Matchmaker In-Depth
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Learn more about Edgegapβs no-code matchmaker concepts in-depth and customize to your needs.
Edgegap Matchmaker is a managed service using your own rules to find the optimal group of teammates and opponents in seconds. Get started in 5 minutes and test the entire feature set for free. Upgrade when you're ready to a private dedicated cluster with enhanced security. Native integration with Edgegap Deployments delivers best-in-class ping no matter where your players are located.
Our matchmaking philosophy is driven by player perspective, with core principles of matchmaking:
maximizing match fill rate and social integration (friends and lobbies),
fast matches and high match quality controls (low latency, similar preferences),
high service availability, observability, analytics, and user-friendly error handling.
To deliver on our core principles, we prioritize first and foremost:
real world examples, game engine SDKs, and step by step guides,
modular and configurable features, focused on player experience,
no-code configuration and support for zero downtime service updates.
There are three essential concepts to each Matchmaker:
βοΈ Hosting Cluster - underlying server infrastructure, fully managed and operated by Edgegap.
π Configuration - set of rules and settings that define how the matchmaker will operate.
π Service Instance - the 24/7 live matchmaking service running on the Cluster, using Configuration to match players together and produce deployment (server) assignments.
To make things easy, we host and manage matchmaking entirely for you 24/7. You can use our
Free Cluster (shared) to test all features and explore synergies with your design,
matchmakers on free cluster shut down after 3 hours automatically, requiring restart,
Private Cluster to ensure stable and dedicated environment for your production needs.
Upgrading to a private cluster only takes one click. Changing Private Cluster Tiers after launch, without any player downtime, is also possible with β© Rolling Updates. Managed clusters provide you high-availability service hosting maintained by Edgegap.
Prepare for success and optimize after launch, so you donβt block your players on release day.
See Getting Started for our SDKs and detailed example scenarios.
Editing a running matchmaker will trigger a quick reload, deleting all tickets and causing short downtime.
Profiles represent entirely separated matchmaking queues, only sharing the same matchmaker version. You can configure any number of profiles for your matchmakers, though splitting up your player base will result in longer queue times for your players.
Some game modes may require more vCPU / RAM, especially if they support a higher number of players. A single matchmaker may include multiple profiles, each linked to an app version with adjusted resources.
Each matchmaker profile points to Apps and Versions in your Edgegap organization. Separating development and production environments with separate matchmaker may help prevent accidentally releasing a version which is not production ready.
Every ticket joins matchmaking queue based on initial
rules defined for their chosen profile.
An openAPI specification will be generated based on your config once you create your matchmaker.
Rules
Each entry in profile at path .rules.initial
represents a rule, where:
key is a string value to name the rule however you prefer; e.g. match_size
, and
value is an object defining the type and attributes of the rule, adhering to our standard ruleset.
Operators player_count
and latencies
may only be used once per profile.
Operators (rule type)
To demonstrate various operators, we will refer to our example configuration:
All rules have to be met simultaneously to initiate assignment. You may match using operators:
player_count
is a special rule defining how many players need to match to initiate assignment,
example defaults to 1 team (no team split), see Teams for more details,
matchmaker always strives to maximize match fill rate, up to specified max_team_size
,
player_count
rule is required and may only be defined once in your initial configuration rules.
string_equality
matches players with the exact same string value, for example:
example selected_game_mode
rule will match players case sensitively:
Alice
Erin
Frank
Bob
Charlie
Dave
number_difference
matches players within the absolute numerical difference from each other:
example elo_rating
rule above with "max_difference": 50
initially:
Latencies rule is optional and may only be defined once in your initial configuration rules.
intersection
matches players with one or more overlapping string values, case sensitively:
example selected_map
rule above with "overlap": 1
:
Optionally, expansions
can be defined to modify each ruleβs attributes at time intervals after ticket creation, effectively expanding the pool of players which can be matched, speeding up queue times.
