Our game currently has the following requirements (assuming no servers are in an Active State):
- A player that starts matchmaking should find a match as fast as possible, even with a low number of players (as low as 2)
- Once the first players are matched and a Multiplayer Server is spinned up, the server should continue accepting new players (by using a ServerBackfillTicket?) for the same Queue that spinned it. The connected players wait in a shared lobby (like PUBG)
- Any ticket that matches with the server ticket should immediately be completed
- The Server, however, can continue to match with new players, until GameLogic is satisfied
Are those requirements possible with the current Matchmaking service?
What we experience currently is that the ServerBackfillTicket always get completed right after finding the first player (since the Min number is 2), and no more players can be matched with this ticket.
We are working around this by continuously creating a new ServerBackfillTicket, but this highly increases fragmentation, as eligible players could be matched together in a new match while the server re-creates the ticket.
Or is there some other way to approach this problem? Basically the desire is to have the lobby work like PUBG