Open KiaArmani opened 1 year ago
Currently running into an issue where the client wants to talk to the matchmaking beacon, but the server does not respond. Think it might have to do with the server switching maps after launch too fast, not giving the beacon a chance to be talked to.
Either:
Yeah, turns out that's the issue. Need to add some more metadata to the server so it knows what to do once the players are there.
Got parsing in. For some reason the server immediately travels to that map though. Already disabled parsing in HandleMatchAssignmentIfNotExpectingOne (LyraGameMode.cpp), but there seems to be more that happens. More investigation needed.
Made some significant changes due to new discoveries:
So the current setup is as followed:
So, what works now? Client can press Quick play (proper matchmaking with other players atm failing due to a bug, currently allowing partial matches to get the matchmaker to eventually give up and connect you to an available server anyway), get a server assigned (gets reserved and removed from pool of available servers) and successfully connects to the gameserver.
Todos:
Get actual matchmaking with multiple players working.
Works now. Cause was a user error on my end, had the 2nd user authed for the wrong application in EOS.
Goal: The deployment example should include usage of the Redpoint Games Matchmaking plugin, allowing players to be grouped into matches.
Bonus: Support for parties to join together.