Initially, we require 1 team composed of exactly 4 players (possibly split in groups) with:
maximum of 125 ms latency against the same (any one) beacon,
latency difference of 125 ms or less between lowest and highest player value for that beacon,
skill rating difference of 50 points or less between lowest and highest ranking player,
the exact same (case sensitive) selected game mode,
at least one matching map selection (case sensitive) amongst players,
at least one matching backfill group size value amongst players - see Backfill.
In the example above, we expand the search by modifying attributes after:
To support multiple teams, increase team_count
value. Get total number of players by multiplying team size and team count:
for "team_count": 2
and "max_team_size": 5
, a total of 10 players is allowed for a match,
for cooperative and free-for-all game modes, set "team_count": 1
.
Team IDs will be assigned to π« Player Tickets (accessible by game clients), and injected in deployments as Injected Environment Variables (accessible by dedicated servers).
Each player creates tickets to join the matchmaking queue. Tickets are compared and if criteria defined in the π Configuration is met, a deployment will be assigned, and players may establish connection with game server.
The matchmaking process can be summarized in a few steps:
Player creates a ticket status="SEARCHING"
,
Player repeatedly reads their ticket every second; looking for matches:
Team has been found status="TEAM_FOUND"
(see Teams and Join as Group),
Optionally team disbanded status="SEARCHING"
, shuffling groups.
Optionally team disbanded status="SEARCHING"
, teammate abandoned.
Optionally group disbanded status="CANCELLED"
, group member abandoned.
Match has been found status="MATCH_FOUND"
,
Host has been assigned status="HOST_ASSIGNED"
,
Players read the assignment (URL & external port) from their tickets,
Players retry connection to game server until ready.
Matchmaking may stop before "MATCH_FOUND"
due to either:
Player abandoning (deleting) their ticket,
Ticket is immediately deleted and reading it will return 404 Not Found
.
Ticket expiration period reached status="CANCELLED"
,
Ticket can be read until removal period is reached, then itβs deleted (returns 404
).
Maximum deployment retries exhausted status="CANCELLED"
,
Ticket can be read until removal period is reached, then itβs deleted (returns 404
).
If players experience any issues, or a long queue time, they may attempt deleting their current ticket and restarting the process by creating a new ticket.
If the player has been matched and assigned a game server, their ticket will be deleted automatically. Players who abandon queue after HOST_ASSIGNED
may be replaced with server Backfill.
Beacon latency values are used to prevent matching with players in a vastly different region.
Joining matchmaking with your friends relies on a third party identity system. Most games will use Epic Online Services, Nakama, Steamworks, brainCloud, Lootlocker, Playfab, Apple Identity, Google Play, or others⦠These systems usually expose a platform-dependent friend system and a lobby/party system which can be used to communicate across the group.
To join matchmaking with a group, once the group is assembled:
Group leader requests ticket attributes from other members,
Group members provide requested information to leader,
Group leader creates a Group Ticket using our SDKs or the API,
upon receiving assignments, Group leader sends each member one assignment,
Group members follow regular Matchmaking Process as if they joined alone.
In case a group member decides to abandon their ticket prior to HOST_ASSIGNED
, all tickets of group members immediately update to status="CANCELLED"
pending removal after the configured period. Afterwards, this matchmaking process may be repeated from scratch with a new group ticket, disregarding the previous tickets.
If a group member decides to abandon match after HOST_ASSIGNED
, game server is responsible for waiting for a pre-defined period of time and finally issuing new Backfill tickets to replace the player.
If a group memberβs game client crashes, they may reconnect as long as they have saved their assignment ID persistently (on drive) between game restarts.
See Getting Started and our SDKs with automated reconnect and more.
Optionally, some games may have special matchmaking needs, such as:
allow new players to join games in progress (friends or strangers),
replace players who leave (leavers) after game starts to avoid restarting match,
allow spectators to join and observe tournament or friendsβ matches (e-sports),
centralize players in larger servers to provide more social interactions (MMOs),
let players choose a server to join through a server browser (custom).
Any profile can be used for Backfill as long as attributes of backfill are valid.
This feature is in development, scheduled for late 2025, stay tuned for updates! π
Some games may want to let players join servers with open capacity. We're working on additional matchmaking features allowing this in addition or as a replacement of classic matchmaking.
To pass information to game servers and provide operational insights, we provide additional features.
Map players to tickets - players should send their ticket ID to game server when they connect.
The resource requirements for your instance will depend on factors:
number of players - more players make more tickets,
number of requests - polling for status more often creates more load on matchmaker,
configuration complexity - number of profiles, rules, and expansions,
average match duration - shorter duration means more matches, tickets, and higher load,
ticket expiration and removal periods - keeping stale tickets for longer consumes more memory,
client retry fallback logic - retrying with short jittered backoff helps spread traffic burst peaks.
If a matchmaker is experiencing high load:
if CPU is throttling, matchmaking could be slowed down,
if matchmaker runs out of memory, it will restart without losing ticket information, hoping that clients will implement exponential backoff and the burst is retried over longer period of time.
Display ticket IDs and deployment IDs in client match history UI to trace players when troubleshooting.
This feature is in development, scheduled for 2025, stay tuned for updates! π
To improve user experience we plan to expose additional user-facing statistics through our SDKs and API. Additionally, some studios may want to optimize and monitor their Matchmakers. To address both needs, we plan to expose metrics such as:
load monitoring over time,
match speed and expansions per profile,
groups and teams attribute balance,
player latency distributions,
bucketing based on attributes and rules,
data export for your custom analysis needs.
Keeping track of compatibility between server and client versions can get confusing. Follow our tips for reliable releases, updates, and preventing downtime or compatibility issues.
Your Matchmaker URL will always remain the same after restarting.
Create separate matchmakers for dev & production environments to safeguard against human error.
Start matchmakers at least 3-7 days before release to propagate DNS records to all ISPs globally. Quick restart doesn't require DNS update propagation and applies changes with 5-10 min downtime.
To prepare for zero-downtime updates we recommend creating at least 3x copies of your matchmaker ahead of time, for example green
, blue
and orange
. Each game client version will create tickets for one of these, rotating after each update.
Multiple app versions can use the same server image tag, removing the need to restart your matchmaker when rolling out a new server version. Simply update the associated tag in your app version.
Prerequisites:
This section assumes youβve completed π Before Going Live.
Live game clients c1
are currently connecting to matchmaker green
, pointing to app version v-green
linked with image tag t1.1.0
.
Youβve previously created matchmaker blue
pointing to app version v-blue
linked with an older image tag which is no longer used t1.0.0
.
In order to release game client + server updates, you may:
Prepare new server app version v1.2.0
on Edgegap:
push a new image tag to your container registry t1.2.0
,
create new app version v1.2.0
,
connect your game engineβs Editor to the provided URL + external port,
Update unused matchmaker blue
to link to your new image tag t1.2.0
,
enable caching for new app version v1.2.0
, enabling cache for this version will ensure the image is also cached for version v-blue
since they reference the same tag,
Update your new game client c2
to use the new version v-blue
when creating tickets:
update your base URL and Authorization token in game client,
Perform QA tests and final verifications of your new game client c2
:
if you find and resolve any issues, repeat process from the beginning,
wait 3-7 days to propagate matchmaker DNS changes to ISPs globally, after the matchmaker has been stopped (quick restart doesn't require DNS updates or waiting period),
Release your new game client update c2
on game distribution platforms,
Allow time for new game client c2
to distribute to player devices (typically up to 3-7 days):
Clean up unused resources in your Edgegap account:
delete image tag t1.0.0
to free up Container Registry capacity,
delete image tag t1.1.0
to free up Container Registry capacity,
turn off your green
matchmaker to pause billing until your next update.
For your next update, increase version numbers and swap green
and blue
keywords in the guide.
Prerequisites:
This section assumes youβve completed π Before Going Live.
Live game clients c1
are currently connecting to matchmaker green
, pointing to app version v-green
linked with image tag t1.1.0
.
