Index
PlayableLocations
(interface)Impression
(message)Impression.ImpressionType
(enum)LogImpressionsRequest
(message)LogImpressionsResponse
(message)LogPlayerReportsRequest
(message)LogPlayerReportsResponse
(message)PlayerReport
(message)PlayerReport.BadLocationReason
(enum)SamplePlayableLocationsRequest
(message)SamplePlayableLocationsResponse
(message)
PlayableLocations
The Playable Locations API for v3.
LogImpressions | |
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Logs new events when playable locations are displayed, and when they are interacted with. Impressions are not partially saved; either all impressions are saved and this request succeeds, or no impressions are saved, and this request fails. |
LogPlayerReports | |
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Logs bad playable location reports submitted by players. Reports are not partially saved; either all reports are saved and this request succeeds, or no reports are saved, and this request fails. |
SamplePlayableLocations | |
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Returns a set of playable locations that lie within a specified area, that satisfy optional filter criteria. Note: Identical |
Impression
Encapsulates impression event details.
Fields | |
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location_name |
Required. The name of the playable location. |
impression_type |
Required. The type of impression event. |
game_object_type |
An arbitrary, developer-defined type identifier for each type of game object used in your game. Since players interact with differ types of game objects in different ways, this field allows you to segregate impression data by type for analysis. You should assign a unique For example, 1=monster location, 2=powerup location. |
ImpressionType
The type of impression event.
Enums | |
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IMPRESSION_TYPE_UNSPECIFIED |
Unspecified type. Do not use. |
PRESENTED |
The playable location was presented to a player. |
INTERACTED |
A player interacted with the playable location. |
LogImpressionsRequest
A request for logging impressions.
Fields | |
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impressions[] |
Required. Impression event details. The maximum number of impression reports that you can log at once is 50. |
request_id |
Required. A string that uniquely identifies the log impressions request. This allows you to detect duplicate requests. We recommend that you use UUIDs for this value. The value must not exceed 50 characters. You should reuse the |
client_info |
Required. Information about the client device. For example, device model and operating system. |
LogImpressionsResponse
A response for the LogImpressions
method. This method returns no data upon success.
LogPlayerReportsRequest
A request for logging your player's bad location reports.
Fields | |
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player_reports[] |
Required. Player reports. The maximum number of player reports that you can log at once is 50. |
request_id |
Required. A string that uniquely identifies the log player reports request. This allows you to detect duplicate requests. We recommend that you use UUIDs for this value. The value must not exceed 50 characters. You should reuse the |
client_info |
Required. Information about the client device (for example, device model and operating system). |
LogPlayerReportsResponse
A response for the LogPlayerReports
method.
This method returns no data upon success.
PlayerReport
A report submitted by a player about a playable location that is considered inappropriate for use in the game.
Fields | |
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location_name |
Required. The name of the playable location. |
reasons[] |
Required. One or more reasons why this playable location is considered bad. |
reason_details |
Required. A free-form description detailing why the playable location is considered bad. |
language_code |
Language code (in BCP-47 format) indicating the language of the freeform description provided in |
BadLocationReason
The reason why the playable location is considered bad.
Enums | |
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BAD_LOCATION_REASON_UNSPECIFIED |
Unspecified reason. Do not use. |
OTHER |
The reason isn't one of the reasons in this enumeration. |
NOT_PEDESTRIAN_ACCESSIBLE |
The playable location isn't accessible to pedestrians. For example, if it's in the middle of a highway. |
NOT_OPEN_TO_PUBLIC |
The playable location isn't open to the public. For example, a private office building. |
PERMANENTLY_CLOSED |
The playable location is permanently closed. For example, when a business has been shut down. |
TEMPORARILY_INACCESSIBLE |
The playable location is temporarily inaccessible. For example, when a business has closed for renovations. |
SamplePlayableLocationsRequest
Life of a query:
When a game starts in a new location, your game server issues a
SamplePlayableLocations
request. The request specifies the S2 cell, and contains one or more "criteria" for filtering:Criterion 0: i locations for long-lived bases, or level 0 monsters, or...
- Criterion 1: j locations for short-lived bases, or level 1 monsters, ...
- Criterion 2: k locations for random objects.
- etc (up to 5 criterion may be specified).
PlayableLocationList
will then contain mutually exclusive lists of PlayableLocation
objects that satisfy each of the criteria. Think of it as a collection of real-world locations that you can then associate with your game state.
Note: These points are impermanent in nature. E.g, parks can close, and places can be removed.
The response specifies how long you can expect the playable locations to last. Once they expire, you should query the samplePlayableLocations
API again to get a fresh view of the real world.
Fields | |
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area_filter |
Required. Specifies the area to search within for playable locations. |
criteria[] |
Required. Specifies one or more (up to 5) criteria for filtering the returned playable locations. |
SamplePlayableLocationsResponse
Response for the SamplePlayableLocations
method.
Fields | |
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locations_per_game_object_type |
Each PlayableLocation object corresponds to a game_object_type specified in the request. |
ttl |
Required. Specifies the "time-to-live" for the set of playable locations. You can use this value to determine how long to cache the set of playable locations. After this length of time, your back-end game server should issue a new |