Hi,
I'm making a Real-Time-Strategy game in Unity, using DarkRift as an authoritative server, hosted on PlayFab. Unity is only used as a client for rendering and input.
For now I am able to connect and play using PlayFab's Matchmaking only, as it returns an IP address and ports to connect to. However I don't want to use Matchmaking, as I'd like to create a lobby with rooms that the client can join. On starting the game, player will see a list with all rooms created by other players and can either join an existing one or create a new one - popular solution.
For that I imagine I can write a DarkRift plugin that would keep track of all rooms and players in them and when the players click "Play" it would RequestMultiplayerServer() from PlayFab and send new IP and ports to the players to connect there.
In the given scenario, how would I connect to my DarkRift server to see the lobby, before a MultiplayerServer is requested? I need an IP and a port for that.
Is my way of thinking even correct? Can I have the same PlayFab's VM run the lobby, as well as multiple game instances?
Basically I need a way to connect to my server .exe after logging in (for instance with LoginWithCustomID) and before the players are matched