john-5 suggested an idea · Jul 30, 2021 at 10:05 AM · Custom Game Serversmultiplayersdks
We are using PlayFab Party for all network communications between clients and our custom game server to meet the networking requirements of one of our target platforms. This works well, but has unfortunately meant we had to switch from Linux VMs to Windows VMs so that our servers can run PlayFab Party. This effectively doubles the hosting cost of our custom game servers. I am requesting a Linux version of PlayFab Party so that we can switch back to Linux VMs and reduce our costs.
In case others are interested in how we are using PlayFab Party in this way:
- When our servers start up, they create a Party network and write the network ID to a shared group data object named with the server's IP address and port.
- After matchmaking, our clients connect to the server by accessing the server's Party network ID through that shared group data.
- The client and server then share data messages using PlayFab Party.
- When the server shuts down, it deletes the shared group data object that it created.
Steve Lobdell commented · Aug 10, 2021 at 10:08 PM
Does this throw runtime errors? I'm able to build for Linux using PlayFab party.
We would love to know what you need. Submit your ideas and upvote others to help us prioritize.
No one has followed this yet.
Need datetime stamp on multiplayer server logs
Allow Server API / GetCurrentGame
Calls to depricated features of UnityWebRequest
Automate copying databases from one game container to another
Servers 2.0 Archived Servers should show timestamps
[C++ SDK] PlayFab[*]HttpPlugin implementations must handle GET and PUT HttpMethods