To release a server patch without requiring a game client update, you may:
Prepare new server app version v1.2.0
on Edgegap:
push a new image tag to your container registry t1.2.0
,
create new app version v1.2.0
,
connect your game engineβs Editor to the provided URL + external port,
if you find and resolve any issues, repeat process from the beginning,
enable caching for new app version v1.2.0
, enabling cache for this version will ensure the image is also cached for version v-green
later since they will reference the same tag,
Update version v-green
to link to your new image tag t1.2.0
,
new matches will automatically initiate assignment with the updated tag t1.2.0
,
Clean up of unused resources in your Edgegap account:
delete image tag t1.1.0
to free up Container Registry capacity.
Clients and servers may call API directly or with game engine SDKs, see also Getting Started.
Game clients and servers authenticate with Matchmaker using Authorization
HTTP header containing your secret token (Auth Token):
This token may be included in your game client safely, as it doesn't grant access to Edgegap API.
Keep your tokens secret and safe! Edgegap staff will never ask you for your tokens.
Matchmaking API token provides unrestricted access to all matchmaking API endpoints.
Enhance security and integrate custom authorization with Server to Server (below).
to authenticate players with your own third party service acting as a proxy,
These endpoints can be used directly by game clients or with Server to Server integration.
Monitoring endpoint provides a convenient way to verify uptime of your Matchmaker Service from game clients or backend services, so you can reach out for assistance in case of urgent issues. You may integrate redundant (multiple) monitoring systems checking this endpoint for your own visibility.
Ping Beacons provide a simple yet effective way to approximate connection quality to major networking nodes and prevent high latency matches. See #latencies-attributes for more.
Create Ticket (POST) - pick a matchmaking profile & submit ticket attributes:
Read a Ticket (GET) - check on matchmaking progress and host assignment.
Delete a Ticket (DELETE) - abandon matchmaking immediately.
Join as Group endpoints allows matching deployments as a group/party/lobby:
Create Group Ticket (POST) - submit yours and your group members' tickets.
Your designated group host/leader is responsible to collect ticket attributes from players through a third party of your choice, and to distribute assignment IDs to individual group members to allow managing individual Matchmaking Process.
See Join as Group for details and Getting Started for genre-specific scenarios.
To resolve this error, add allowed_cors_origin
parameter to your configuration to either:
whitelist your exact client hosting domains:
or whitelist a wildcard domain (including all subdomains):
These endpoints are used by the dedicated game server or your game backend.
Backfill allows your game server or your backend service to manage player capacity of servers:
Create a Backfill (POST) - submit current player tickets along with matchmaking profile.
Read a Backfill (GET) - retrieve ticket information about the filled player.
Delete a Backfill (DELETE) - stop backfill depending on game server logic and design.
See Backfill for details and Getting Started for genre-specific scenarios.
Inspect API provides real time matchmaking insights. The changes you make to your configuration and the impact on your players will be more predictable if you run tests on your matchmaker.
Inspect Tickets (GET) - list current player tickets, their status, and assignment (if available).
Inspect Matches (GET) - list current matches and resolved Rules values.
Coming Soon: pause and resume matchmaking at specific ticket stages.
Your configuration file will be validated depending on matchmaker version used, make sure your rules are matching the matchmaker versionβs capabilities.
Stop, Edit, and Start your matchmaker to upgrade your version. Quick Restart won't do it!
This is the latest matchmaker service version, recommended for production use.
β οΈ Breaking changes:
in your configuration player_count
rule, replace team_size
with min_team_size
and max_team_size
to achieve "best effort" matching attempting to maximize match fill rate,
to require a specific number of players per team, set both min and max to the same value,
backfills bypass player_count
rule and always match with 1 ticket (unchanged).
Tickets, group tickets, and backfills with all latencies above the highest max_latency
in a given profile will be immediately rejected with 400 Bad Request
response to ticket create request, instead of expiring:
to bypass this behavior, create an expansion with max_latency: 99999
(any value higher than your client latency measurement timeout).
π©Ή Bugfixes:
Backfill now uses configured deletion and expiration period (like tickets and group tickets).
