can see a couple of ways around this:
- Instead of before tournament join hook, wrap the join in an RPC and do your join checks there where you can return a custom payload to the client.
- Attempt to post a 0 score and see if it lets you. (not ideal if the tournament has attempts)
What is the suggested way to determine if the user has successfully joined a tournament?
As a slight tangent from based on the first of the two options I am considering wrapping our entire API in RPCs to give us more control and details over what is returned to the client.
I am curious to hear opinions and a discussion on the ideas and question.