Hey I have been testing on Playfab (custom game servers) for the past few weeks and everything is working well except for the first time I upload a new build... or rather the first time a game instance is started on a server.
Basically, matchmaking succeeds but then the first client can't connect. However, right after this, or on any future instances of that server, there are no problems and everything runs smoothly.
I read a post on here about loading level files potentially causing a delay for first run. My level file takes roughly 100ms to load, so I made it asynchronous, but that did not help... so I profiled how long just the socket server takes to startup (on fresh servers), and it was coming back in the 5-10s range sometimes. This seems really long, especially when it takes < 1s on all future instances, and roughly 110ms on my local machine.
I am using "lidgren-network-gen3" for my server, but I had the same problem even when I was using my own custom C# socket server.
I put various delays between matchmaking and connecting into the client to alleviate this startup time issue, but even 10-12s wasn't enough. I have it at 20 seconds now which is quite a waste for this one problem.
Is there a better way way to deal with this? Is there something I am missing? I upload my builds with everything on default, set for USCentral, and my game mode is 1 to 64 players. I try waiting after the server is "Running" for a while before matchmaking, but no matter what, that first instance has this issue.
Thanks.