β¨ Improvements and new features:
Up to 3x more potential matches are considered now, producing more optimal groups and maximizing match fill rate.
Up to 200% faster matching speed due to concurrency optimizations.
Up to 40% increased match fill rate due to optimization of expansions algorithm.
Improved service stability and increased speed of quick restarts.
β οΈ Breaking changes:
Separated game profile and expansion stage information in the Injected Environment Variables:
MM_MATCH_PROFILE
will now only include the profile name as it appears in the configuration.
Introduced MM_EXPANSION_STAGE
which will contain the expansion stage as a string (e.g. "initial", "15", "30").
Ticket assignments now include the group ID when #endpoint-tickets. Group ID is also included as an Injected Environment Variables, as a mapping of group ID to a list of the group's player IDs.
Ticket assignments now include the team ID when #endpoint-tickets. The team ID is also included in every ticket data Injected Environment Variables.
#endpoint-tickets now returns 409 Conflict
HTTP code instead of 204 No Content
to indicate the ticket can't be deleted since the deployment is starting. To replace leavers, use a Backfill issued by the server after a pre-specified timeout period.
#endpoint-backfills request body parameter attributes.deployment_request_id
has been moved to attributes.assignment.request_id
.
#endpoint-backfills request body now requires full assignment details as part of attributes
parameter in addition to the request_id
.
π©Ή Bugfixes:
Resolved intersection rule values are now Injected Environment Variables in the MM_INTERSECTION
environment variable.
Quick restart feature now reliably regenerates API endpoints and openAPI specification when configuration is changed.
Fixed several bugs during matchmaker (re)start causing prolonged startup time or getting matchmaker stuck.
β¨ Improvements and new features:
Increased rate limits and scalability of all API endpoints, across all matchmaker tiers.
When assigning a player to a Backfill, the new player's ticket ID will be added as a tag to the Backfill's Deployments.
Added swagger UI authentication feature to test API directly in web UI without needing postman.
Improved openAPI examples to reflect realistic requests and responses more closely.
Added new #inspect-api meant for development and debugging purposes.
Allows listing all current player tickets in a paginated list.
Allows listing all current matches in a paginated list.
Backfill: Upon (popular) request, weβre adding backfill with automated ticket assignment, which allows you to reuse server seats when players leave the session.
Ideal for filling empty player seats after a match has begun, or for replacing players that have left during a match.
Join as Group: Weβre adding the ability to join as a group to the already available ability to fill multiple teams with players.
Ideal for joining up in a matchmaking queue with a group of friends or coming from a common lobby.
To make integration easier, weβre now offering Software Development Kits for the most popular game engines.
Fixed a bug where the #latencies-attributes was not applied correctly.
Tickets will now be automatically canceled after a Matchmaking Process if they haven't been assigned to a deployment.
You can now #endpoint-tickets to enhance the flow of your matchmaking process.
Deployments made by the matchmaker are now tagged with ticket IDs.
You can now edit your configuration while the matchmaker is running. This triggers a quick reload of your configuration without requiring a full on/off cycle for your matchmaker. Note: This feature is not recommended for production environments, as it deletes all current tickets and temporarily makes the API unresponsive.
Fixed Injected Environment Variables to use the correct primitive types instead of arrays.
Fixed Injected Environment Variables JSON values, which previously contained escaped characters.
Fixed a bug where certain headers were not accepted by the matchmaker when requests were made from a WebGL application (CORS policies).
Fixed issue with TLS/SSL certificate validation preventing matchmaker from launching.
Fixed a bug causing the beacons endpoint to return a 500 error.
Basic authentication is now mandatory for all endpoints.
Added the ability to configure the number of retries on server assignment failure.
Team-based matchmaking is now the default for all matchmaking configurations.
Both application and version are now required fields in all profiles.
Introduced a new endpoint to monitor the matchmaker's status.
Updated the format of the tickets environment variable in the deployment.
Added a configuration option to allow hosts to communicate with the matchmaker.
The debug API is now only available when explicitly enabled in the configuration (it is currently disabled for rework).
The game_profile
key in the GET ticket response has been replaced by profile
.
