Satori Godot Client Guide #

This client library guide will show you how to use the core Satori features in Godot.

Prerequisites #

Before proceeding ensure that you have:

  • Access to Satori server instance
  • Installed the Satori Godot SDK
  • Using Godot 4 engine.
The Satori client is packaged as part of the Nakama Godot SDK, but using Nakama is not required.

Installation #

The client is available on:

Add the Satori.gd singleton (in addons/com.heroiclabs.nakama/) as an autoload in Godot.

Updates #

New versions of the Godot Client and the corresponding improvements are documented in the Release Notes.

Getting started #

Learn how to get started using the Satori Client to manage your live game.

Satori client #

The Satori Client connects to a Satori Server and is the entry point to access Satori features. It is recommended to have one client per server per game.

To create a client pass in your server connection details:

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extends Node

func ready():
	var scheme = "http"
	var host = "127.0.0.1"
	var port: Int = 7450
	var apiKey = "apiKey"
	var client := Satori.create_client(apiKey, host, port, scheme)

Configuring the request timeout length #

Each request to Satori from the client must complete in a certain period of time before it is considered to have timed out. You can configure how long this period is (in seconds) by setting the timeout value when creating the client:

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extends Node

func ready():
	var scheme = "http"
	var host = "127.0.0.1"
	var port: Int = 7450
	var apiKey = "apiKey"
	var timeout = 10
	var client := Satori.create_client(apiKey, host, port, scheme, timeout)
API Keys
Create and rotate API keys in the Satori Settings page.

Authentication #

Authenticate users using the Satori Client via their unique ID.

When authenticating, you can optionally pass in any desired default_properties and/or custom_properties to be updated. If none are provided, the properties remain as they are on the server.

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var id = "<UniqueIdentity>"

var session = await client.authenticate_async(id)
if session.is_exception():
    print("An error occurred: %s" % session)
    return
print("Successfully authenticated: %s" % session)

When authenticated the server responds with an auth token (JWT) which contains useful properties and gets deserialized into a Session object.

Session lifecycle #

Sessions expire after five (5) minutes by default. Expiring inactive sessions is good security practice.

Satori provides ways to restore sessions, for example when players re-launch the game, or refresh tokens to keep the session active while the game is being played.

Use the auth and refresh tokens on the session object to restore or refresh sessions.

Restore a session without having to re-authenticate:

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var auth_token = "restored from save location"
var session = SatoriClient.restore_session(auth_token)

Automatic session refresh #

The Godot client library includes a feature where sessions close to expiration are automatically refreshed.

This is enabled by default but can be configured when first creating the Satori client using the following parameters:

  • auto_refresh - Boolean value indicating if this feature is enabled, true by default

Check if a session has expired or is close to expiring and refresh it to keep it alive:

Manually refreshing a session #

Sessions can be manually refreshed.

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session = await client.session_refresh_async(session)

Ending sessions #

Logout and end the current session:

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await client.authenticate_logout_async(session)

Experiments #

Satori Experiments allow you to test different game features and configurations in a live game.

List the current experiments for this user:

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await client.get_all_experiments_async(session)

You can also specify an array of experiment names you wish to get:

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var experiments = await client.get_experiments_async(session, ["ExperimentOne", "ExperimentTwo"])

Feature flags #

Satori feature flags allow you to enable or disable features in a live game.

Get a single flag #

Get a single feature flag for this user:

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var flag = await client.get_flag_async(session, "FlagName")

You can also specify a default value for the flag if a value cannot be found:

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var flag = await client.get_flag_async(session, "FlagName", "DefaultValue")

Specifying a default value ensures no exception will be thrown if the network is unavailable, instead a flag with the specified default value will be returned.

Get a single default flag #

Get a single default flag for this user:

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var flag = await client.get_flag_default_async(session, "FlagName")

Similar to the get_flag_async method, you can also provide a default value for default flags:

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var flag = await client.get_flag_default_async(session, "FlagName", "DefaultValue")

Specifying a default value ensures no exception will be thrown if the network is unavailable, instead a flag with the specified default value will be returned.

Listing identity flags #

List the available feature flags for this user:

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var flags = await client.get_flags_async(session)

Listing default flags #

List all default feature flags:

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var flags = await client.get_flags_default_async()

Events #

Satori Events allow you to send data for a given user to the server for processing.

Metadata Limits
The maximum size of the metadata field is 4096 bytes.

Sending single events #

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var _now = Time.get_unix_time_from_system()
await client.event_async(session, Event.new("gameFinished", _now))

Sending multiple events #

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var _now = Time.get_unix_time_from_system()
await client.events_async(session, [Event.new("adStarted", _now), Event.new("appLaunched", _now)])

Live events #

Satori Live Events allow you to deliver established features to your players on a custom schedule.

List all available live events:

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var live_events = await client.get_live_events_async(session)

Identities #

Satori Identities identify individual players of your game and can be enriched with custom properties.

List an identity’s properties #

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var properties = await client.list_properties_async(session)

Update an identity’s properties #

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var default_properties = {
	"DefaultPropertyKey": "DefaultPropertyValue",
  	"AnotherDefaultPropertyKey": "AnotherDefaultPropertyValue"
}

var custom_properties = {
	"CustomPropertyKey": "CustomPropertyValue",
	"AnotherCustomPropertyKey": "AnotherCustomPropertyValue"
}

await client.update_properties_async(session, default_properties, custom_properties)

You can immediately re-evaluate the user’s audience memberships upon updating their properties by passing recompute as true:

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var recompute = true

await client.update_properties_async(session, default_properties, custom_properties, recompute)

Identifying a session with a new ID #

If you want to submit events to Satori before a user has authenticated with the game server backend (e.g. Nakama) and has a User ID, you should authenticate with Satori using a temporary ID, such as the device’s unique identifier or a randomly generated one.

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var device_id = OS.get_unique_id()

# Authenticate with Satori
var session = client.authenticate(device_id)

You can then submit events before the user has authenticated with the game backend.

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var _now = Time.get_unix_time_from_system()
await client.event_async(session, Event.new("gameFinished", _now))

The user would then authenticate with the game backend and retrieve their User ID from the session:

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var nakama_session = await nakamaClient.authenticate_custom_async("<nakamaCustomId>")
var nakama_uid = nakama_session.id

Once a user has successfully authenticated, you should then call identify_sync to enrich the current session and return a new session that should be used for submitting future events.

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var new_session = await client.identify_async(session, nakama_uid, default_properties, custom_properties)

Note that the old session is no longer valid and cannot be used after this.

Deleting an identity #

Delete the calling identity and its associated data:

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await client.delete_identity_async(session)