I'm integrating GameOn tournaments into our own multiplayer game with different types of multiplayer events, internal leaderboards etc.
I have a working integration where I can use all the different methods, but I'm lacking info on when certain things happen on your side when I do something.
In this particular integration I have a qualification system leading to a Final event for the finalitsThe event is min 4 players and max 8 where the winner is declared by accumulated points after three rounds. This "Final" should become a GameOn tournament with a GameOn leaderboard on our side.
I can auto generate both our event and the GamOn tournament when quali is over, so I generate a go-tournament for the final with the following specs:
I then register the players at gameon via the admin API, save the id's and tokens
Now as a player enters the event on our side, I authorize the player, then find the tournament matching our event, and register the player to the tournament. Here I get a match-id & tournament-id back BUT I also get [attemptsRemaining] => 2 from that call.
Now the flow documentation says that next I should call Enter Match as the player starts playing on our side. But then it seems like another attempt is deducted from the players available attempts.
In essence, I can do the whole flow and generate scores, leaderboard etc just fine. But I seem to use an extra attempt at gameon for playing the three games on our side.
Is the initial "Enter Tournament" call also deducting one attempt from the match?
If so, should I still do the Enter Match call for the first player attempt as the documentation states?
Or should I just add an extra attempt in the initial creation of the tournament (but that seems wrong)?
Thanx in advance