To take advantage of new features and bug fixes, youβll need to .
Every matchmaker is based on JSON configuration,
Alice + Bob + Dave may match,
Alice + Erin, or Charlie + Frank will never match.
Alice + Bob may match, or Bob + Charlie may match,
Alice + Bob + Charlie will never match.
Alice + Bob + Charlie may match, or Alice + Bob + Dave may match,
Alice + Bob + Charlie + Dave will never match.
When used with Join as Group, groups will match in teams with sufficient slots without overfilling. Teams are balanced using average (mean) of attributes. Interested in alternatives?
, waiting while Assignment is null
,
Deployment may be retried several times if occurs,
, server process starts initializing,
To provide best possible latency, π« Player Tickets may include game clientsβ for one or more Ping Beacons. Once clients perform a βbest effortβ measurement, they construct an object with all beacon-specific latency values:
See our for βjoin as groupβ inspiration.
See for a minimal example of a backfill-enabled configuration.
If you need a server browser feature urgently, consider using our API to .
Your server might need to know details about itβs players. Ticket attributes, resolved rule values, and other values are injected to your deployment, in addition to default .
Instances use CPU and memory to perform matchmaking and assignments, associating a hosting cost with each private matchmaker. See resources and prices associated with each tier on .
Always use for stress testing. Free matchmakers are limited for testing at small scale only.
Use or implement exponential jittered backoff to recover from high load.
If your players experience any issues, tracing their path to server logs can be helpful. Each Matchmaker deployment will be tagged with assigned player ticket IDs so you can easily and find to help you troubleshoot.
See to learn about deployment troubleshooting.
We strongly recommend implementing for update releases.
Perform any dev tests by v1.2.0
:
wait for caching indicator in version v1.2.0
to reach green,
monitor outdated game clients c1
using deployment ,
Perform tests and verifications by v1.2.0
:
wait for caching indicator in version v1.2.0
to reach green,
monitor outdated game clients c1
using deployment ,
Include parameter player_ip
in with the playerβs public IP address to take advantage of and ensure lowest possible player latency:
or when creating tickets from a custom lobby/party service (e.g. ).
Game clients may use free service to find their public IPs. VPNs may mask public IP address.
π« Player Tickets provide a simple interface for players to match together, see Matchmaking Process and .
override by using beacon IP in place of player_ip
in your ticket.
Unity/Android - consider to prevent code stripping of hardcoded JSONs.
For webGL games hosted on third party distribution platforms (e.g. ), sending any requests to Matchmaker from game client may result in policy violations. Most modern web browsers send a to verify that a backend service (the Matchmaker) understands and accepts communication from your game client.
Failing pre-flight check (default for security reasons) can result in , most commonly CORS header 'Access-Control-Allow-Origin' missing
.
Your success is our priority. If you'd like to send custom requests, ask for missing critical features , or express any thoughts, .
Please read the error, itβs possible youβve misspelled an identifier, rule, or an operator. - Use to validate your JSON formatting, you may have missed a comma or a bracket. - Reach out over for help, weβll be happy to assist. π
Matchmakers in Free Tier are intended for initial tests and are automatically turned off after 3 hours. To continue testing you may .
You or another team member may have created tickets during a previous testing session which were not assigned. Please .
If this is a development or a testing instance, try restarting your matchmaker first. - Please report any issues through .
In case this issue is impacting a live game, create an .
Our matchmaker uses official guidelines. Each configuration JSON is tied to a specific version of the matchmaker. Matchmaker version dictates which rules and settings are available in your configuration and API. Once a version is released, it will never change.
Use (replaces player count expansions):
only applies if is configured,
containing ticket data now include field id
(ticket ID) so they can be reused more easily when creating /backfills.
Backfill now correctly matches using configured .
Fixed for POST /backfills request (requires public_ip
) and GET /tickets response (team_id
is optional), including examples.
