Matchmaking architecture

matchmaking architecture

How to implement a matchmaker in azure?

Thank you. For implementing a matchmaker you will need a database storing the data from the players that are looking for a matchmaking session and a process running on a server or a set of serverless Azure Functions responsible for handling the logic:

How do you build your matchmaking logic?

When you are building your matchmaking logic, there are three key variables to take into consideration. Aim to make it work for two out of three at least: Best skill match - From all the players considered for a game session, how close each of them are in terms of expertise with the game?

How does the matchmaking/lobby work?

Run the game, hit a button to enter the arena, which will send his IP Address/player profile/network stats up to the server. The matchmaking/lobby server will maintain a collection of all available players. It will continuously look for pairs of players that are a match (algorithm not important right now).

What if there are not enough servers for matchmaking?

Optionally you can have another process or Azure Function to request a scale out when it detects that there are not enough servers. The alternative is to delegate this to the game hosting orchestrator should you are using one. When you are building your matchmaking logic, there are three key variables to take into consideration.

How does a matchmaking server work?

Once an opposing team is found, the server sends match infos (udk server ip and port) to all of the concerned players I have written my matchmaking server with the C# Web Api template.

What is Azure PlayFab matchmaking?

If you are looking for an out-of-the-box matchmaking solution, Azure PlayFab is a complete back-end platform for building, launching, and growing cloud connected games that has matchmaking support. Here are different implementations of the same use case to get you a head start:

What template do you use for your matchmaking server?

I have written my matchmaking server with the C# Web Api template. This RESTful webservice can at the moment take care of steps 1, 2 and 3 as they are transactions between the frontend (player in UDK game) and the backend (the C# matchmaking server).

What if there are not enough servers for matchmaking?

Optionally you can have another process or Azure Function to request a scale out when it detects that there are not enough servers. The alternative is to delegate this to the game hosting orchestrator should you are using one. When you are building your matchmaking logic, there are three key variables to take into consideration.

How do you reduce matchmaking time in a game?

To wrap up, a good approach to reduce random matchmaking time is to have a queue for each type that your game supports and put each player attempting to matchmake in all queues matching their request. Then when a queue is full, just start that specific game session and remove the involved players from all of their queues.

How to implement a matchmaker in azure?

Thank you. For implementing a matchmaker you will need a database storing the data from the players that are looking for a matchmaking session and a process running on a server or a set of serverless Azure Functions responsible for handling the logic:

How do you build your matchmaking logic?

When you are building your matchmaking logic, there are three key variables to take into consideration. Aim to make it work for two out of three at least: Best skill match - From all the players considered for a game session, how close each of them are in terms of expertise with the game?

Related posts: