SusaPlaySDK.Webhooks sends an event from your game to SusaPlay, which forwards it to every webhook
endpoint you subscribed to CUSTOM_WEBHOOK_EVENT. Use it when your own server needs to know what
happens in the game. Setting up the endpoint and verifying its signature is covered in
Webhooks.
Send an event
SendEvent(eventName, value, parameters) returns immediately. value and parameters are
optional; values can be strings, numbers, booleans, lists and dictionaries.
To wait for the platform’s answer, use SendEventAsync, which returns an HttpResponse:
What your server receives
ACUSTOM_WEBHOOK_EVENT delivery whose data holds the player, the session and your event:
partnerId is set and externalUserId carries the
partner’s own id for that player.
Reserved event names
Two names do more than forward the event.level_up
Reports the player’s level. The level must be a non-negative integer, sent as level in the
parameters or as the value:
400 INVALID_ARGUMENT.
achievement_unlocked
Unlocks a one-shot achievement for the player, exactly as
Achievements.Unlock does, and then forwards the event:
achievementId the event is refused with 400 INVALID_ARGUMENT; an id you have not
registered gets 404 NOT_FOUND.