Benchmarks were produced with chaos-generated data using .
and matchmaking SDKs:
30 seconds:
4 players
150 skill rating range
max 250 ms latency
60 seconds:
4 players
200 skill rating range
max 250ms latency
3 minutes (180s):
1-4 players
200 skill rating range
any latency
See Getting Started for your first steps with Matchmaker, game integration, and detailed examples.
See Getting Started for your first steps with Matchmaker, game integration, and detailed examples.
See Getting Started for your first steps with Matchmaker, game integration, and detailed examples.
We currently offer to cater to everybodyβs needs:
Best Suited For
enthusiasts, solo developers
commercial releases
high-traffic launches
Resources
1 vCPU + 2GB RAM
6 vCPU + 12GB RAM
18 vCPU + 48GB RAM
Redundancy
1x virtual node
3x virtual nodes
3x virtual nodes
Price (hourly)
$0.0312
$0.146
$0.548
Price (30 days)
$22.464
$105.12
$394.56
latencies
is a special rule matching players within a specific difference range in ping values:
this presents a βsoftβ solution to splitting your player base, enabling matching with neighboring regions, especially improving match speed for less populated regions,
max_latency
should be specified to discard locations above a given threshold,
Our example beacons
rule above with "difference": 100, "max_latency": 200
initially:
Alice and Bob will match:
Tokyo is discarded (>200 ms),
latency for Chicago within 100 ms absolute difference.
Chicago
75.0
12.3
87.3
Los Angeles
113.2
145.6
32.4
Tokyo
n/a
n/a
233.2
253.2
Alice and Charlie will never match:
no beacons have < 200 ms latency for both players,
Alice lives in North America - Illinois,
Charlie lives in Asia - Japan.
Chicago
n/a
n/a
12.3
215.6
Los Angeles
n/a
n/a
145.6
238.3
Tokyo
n/a
n/a
233.2
24.2
Beacons are automatically rescaled in real time - adding/removing/replacing existing beacons. Your clients and backend should account for this and reload list of beacons before each matchmaking round.
Use Backfill to replace Seat/Match sessions. Matchmaker only supports Default session type.
To initiate successful backfill:
Server creates /backfills for each team separately, with values:
real assignment
data retrieved from Injected Environment Variables (deployment).
adding backfill_group_size
to tickets, listing group sizes up to available team capacity.
real tickets
data retrieved from Injected Environment Variables (matchmaker),
or mock tickets
data fabricated to match specific (real) player tickets,
Clients create /tickets or /group-tickets with backfill_group_size
array:
including value "1"
if the player is matchmaking alone, or number of group members,
additionally including value "new"
if players wish to allow starting new games,
or omitting value "new"
if players only wish to join a game in progress (backfill).
Matchmaking Process proceeds to assignment and clients connect to the server.
Backfills ignore player_count
rule, and always match a single group. Values in backfill_group_size
dictate how many players may be matched. Creating one backfill per team ensures team round-robin strategy, with server creating new backfills to fill remaining seats as needed.
Once game server initialization concludes, your server should continually:
Start idle disconnect countdown for each new player (recommend up to 3 min):
Start a loading scene/level while players connect - a full fledged 3D scene, a lobby-like social UI, or a loading screen with a progress bar, to indicate initialization is progressing.
Trigger loading for new players on server initialization.
Trigger loading for players replacing leavers (joining via Backfills).
Keep track of new player connections or existing players leaving over time:
Listen to custom client RPCs containing new player ticket IDs (initial or backfilled), to pair tickets to netcode entities/actors.
Read and verify assigned_ticket
player data retrieved from /backfills.
Create new Backfills for unused player capacity (leavers).
Renew expired Backfills, which are deleted after ticket_expiration_period
.
Delete any leftover Backfills once the 5. Deployment Stopped:
Unity - callback,
Unreal Engine - or callback.
See and for player connection monitoring.
See Getting Started for automated ping measurement using our SDKs. Learn how to start low and increase the allowed latency gradually with Rule Expansion.
Swagger Web UI: deploying a matchmaker will generate an openAPI specification and a convenient web UI. Open the URL in your browser to view and test all API endpoints, and to review payload examples.
π Social Game Example