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ゲームサーバーにフルフィルメントを実装する

Last updated on October 23, 2024

Overview

This article walks you through how to implement code redemption and how to enable your game server to grant items to your players.

Code Redemption

A player can redeem a campaign code to receive entitlements, such as games, in-game items, or coins. To redeem a code, call RedeemCode from the Fulfillment API. The code will be redeemed and the player will receive their entitlements under the following conditions:

  • The code exists in the game namespace
  • The maximum redemption limit hasn't been reached
  • The time and date of the redemption falls within the redemption period
FString Code = FString("MyRedeemCode");
FString Region = FString("US"); // Leave it blank if you want to use the default value from user token
FString Language = FString("en"); // Leave it blank if you want to use the default value from user token
FRegistry::Fulfillment.RedeemCode(Code, Region, Language, THandler<FAccelByteModelsFulfillmentResult>::CreateLambda([](const FAccelByteModelsFulfillmentResult& Result)
{
// Do something if RedeemCode has been successful
}),
FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if RedeemCode has an error
UE_LOG(LogTemp, Log, TEXT("Error RedeemCode, Error Code: %d Error Message: %s"), ErrorCode, *ErrorMessage);
}));

Game server grants items to players

The FulfillUserItem() function can be used to allow the game server to trigger the Fulfillment service and grant an item to a player. This can be used to immediately grant a player an item when they earn a particular achievement, or to grant every player in a match a special item for a particular game mode but have that item disappear from the player's inventory when the match is over.


#include "GameServerApi/AccelByteServerEcommerceApi.h"
...
FString UserId = FString("SomeUserId");
FAccelByteModelsFulfillmentRequest FulfillmentRequest;
FulfillmentRequest.ItemId = FString("SomeItemId");
FulfillmentRequest.OrderNo = FString("SomeOrderNo");
FulfillmentRequest.Language = FString("en");
FulfillmentRequest.Region = FString("US");
FulfillmentRequest.Quantity = 1;
FulfillmentRequest.Source = EAccelByteItemSource::ACHIEVEMENT;
FRegistry::ServerEcommerce.FulfillUserItem(UserId, FulfillmentRequest, THandler<FAccelByteModelsFulfillmentResult>::CreateLambda([](const FAccelByteModelsFulfillmentResult& Result)
{
// Do something if FulfillUserItem has been successful
}),
FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if FulfillUserItem has an error
UE_LOG(LogTemp, Log, TEXT("Error FulfillUserItem, Error Code: %d Error Message: %s"), ErrorCode, *ErrorMessage);
}));