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Fixed annoying case-sensitivity problem
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PedroRauizBeamable committed Dec 11, 2024
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8 changes: 4 additions & 4 deletions Docs/docs/concepts/federation.md
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Expand Up @@ -20,7 +20,7 @@ Most implementations of Server-Side Callbacks are fire-and-forget (similar to a

Here's a high-level diagram of what federations are:

![microservices-architecture-federation-general.png](./images/microservices-architecture-federation-general.png#center)
![microservices-architecture-federation-general.png](./Images/microservices-architecture-federation-general.png#center)

As such, each of the **Federations** we provide have their own semantics, usage guidelines, performance characteristics and constraints described in their own unique [How-To](../guides/federations/federated-login.md) guides.
## Federation Calls
Expand All @@ -31,11 +31,11 @@ There are two types of **Federations Calls** our Backend makes:

**In-Band Federations** are any Federation call that **is in the path of a request originating from a game's client or real-time game server**. Examples of these are `IFederatedLogin`, `IFederatedInventory` or `IFederatedGameServer`(when called via the Lobby system's `ProvisionGameServer` from a client).

![microservices-architecture-federation-in-band.png](./images/microservices-architecture-federations-in-band.png#center)
![microservices-architecture-federation-in-band.png](./Images/microservices-architecture-federations-in-band.png#center)

**Out-of-Band Federations** are any Federation calls that **are triggered by some server event that originates from inside the Beamable's Managed Services**. The most obvious example is `IFederatedGameServer` (when called for each match found as part of a matchmaking queue tick).

![microservices-architecture-federations-out-of-band.png](./images/microservices-architecture-federations-out-of-band.png#center)
![microservices-architecture-federations-out-of-band.png](./Images/microservices-architecture-federations-out-of-band.png#center)

[For more information about the workflow implications of the difference between both **Federation Call** types, see below.](#workflows-for-developing-federations)

Expand Down Expand Up @@ -99,5 +99,5 @@ For **In-Band Calls** that reach a federated endpoint, the selected [Microservic

In order to configure these filters, you can use the **Local - Federations** tab of your **[Microservice Inspector](../concepts/microservices.md#microservice-window)**. The filters, when out-of-band calls can be made to a particular federated endpoint, are described in [each federation's How-To guides](../guides/federations/federated-game-server.md).

![microservices-window-federation.png](./images/microservices-window-federation.png)
![microservices-window-federation.png](./Images/microservices-window-federation.png)

10 changes: 5 additions & 5 deletions Docs/docs/concepts/microservices.md
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Expand Up @@ -15,7 +15,7 @@ A lot of cloud-code solutions sacrifice a lot of flexibility, cost-efficiency, p

We do so by this architecture:

![Pasted image 20241112093931.png](./images/microservices-architecture.png#center)
![Pasted image 20241112093931.png](./Images/microservices-architecture.png#center)

The Microservice is:

Expand Down Expand Up @@ -165,14 +165,14 @@ This allows us to integrate microservices running in your local machine "as thou
- Requests made from this editor's PIE instance can chose a **Microservice Target**.
- [Out-of-band Federations can be configured with opt-in filters that "steal" traffic](../concepts/federation.md).

![microservices-architecture-targets.png](./images/microservices-architecture-targets.png#center)
![microservices-architecture-targets.png](./Images/microservices-architecture-targets.png#center)

Enabling these two cases at the push of a button enables very fast development iteration speed.

## Microservice Window
The Microservice Window enables developers to start/stop local services, to read local service logs while in PIE and to configure local server settings for the collaborative workflow and for federations.

![microservices-window-home.png](./images/microservices-window-home.png#center)
![microservices-window-home.png](./Images/microservices-window-home.png#center)

The left side of the window provides you a list of all services in your project with a set of filters based on **Service Groups**. The right side is the **Details Panel**.

Expand All @@ -195,7 +195,7 @@ The Details panel provides a detailed view of the microservices and access to a
#### Local - Logs Tab
As the name implies, you can explore the logs for any running Microservice. You can filter by **Log Level**, substring search and also clear stored logs.

![microservices-window-logs.png](./images/microservices-window-logs.png#center)
![microservices-window-logs.png](./Images/microservices-window-logs.png#center)

## Common Developer Workflows
There are a few different ways to work with Microservices in Unreal, each with their own advantages and disadvantages. So, here we make our recommendations about them.
Expand Down Expand Up @@ -288,7 +288,7 @@ Or... you could instead use Beamable's Collaborative Debugging workflow:
- As the engineer, observe your (conditional or data) breakpoint is hit or read your additional `BeamableLogger` log lines.
- Quickly diagnose the issue and unblock the designer.

![microservices-window-collaboration.png](./images/microservices-window-collaboration.png#center)
![microservices-window-collaboration.png](./Images/microservices-window-collaboration.png#center)

For smaller teams that like to move fast and can rely on lots of direct communication between designers and engineers, this workflow is a **massive improvement to the current available alternatives**.

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4 changes: 2 additions & 2 deletions Docs/docs/concepts/operations-and-waits.md
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Expand Up @@ -24,7 +24,7 @@ Every Operation has an `int64` id called the `FBeamOperationHandle`. We use it t

The lifecycle of an operation goes as follows:

![operation-and-waits-lifecycle.png](./images/operation-and-waits-lifecycle.png#center)
![operation-and-waits-lifecycle.png](./Images/operation-and-waits-lifecycle.png#center)

## Writing and Exposing your Own Operations
We try and expose all of our main SDK operations in both BP and CPP flavors. If you'd like to do the same thing, this section is for you. If you're looking for how to write hooks in C++, look into the next section.
Expand Down Expand Up @@ -116,7 +116,7 @@ Feel free to copy-paste them as a template of how to implement and reason about
Beam-Flow nodes are the purple nodes with Beamable Icons that you can find. There are two flavors of them; one are Raw Requests that you can use to hit our APIs; the other is the Operation Beam Flow node.
![beam-flow-node](./images/operation-and-waits-beam-flow-nodes.png#center)
![beam-flow-node](./Images/operation-and-waits-beam-flow-nodes.png#center)
Beamable Operation Flow Nodes assume a few things:
Expand Down
4 changes: 2 additions & 2 deletions Docs/docs/concepts/runtime-concepts.md
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Expand Up @@ -38,11 +38,11 @@ The `UBeamUserSlots` Engine Subsystem is responsible for:

The image below describes how the SDK's lifecycle injects itself into UE's lifecycle:

![InitFlow](./images/runtime-concepts-init-flow.png#center)
![InitFlow](./Images/runtime-concepts-init-flow.png#center)

The next image shows a high-level description of the authentication flows supported by the SDK:

![runtime-concept-authflow.png#center](./images/runtime-concept-authflow.png#center)
![runtime-concept-authflow.png#center](./Images/runtime-concept-authflow.png#center)

Now that you have a high-level understanding of the SDK's initialization flows, read up on how to achieve the two most common Sign Up and Login flows among the ones we provide.

Expand Down

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