I have to implement the usual join server with squad/friends.
We will have low player count servers (4-10 players).
I had this idea to enable some sort of slot reservation for a joining squad.
1. We have a squad leader. He does the matchmaking and knows the squad count.
2. In the matchmake call, he adds the count as an Including Tag so he only gets responses that resemble server with enough free slots.
3. The server would have tags for 5 free slots like ["1", "2", "3", "4", "5"] so it would return for 1-5 player squads.
4. After the leader successfully joins, the server tags are updated to resemble the free slots.
5. Squadmates automatically follow the leader with LobbyID (we are planning to use Photon for notifications)
My main concerns are:
1. Is the tag update fast enough to lower the amount of failed joins (eg when two 4-4 squads want to join a 6 player game)
Is the next called matchmake will have the updated values or is there seconds of propagation delay that would defeat the purpose?
2. Can this speed of updates (after squad leader joins and after player disconnects) exceed some limits? This doesn't seem too fast for me but still, it would be good to know.
Thanks!