I am using Unity and the GDSK. I've set up a Matchmaking Queue that deploys Gameservers. When the gameserver is started, I have problems figuring out how to get information about the match. For example, what teams the different players belong to, or what map was selected.
From the documentation, it says: "Matchmaking does not pass any ticket attributes to the game server. If the game needs to access any ticket attributes on the server, it can do so by calling GetMatch with the ReturnMemberAttributes header to true."
But how exactly do I call GetMatch()? I tried using the PlayFabSdk for clients, logging in, and calling PlayFabMultiplayerAPI.GetMatch(), but as you would expect, this gives me the error: "Failed to get match data: /Match/GetMatch: Only a user in the match can access it.".
I've tried using the POST API for GetMatch, but that requires an EntityToken, and I can't seem to use a secret key to call this, which I'm assuming would just give the same result as my call to GetMatch() with the PlayFabSdk.
The GDSK also seems to have no way of doing this, using PlayFabMultiplayerAgentAPI. Letting the clients send me this information is not reliable, so I want a secure way of getting the absolute data from the matchid / session.
So when the docs talk about using GetMatch, what exactly do they mean? How do I access this data?
Thanks in Advance.