Skip to main content
Send gameplay events in batches rather than one at a time to reduce network overhead and battery usage on the player’s device. Group events that occurred during a session and flush them together — for example, at the end of a level or when the app moves to the background. PlaySmart accepts up to 200 events per request.
A 202 Accepted response means the events were queued in the server-side buffer, not yet written to the database. Processing happens within a few seconds.

Endpoint

Authentication required. Include the player’s access token in the request header:

Request body

string
required
The authenticated player’s unique identifier. Must exactly match the sub claim in the access token. The request is rejected with 403 if there is a mismatch.
string
required
The game’s identifier — the Android package name or iOS bundle identifier (e.g. com.example.mygame).
object[]
required
An array of event objects. Must contain between 1 and 200 items.

Example request

Response

202 Accepted

The message field reports how many events were accepted and how many are currently in the server-side buffer awaiting processing.

Error responses