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robinb avatar image
robinb asked

Matchmaking (public preview) - usage in production environment

We develop a multiplayer game. The realtime networking is based on Photon PUN, while most of our backend (user management etc.) resides on PlayFab.

We're not satisfied with the client-based matchmaking that PUN has to offer, and want to avoid the downsides of implementing our own matchmaking server (development effort, operations etc.).

PlayFab's new MatchMaking (https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/matchmaking/) perfectly covers our use-case. We need a 1v1 matchmaking service that matches players based on skill with an increasing window over time, but also factors in other properties (mostly latency) at a lower weight. This looks like a perfect match judging by the documentation.

I've read the roadmap and know that a full release is planned in Q3. A few questions:

  1. are there any hard limits in place (e.g. matchmaking tickets per hour, queue size etc.) that would prevent usage in a production scenario (with, say, 10k matches per day)?
  2. are there any legal restrictions or anything in the terms&conditions on using the public preview in a production scenario?
  3. are there any other concerns? service stability, expected downtimes, breaking API changes?

I'd just like to get a complete picture of the situation. If it was only breaking API changes with a 14-day notice, for example, that's something we could probably cope with.

Our goal is to integrate the best possible matchmaking experience for our users given the resources we have. Since PlayFab matchmaking looks like a very good match, we'd like to avoid having to go for an alternative at this point if possible. Thanks for your input!

Matchmaking
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brendan avatar image
brendan answered

First and foremost, we have a firm policy of zero breaking changes once a feature is public. The only time we would introduce a breaking change would be if a) the feature is in private preview (which is when we're working with a small number of developers to validate the use cases), b) there's a serious security issue we need to address (this has never happened, but I do need to call it out), or c) no one is using the feature.

Specific answers to your questions would be:

1. Limits for ticket creation/query are on a per-player/ticket/match basis. You can see those in the Settings->Limits page of your title. There isn't a limit on the total number of tickets created for the title overall.

2. Once a feature is in public preview, it can be used in a live title. In fact, the matchmaker is actually being used by live titles now.

3. No other concerns. You can see all the details of any issues we've seen in our status page, here: http://status.playfab.com. The goal is always to have zero downtime and to resolve any issues that occur as quickly as possible.

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robinb avatar image robinb commented ·

Thanks a lot for the quick clarifications!

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