Hello, I have a few related questions!
We're evaluating using the new Matchmaking system with our own externally hosted servers.
When players select a mode in our game, we use `CreateMatchmakingTicket` to add them to the matchmaking queue. Then, we poll `GetMatchmakingTicket` to determine when the player or their group is placed into a match. Finally, we use the "Match ID" returned from that endpoint to spin up a game server for those players.
At the moment, we're placing players in a server when the status of their Matchmaking Ticket is "Matched", assuming that the matchmaking system has found a full server worth of players and is ready to start the game.
- When a ticket's status is set to "Matched", does that mean that game with the provided "Match ID" is full, or does it merely mean that the players associated with that ticket have been placed into a game and more players will trickle in later?
- If a status of "Matched" does indicate that the game is full, how do we acknowledge that the Matchmaking Ticket has been handled and players are in a server? Is there any way for our game servers to acknowledge that a player has joined and is no longer in the matchmaking queue?
- Will tickets stay in the "Matched" state forever? Do we need to call `CancelAllMatchmakingTicketsForPlayer` when the game is over to free up players so they can enter the queue for a new match?