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Question by Chris Gunderson · Aug 14, 2016 at 07:29 PM · MatchmakingCustom Game Servers

Matchmaker/StartGame Issues

We have recently added a pvp game mode to our game and when the current match is over, we want to close the current server instance and spawn a new one from the dedicated server (which is hosted using the custom game server tools on playfab). Calling Matchmaker/StartGame starts up the game properly, but clients cannot connect to it with a call to Client/Matchmake. The return from StartGame gives the proper lobbyID and server/ip, but the client just receives

"code":200,"status":"OK","data":{"PollWaitTimeMS":1000,"Status":"Waiting"}. I'm curious if we're just using an incorrect endpoint in our startgame call? We have been using

"ExternalMatchmakerEventEndpoint": "https://93f0.playfabapi.com/" in the call to startgame. Any help on this would be greatly appreciated.

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Answer by Brendan · Aug 15, 2016 at 08:36 AM

The Matchmaker API is actually intended for use with your own custom matchmaker server, so I can't recommend using that API method this way.

We are planning on adding StartGame to the Server API set soon, specifically to support scenarios like this. For now, I would recommend using the Client StartGame API call, in order to unblock your testing.

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avatar image Brian Jordan · Apr 03, 2018 at 06:05 PM 0
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Are there still any plans to add StartGame to the Server API / CloudScript? Looking in to whether there might be a way to allow for invitation-only servers while doing a bit of throttling against Client.StartGame abuse without deploying an external matchmaking service. Alternatively if the Matchmake API were available from within CloudScript, that could possibly be another path?

avatar image Brendan ♦♦ Brian Jordan · Apr 03, 2018 at 08:46 PM 0
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Sorry, spoke too soon on that one. Even relatively small tasks like that take at least a half-day, due to the requirement to add a complete set of tests for all new code, so it's hard to get tasks prioritized if we don't have a lot of requests (full transparency, I was trying to force time into my own schedule to make some of these smaller changes - hence, the reason I foolishly thought I could get it done soon back when I said that). Now that we're part of a larger team, I'm hopeful that some of these backlogged items will get into the pipe more quickly, but it's hard to say for sure when this will happen.

avatar image Brian Jordan Brendan ♦♦ · Apr 03, 2018 at 11:35 PM 0
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Totally understandable! Of any group, the devs reading this forum should appreciate both how the prioritization game goes and the service's stability :) thanks for the update!

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